TEXT: 1
  The survivalist’s Guide to survival
  GENESYS
  TRAP SETTING SUPPLEMENT
  The Survivalist’s Guide to
  Survival
  
  2
  The survivalist’s Guide to survival
  GENESYS
  Credits
  Design and Development
  Caleb Smith
  Playtesting
  Zach Taylor, Devon Rockett, DJ Claxton, David
  Morris, Tyler Comstock
  Art
  Dean Spencer, CPYstudio/Shutterstock
  Proofreading
  Christopher Ruthenbeck
  Special Thanks
  Scott J. Zumwalt and Ian “GM Hooly” Houlihan
  This product was created under license. Genesys and its logo, and Genesys Foundry and its logo, are trademarks of Fantasy Flight Games in the
  U.S.A. and other countries. All Fantasy Flight Games characters and character names, and the distinctive likenesses thereof, are trademarks of
  Fantasy Flight Games. www.FantasyFlightGames.com.
  This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material is used with permission under the
  Community Content Agreement for Genesys Foundry. All other original material in this work is copyright 2020 by Caleb Smith and published
  under the Community Content Agreement for Genesys Foundry.
  If you have any comments, questions or feedback, please contact me at
  bmoviegamingstudios@gmail.com or on Discord as Cptn_Smitty #3033
  Additional Development
  Giri “Archellus" Raman
  Editing
  Justin “Agent_Zer0" Sweet
  
  3
  The survivalist’s Guide to survival
  GENESYS
  Contents
  Hyperlinked
  Introduction
  4
  Setting Traps
  5
  How To Set Traps
  5
  Setting Traps In Combat
  6
  Alarm Traps
  7
  Snare/Net Trap
  8
  Pitfall Traps
  8
  Spike Trap
  9
  Log Traps
  9
  Poison Dart Trap
  10
  Beehive Traps
  10
  New Survivalist Tools
  11
  New Archetype - Survivalist
  12
  New Survival Talents
  13
  Beasts of Legend
  14
  The Jackalope
  14
  Bigfoot
  15
  Art
  17
  
  4
  The survivalist’s Guide to survival
  GENESYS
  Introduction
  W
  elcome Hunter! By acquiring this guide, you
  have equipped yourself with all you need to set
  traps, waylay your foes, and confound your prey.
  Yes, The Survivalist’s Guide to Survival is your key
  to unlocking a world of cunning devices and sly tricks,
  empowering you to always have the upper hand!
  This guide provides a detailed description of how to
  set four different types of traps, a catalog of new tools
  aimed at enhancing your trap-setting, a new Cunning
  and skill-focused archetype, and new talents which will
  hone your survivalist skills like never before!
  This guide also provides two Beasts of Legend that any
  hunter would be proud to mount in their study. Along
  with the beasts are suggestions for encounters a GM
  could use to test a player’s survivalist skills and trapper
  abilities.
  Adventure awaits!
  
  5
  The survivalist’s Guide to survival
  GENESYS
  A
  Survivalist is always one step ahead of their prey. A
  cunning hunter is not only skilled with a bow or
  rifle, but is patient and methodical, using their environ-
  ment to their advantage. A cleverly hidden snare or
  properly set trap is sometimes more effective than a
  pinpoint accurate shot.
  A
  character sets a trap by first deciding the type of
  trap they wish to set while describing it narrative-
  ly: What materials are being used? Does it feature a
  snare or a net? Are there spikes of sharpened bamboo
  being launched? Will there be any poison to apply?
  Next, the character setting the trap makes a Survival
  check at the appropriate difficulty. After spending any
  a, t, and/or the GM spending h or d from the ap-
  propriate table, the trap is set.
  When an opposing character moves within short
  range of a trap, they must make a Perception or Vigi-
  lance check opposed by the trapsetting character's Sur-
  vival to notice the trap. If the check is successful, they
  become aware of the trap, able to pass by and avoid it.
  Should they fail, they suffer the effects of the trap, and
  the trap becomes triggered and is considered ex-
  pended.
  Setting a trap usually doesn't require a lot of time or
  materials. The GM has final say on whether a specific
  type of trap can be set based on materials available
  (both what the character provides and what could rea-
  sonably be found in the surrounding area) and if the
  character has enough time to put it all together before
  their prey is upon them. (Arranging a rope in a slipknot
  and leaving it for their prey to step in could take mere
  seconds. Catching a venomous snake, extracting its
  venom, coating that venom on a sharpened dart and
  setting it up to be shot at passing prey could take a bit
  longer).
  The difficulty of setting traps listed below assumes the
  character has some materials and/or tools (i.e. rope or
  a knife) and that the rest are found or gathered. If a
  character wants to set a net trap but has no rope and no
  knife to cut the vines they'll be using to fashion a net,
  the GM could decide to increase the difficulty of the
  Setting Traps
  WHATISATRAP?
  The term trap refers to the making and setting of
  a rigging or apparatus that produces a negative
  effect upon the character's target. In keeping with
  the game's narrative focus, the precise placement
  of the trap is unimportant. Instead, emphasis
  should rely on the result of the Survival check of
  the character setting the trap opposed by the trig-
  gering character’s Perception or Vigilance to de-
  termine the outcome.
  Additionally, the specific names of the traps pre-
  sented in this guide (such as a Net or Poison Dart
  trap) are just examples of what the shape of a par-
  ticular effect can take. Players and GMs are en-
  couraged to reskin the flavor of each type of trap
  to fit their own narration with the mechanical
  effect matching their own description. Alterna-
  tive types have been included with some traps.
  While this guide generally refers to the use of
  traps in a wilderness setting, a trap can be placed
  anywhere, in any setting within reason. From ur-
  ban back alleys, to the hallways of a starship,
  crates and pipes can be used in place of logs and
  sharpened sticks. As long as the environment al-
  lows for cobbling together a trap, the GM may al-
  low it. But, if the situation seems dubious, the GM
  may increase the difficulty of setting the trap.
  check once. Similarly, if a character wants to set a Poi-
  son Dart trap and already possesses a poison they wish
  to use, the check should be reduced in difficulty by one.
  (There would no longer be a need to catch a venomous
  snake and extract its venom.)
  HOWTOSETTRAPS
  These rules provide characters with the means to
  make, set, and use traps in your game. While it is as-
  sumed these will be used in a wilderness setting, much
  of what is stated here could be easily adapted to any
  setting.
  
  6
  The survivalist’s Guide to survival
  GENESYS
  During a Combat Encounter (or any encounter
  deemed appropriate by the GM), the active charac-
  ter may spend aaa to cause an opposing char-
  acter to fall or stumble into a trap within short
  range. The active character must be aware of the
  trap in order to cause their target to trigger it. t
  may be spent to cause the same effect, but may in-
  clude triggering traps previously unknown to the
  active character. Similarly, hhh or d could be
  spent to trigger a trap short range from the active
  character, causing them to fall into it.
  SHOVE ‘EMINTOATRAP!
  Trap Name
  Materials Needed
  Survival Check difficulty
  Effect
  Alarm
  Rope/string, small noise making items
  Easy (k)
  Alerts Trapsetter
  Snare/Net
  Rope/String/Cord
  Average (kk)
  Causes Immobilized condition
  Spike/Log
  Sticks/bones/sharpened rocks, logs
  Average (kk)
  Deals Damage
  Poison Dart
  Needle/Thorn, poisonous plant/animal
  Hard (kkk)
  Causes Strain
  Types of traps
  dental if necessary) versus the Survival of the character
  that set the trap. If they fail, they fall into the trap, trig-
  gering it. If they succeed, they do not trigger the trap
  and they become aware of it. If the opposing character
  was in the process of making a Move maneuver and
  avoided the trap, they may continue their maneuver.
  A character may wish to set a trap during combat. This
  would require an action, and again the GM's approval
  that such a trap would be plausible in the given situa-
  tion. If the active character is engaged in hand-to-hand
  combat with an opponent, it would hardly be reason-
  able that they would be able to set a trap without them
  realizing it. Typically, if an opposing character is not
  engaged with the active character wishing to set a trap
  and is currently making an action against another char-
  acter, it is fair to assume the active character would be
  able to set a trap without being noticed.
  A trap could be set anywhere in the encounter, up to
  short range from an opposing character. (If there is ad-
  equate cover or other narrative reasoning that would
  allow a character to become engaged with the target to
  set a trap unnoticed, the GM may allow it.) When the
  opposing character moves within short range of the
  trap, they would make their opposed Perception or
  Vigilance check as an incidental (or an out of turn inci-
  SETTINGTRAPSINCOMBAT
  
  7
  The survivalist’s Guide to survival
  GENESYS
  ALARMTRAPS
  A
  larms are simple contraptions of noise-making el-
  ements, usually tied on a string or thin line. By
  making and arranging these around a camp or base, a
  Survivalist can become alerted if someone or some-
  thing enters their proximity.
  Making an Alarm requires an Easy (k) Survival check.
  Succeeding results in an Alarm trap being set around a
  desired area of medium range. When the trap is trig-
  gered, the character who set it is made aware through an
  audible signal.
  An example of an Alarm is a string pulled tight, set close
  off the ground so that a passerby would step on, pull, or
  bump it. In doing so, the string rattles a noise-making
  item tied to it, which makes their presence known.
  Cost
  Result option
  a or t
  Well Hidden: add a j to checks made to detect this trap.
  Elaborate: The Alarm trap is built in a way so as to not alert the character that they triggered it.
  Alerting: All allies within medium range of the trap gain j to any subsequent Initiative check made immediately following the
  triggering of the trap. (This can only be selected once)
  aa or t
  Stealthy Trap: When making an opposed Perception or Vigilance check to spot the trap, it is opposed by the character's Stealth
  instead of Survival.
  Extended Boundaries: The range at which the alarm would signal (as well as any bonuses selected that apply to a character at medium
  range) is extended from medium to long range.
  Surprising: The first character to make a check against a character that triggered this trap receives jj on that check. (This can only
  be selected once)
  aaa or t
  Ensnaring: When a character triggers the trap, they become Immobilized for a number of rounds equal to the amount of times
  Ensnaring was purchased. A character Immobilized in this way can perform an action to attempt a Hard (kkk)Athletics check on
  their turn to break free from this effect.
  Waiting for the Alarm to Sound: It the character that set the trap is within medium range, they gain an automatic sa on an
  Initiative check made immediately following the triggering of the trap.
  t
  Forewarned: If the character that set this trap is within medium range when it is triggered, they may immediately preform a free
  maneuver as an out-of-turn incidental. If initiative would be rolled, they may take their maneuver first.
  h or d
  Easily Spotted: The character making the opposed Perception or Vigilance check to spot the trap gains a j.
  Exhausting Effort: Upon completing the trap, the character setting the trap suffers 2 strain.
  hh or d
  Alerted: The character who triggered the trap gains j on their next check. (Including Initiative.)
  hhh or d Poorly Placed: The trap is placed at short range rather than medium.
  d
  Faulty: The character that triggered the trap immediately performs a free Maneuver before the trap alerts the character who set it.
  Table 1-1: Spending a,t,h ,and d on Making Alarm traps
  DisarmingTraps
  A character may wish to disarm an active trap of which they are aware. To attempt to do so would require an
  Average (kk) Survival or Mechanics check. If successful, the trap becomes disarmed, unable to be triggered.
  Failure results in the trap remaining active, and hh from a failed check causes the trap to trigger with the
  disarming character suffering its effects. d causes the disarming character to trigger the trap, suffering its
  effects, even if the disarming check would have otherwise been successful.
  
  8
  The survivalist’s Guide to survival
  GENESYS
  SNARE/NETTRAP
  S
  nares and Nets are simple traps. They are set with
  rope, twine, cord, or something similar along with
  a counterweight which when triggered, tightens a
  snare around, drops a net over, or does a combination
  of the two, ensnaring the intended target or prey.
  Making a Snare trap or a Net trap requires an Average
  (kk) Survival check. A Successful check results in a
  trap which causes the character who is caught in it to be-
  come Immobilized for a number of rounds equal to the
  number of uncanceled s. A character Immobilized in
  this way may perform a Hard (kkk) Athletics check
  on their turn to break free from this effect. If a character
  Immobilized this way is silhouette 2 or larger, they re-
  duce the difficulty of the Athletics check by 1 or each sil-
  houette above 1, to a minimum of Simple (-)
  Cost
  Result option
  a or t
  Well Hidden: add a j to checks made to detect this trap.
  Alerting: This trap also becomes an Alarm trap. When triggered, this trap also produces the same effect as a basic Alarm trap. You
  may also spend a and t from any options from Table 1-1.
  Tight Bindings: Add j to any Athletics check made to break free from this trap for each time Tight Bindings was purchased.
  aa or t
  Knockdown: The character who is caught in this trap becomes Prone.
  Surprising: The first character to make a check against a character caught in this trap gains jj. (This can only be selected once.)
  Stealthy Trap: When making an opposed Perception or Vigilance check to spot the trap, that check is opposed by the character's
  Stealth instead of Survival.
  Disorienting: The character caught in this trap becomes Disoriented a number of rounds equal to the amount of times Disorienting
  was purchased.
  aaa or t
  Jolting: The character caught in this trap drops an item or weapon they are holding. If the character is not holding anything, they drop
  a carried item or weapon of the GM's choosing. If the character caught in this trap has the Quick Draw talent, they are unable to use
  it.
  Constricting: The character caught in this trap upgrades the difficulty of any Athletics check made to break free.
  Trapped!: A character caught in this trap adds an automatic fa to their initiative checks made while in this trap.
  t
  Staggering: A character caught in this trap becomes Staggered for a number of rounds equal to the amount of times Staggering was
  purchased.
  h or d
  Easily Spotted: The character making the opposed Perception or Vigilance check to spot the trap gains a j.
  Escapable: Add j to any Athletics check made to break free from this trap for each time Escapable was purchased.
  Exhausting Effort: Upon completing the trap, the character setting the trap suffers 2 strain.
  hh or d
  Loose Bindings: Reduce the number of rounds the character caught in this trap is Immobilized by 1 for each time Loose Bindings is
  purchased, to a minimum of 1.
  hhh or d
  Not the Right Knot: When the character caught in this trap makes an Athletics check to break free, reduce the difficulty by 1 for each
  time Not the Right Knot was purchased.
  d
  Unbound: When a character triggers this trap, they can immediately made an Athletics check to attempt to escape.
  Table 1-2: Spending a,t,h ,and d on Making Snare and net traps
  While simple, the classic Pitfall Trap should not be for-
  gotten. A mere hole in the ground with some leaves and
  sticks covering the mouth can still be quite an effective
  trap. If the character wishes and the GM approves, a
  Pitfall Trap could be used narratively in place of a
  Snare/Net Trap (using the rules and table for crafting a
  Snare/Net Trap found on this page). In this case, in-
  stead of becoming Immobilized from the trap, the char-
  acter that triggered it would fall into Impassable
  Terrain (page 110 of the GENESYS Core Rule book).
  When caught in this trap, the trapped character can
  make a Hard (kkk) Athletics or Coordination check
  to escape, which would represent climbing out of the
  pit instead of escaping bindings. (In this case, any refer-
  ences to "Immobilized" in Table 1-2 can apply to Im-
  passable Terrain instead. Similarly, any references to
  Athletics checks also applies to Coordination. "Loose
  Bindings" cannot be selected for Pitfall Traps)
  PITFALLTRAPS
  
  9
  The survivalist’s Guide to survival
  GENESYS
  SPIKETRAP
  S
  pike Traps are traps set with the purpose of spearing
  or stabbing prey with sharp objects. Examples of
  Spike Traps include but are not limited to a series of
  sharpened bamboo or thick sticks set to spring for-
  ward, or a club fitted with pointed rocks or arrowheads
  dangling from a rope, set to swing into prey once the
  trap is sprung.
  Making a Spike Trap requires an Average (kk) Sur-
  vival check. A Successful check results in a trap that
  causes the target to take damage equal to the Cunning
  of the character who set the trap plus any uncanceled
  s, as an added effect the trap has Pierce 1. If a charac-
  ter setting this trap has a poison or something similar
  already in their possession, they may apply it to the trap
  without increasing the difficulty. If poison is applied,
  the triggering character is wounded by this trap, they
  suffer the effect of the poison.
  Cost
  Result option
  a or t
  Well Hidden: Add a j to checks made to detect this trap.
  Widespread: Any other characters engaged with the character who triggers this trap also suffers the effect of the trap as if they
  triggered it. (This can only be selected once)
  aa or t
  Knockdown: The character caught in this trap becomes Prone.
  Sharpened: This trap gains Pierce 1 or increases its Pierce quality by 1. (This can only br selected once.)
  Stealthy Trap: When making an opposed Perception or Vigilance check to spot the trap, it is opposed by the character's Stealth
  instead of Survival.
  Disorienting: The character caught in this trap becomes Disoriented for a number of rounds equal to the amount of times
  Disorienting was chosen.
  aaa or t
  High Velocity: Increase the damage this Trap deals by 1.
  Pinned Down: This trap causes the character who triggered it to become Immobilized for 1 round. This can be activated multiple
  times. A character Immobilized in this way can perform a Hard (kkk)Athletics check on their turn to break free from this effect.
  t
  Deadly: If this trap causes the character who triggered it to take Wounds, deal that character a Critical Hit.
  Barrage: When a character triggers this trap, they take an additional hit for each time Barrage was purchased. (This only applies to
  damage dealt and not any other secondary effects)
  h or d
  Easily Spotted: The character making the Opposed Perception or Vigilance check to spot the trap gains a j.
  Exhausting Effort: Upon completing the trap, the character setting the trap suffers 2 strain.
  hh or d
  Dulled: This trap loses its Pierce quality.
  hhh or d Low Velocity: Reduce the damage dealt by this trap by 1. This can be activated multiple times
  d
  Misfire: The character setting this trap takes damage as if they triggered it. (This can only be selected once)
  Saw it Coming: When a character triggers this trap, they may immediately make a Hard (kkk) Vigilance, Athletics or
  Coordination check to reduce the damage they would take equal to the amount of uncanceled s. They may spend aaa or t
  to completely avoid the trap, causing it to have no effect on them.
  Table 1-2: Spending a,t,h ,and d on Making spike traps
  Sometimes the most effective resource is the very forest
  itself. Fashioning fallen trees and branches into logs
  and rigging them to collide with one’s prey may seem
  primitive, but it has proven to be an effective method,
  even against large groups of enemies as well as techno-
  logicall-advanced forces. A couple of examples include
  rigging a collection of several logs in such a way that
  when triggered, they will roll over the hapless target,
  trampling them; or taking a log, tying it up with vines
  so that when triggered it swings down to smash the un-
  suspecting victim, causing serious damage.
  Should a character wish, a Log Trap may be used nar-
  ratively in place of a Spike Trap (following the same
  rules as setting a Spike Trap, see also Table 1-3.) In this
  case, instead of having Pierce 1, the trap would cause
  any characters affected by it to fall Prone.
  LOGTRAPS
  
  10
  The survivalist’s Guide to survival
  GENESYS
  POISONDARTTRAP
  A
  Poison Dart Trap is a trap constructed to adminis-
  ter a dose of poison or toxin using a small projec-
  tile. A dose of poisonous material is extracted from the
  surrounding area, whether from an animal, plant, or
  other possible source. The poison is then applied to a
  dart and then rigged to fire a short distance at unsus-
  pecting passersby.
  To make a Poison Dart Trap, the character must make
  a Hard (kkk) Survival check. A successful check re-
  sults in a trap that causes the target to suffer strain
  equal to the Cunning of the character who set the trap
  plus the amount of uncanceled s. A character which is
  struck by this trap immediately makes a Hard (kkk)
  Resilience check to reduce the Strain by 1 per un-
  canceled s.
  If the character setting the trap already has a poison or
  similar substance they wish to use, the check becomes
  an Average (kk) Survival check instead, as the charac-
  ter does not need to harvest any poison or toxin from
  the surrounding wilds. When this trap is triggered by a
  character, they take the effect of the applied poison.
  Cost
  Result option
  a or t
  Well Hidden: Add a j to checks made to detect this trap.
  Disorienting*: The character who succumbs to the poison of this trap becomes Disoriented a number of rounds equal to the amount
  of times Disorienting was purchased.
  Fast Acting*: The character making a Resilience check to resist the poison of this trap adds j . (This can only be selected once.)
  aa or t
  Potent*: This trap deals +1 Strain for each time Potent was purchased.
  Good Injection: A character who makes a Resilience check to resist the poison from this trap adds j j to their check equal to
  the number of times Good Injection was purchased.
  Stealthy Trap: When making an opposed Perception or Vigilance check to spot the trap, it is opposed by the character's Stealth
  instead of Survival.
  aaa or t
  Excellent Injection*: Increase the difficulty of the Resilience check made to resist this poison by one (to a maximum of Formidable
  kkkkk)
  Excellent Application: If the character setting this trap is using a previously possessed poison or similar substance, they retain a
  dose of it after completing this trap.
  t
  Staggering*: A character who succumbs to the poison from this trap becomes Staggered for a number of rounds equal to the
  amount of times Staggering was purchased.
  Extra Doses: A character who succumbs to the poison from this trap is dealt its effects an additional number of times equal to the
  number of times Extra Doses was purchased.
  h or d
  Easily Spotted: The character making the Opposed Perception or Vigilance check to spot the trap gains a j.
  Poorly Applied: Add j to the Resilience check made to resist this poison.
  Exhausting Effort: Upon completing the trap, the character setting the trap suffers 2 strain.
  hh or d
  Weak Poison*: Reduce the Strain this trap deals by 1 for each time Weak Poison was purchased.
  hhh or d Pricked: The character setting this trap is dealt its effects as if they had triggered it.
  d
  Faulty Injection: The character who triggered this trap can immediately take an action and a maneuver before being affected by the
  poison.
  Table 1-2: Spending a,t,h ,and d on Making poison dart traps
  While most traps require the trapsetter to craft, work,
  or otherwise augment the natural resources used to fit
  a desired outcome, sometimes nature provides the per-
  fect, unaltered materials for constructing traps. One
  such valuable material asset is the beehive. Its naturally
  dangerous inhabitants are the perfect tool to be turned
  against your prey. However, the danger of relocating an
  active beehive should not be underestimated. When
  BEEHIVETRAPS
  *This option cannot be selected if the trap is using an applied poison or similar substance the character setting this trap already possessed.
  
  11
  The survivalist’s Guide to survival
  GENESYS
  Table 2-1: weapon
  Table 2-2: gear
  successfully dropped on the one triggering the trap, the
  beehive can provide a unique advantage to a Survivalist.
  If a character wishes, a Beehive Trap may be used in
  place of a Poison Dart Trap (still using Table 1-3.) The
  difficulty of the Survival check to set a Beehive trap be-
  comes Formidable (kkkk). This trap deals strain
  equal to the Cunning of the character which set it, and
  the target suffers the strain again each round for a num-
  ber of rounds equal to the amount of uncanceled s as
  the bees swarm the victim, continuously stinging them.
  Strain is applied at the start of each of the target’s turns.
  A victim might be able to stop the swarming bees by
  performing an action to roll around and make an Aver-
  age (kk) Coordination check. Jumping into a body of
  water stops the bees’ attack immediately.
  New Survivalist tools
  T
  he tools of a Survivalist are prized almost as much as
  their skill. Preparation is crucial, and that prepara-
  tion often begins long before the first trap is set or trail is
  blazed. By outfitting oneself with the proper equipment,
  the shrewd Survivalist all but guarantees their success in
  whatever wilds they may find themselves.
  TRAPPER'S KNIFE
  STEELWIRE SPOOL
  Steelwire is thin, durable, high tensile cord wrapped in
  a small spool. Hundreds of feet of steelwire can fit on a
  spool easily carried in a belt pouch or pack. Steelwire
  can replace the function of rope in many circum-
  stances, such as when setting a snare or tripwire. While
  being a fraction of the thickness, steelwire retains the
  same strength and utility of an average rope.
  When using steelwire in place of a rope, particularly
  when setting traps, add j to any Perception or Vigi-
  lance checks made to spot the steelwire or trap.
  A Trapper's Knife is a simple yet trusty blade used by
  hunters and survivalists. Over time the knife becomes
  more than just a tool, it becomes a necessary, trusted
  weight on the hip or in the hand. The need for such a
  blade when setting traps is critical, and the confidence
  that comes from having this trusty tool empowers a Sur-
  vivalist to create particularly effective traps.
  Using the Trapper's Knife adds an automatic a to Sur-
  vival checks made to set traps.
  NAME
  Skill
  DAM
  CRIT
  RANGE
  ENCUM
  PRICE
  RARITY
  SPECIAL
  Trapper's Knife
  Melee
  +1
  3
  Engaged
  1
  175
  4
  Pierce 1
  Item
  Encumbrance
  price
  rarity
  Steelwire Spool
  0
  50 per 100 feet
  4
  
  12
  The survivalist’s Guide to survival
  GENESYS
  New archetype - Survivalist
  T
  his archetype represents a rough and tough charac-
  ter. They have spent most of their lives living off the
  land, fending for themselves, and surviving in any envi-
  ronment. Particularly cunning, they are well-suited to
  overcoming any challenges they find themselves in.
  Survivalists generally have lived hard lives. They may
  have braved the wilds of a harsh wilderness, lived off
  the metropolitan streets as an urchin, or traveled the
  galaxy as a drifter. While one less clever may have fallen
  to such dangers, the Survivalist has had no choice but
  to develop the needed skills to overcome and, possibly
  even thrive in such circumstances.
  The environment which forged the prowess of the
  Survivalist has also left its mark. The constant threat of
  danger causes them to become distrusting, even antiso-
  cial. And the physical scars that come from such a life
  would leaves one at a disadvantage in social settings.
  This archetype focuses on the use of skills, particularly
  with its high Cunning. With its Skillful ability and choice
  of starting skills, the Survivalist can become a true jack-
  of-all-trades. However, the clear deficiency in most so-
  cial situations limits their potential as a good communi-
  cator. But with the Clever ability, a Survivalist leverages
  Cunning to give them the edge in any situation.
  brawn
  agility
  intellect
  cunning
  Willpower
  Presence
  2
  2
  2
  3
  1
  2
  ARCHETYPE ABILITIES
  • Wound Threshold: 10 + Brawn
  • Strain Threshold: 10 + Willpower
  • Starting Experience: 95 XP
  • Starting Skills: A Survivalist starts with one rank
  in Resilience or Vigilance during character cre-
  ation. You still can’t train these skills above rank 2
  during character creation.
  • Skillful: Choose two non-career skills. Your Sur-
  vivalist character gains these skills as career skills,
  and starts play with one rank in one of these skill.
  The chosen skills cannot be Combat or Magic
  skills.
  • Rough Around the Edges: The difficult and often
  solitary life led by a Survivalist leaves them dis-
  trusting and anti-social, not to mention possible
  scars and unkempt countenance that a harsh envi-
  ronment would produce. Because of these factors,
  a Survivalist gains a j to Charm, Deception, Lead-
  ership and Negotiation checks they make.
  • Clever: Once per session, your character may
  spend a Story Point as an incidental. If they do so,
  during the next check they make during that turn,
  you count their ranks in the skill being used as
  equal to their Cunning.
  
  13
  The survivalist’s Guide to survival
  GENESYS
  New Survival Talents
  SLYHUNTER
  Tier: 1
  Activation: Active (Incidental)
  Ranked: No
  When in the wilderness, your character may use Sur-
  vival when rolling Initiative instead of Vigilance or
  Cool.
  INGENIOUS SURVIVOR
  Quick Traps
  TRAPPER
  SLY HUNTER (IMPROVED)
  ONE WITH NATURE (IMPROVED)
  TRAPPER (IMPROVED)
  SLY HUNTER (SUPREME)
  Tier: 1
  Tier: 1
  Tier: 2
  Tier: 2
  Tier: 3
  Tier: 3
  Tier: 4
  Activation: Passive
  Activation: Active (Maneuver)
  Activation: Active (Incidental)
  Activation: Active (Incidental)
  Activation: Active (Incidental)
  Activation: Active (Incidental)
  Activation: Active (Maneuver)
  Ranked: No
  Ranked: No
  Ranked: No
  Ranked: No
  Ranked: No
  Ranked: No
  Ranked: No
  When using Survival to set traps or when a trap is trig-
  gered, you may use Intellect instead of Cunning with the
  Survival skill.
  Once per round on your character’s turn, they may suffer
  2 strain to make a Survival vs. Athletics check targeting
  one engaged opponent. If successful, the target is Immo-
  bilized until the end of its next turn. The character must
  explain how they quickly ensnare their target.
  When your character is setting a trap, they are consid-
  ered to have the "Right Tools For The Job" (page 93 of the
  GENESYS Core Rule book) as they use materials and
  makeshift tools from the surrounding area. The GM has
  final approval and should base their decision on the
  availability of the required materials. Additionally,
  checks made to set Traps takes half the normal time.
  Your character must have purchased the Sly Hunter talent
  to benefit from this talent. Once per encounter before
  making a combat check, you may spend one Story Point
  to use this talent to use your character's Survival skill in-
  stead of a combat skill. When your character uses this
  talent, you should explain how their mastery of survival
  lets them accomplish this attack.
  Your character must have purchased the One with Nature
  talent to benefit from this talent. When making a Sur-
  vival check in the wilderness to heal strain, you may re-
  cover 1 additional point of strain equal to your Survival
  skill.
  Your character must have purchased the Trapper talent to
  benefit from this talent. Your character may add jj to
  any Survival checks made to set traps.
  Your character must have purchased the Sly Hunter talent
  to benefit from this talent. Once per session, you may in-
  troduce a trap into the encounter as if your character
  set it in advance. When taking this maneuver, the char-
  acter selects the trap, makes the appropriate roll and
  spend a number of strain equal to the difficulty of the
  trap. Additionally, when you use your character’s Sur-
  vival skill to roll for initiative, you may take a single
  maneuver before combat begins.
  TIER1
  TIER4
  TIER 2
  TIER3
  Universal Talents
  You should use these talents in all settings.
  
  14
  The survivalist’s Guide to survival
  GENESYS
  Beasts of Legend
  B
  easts abound throughout the world. Lions, tigers,
  and boars, just to name a few. But often there exists
  a few beasts which are far less common, perhaps even
  unique or legendary.
  THE JACKALOPE
  rious, often venturing towards new or strange sights and
  sounds.
  They love whisky, and are capable of smelling an un-
  corked bottle from a fair distance away. Its curiosity and
  the scent of alcohol often leads the Jackalope to rum-
  mage through campsites, sometimes in the dead of night,
  rarely seen. At other times, the Jackalope approaches a
  group setting camp or singing songs around a fire. When
  someone speaks, the Jackalope mimics the speech, per-
  plexing and confounding the individual that suddenly
  hears its voice echoed back at them.
  If the Jackalope catches a whiff of
  whisky in the camp, or if the
  camp has been set up too
  closely to the Jackalope’s
  territory, the un-
  fortunate,
  – Tales of the Lumberjack
  T
  he Jackalope, or Lepus Antilocapra, is
  a small mammal that is said to dwell
  in deserts and woodland areas. Resem-
  bling a common jackrabbit, though
  more like the size of an average dog,
  this Beast of Legend has antlers on
  its forehead, similar to that of an an-
  telope.
  Few have ever seen a Jackalope
  in person, but those who claim
  they have say it's incredibly fast
  and able to leap 3 meters in a single
  bound! Its sharp antlers are said to be
  capable of piercing a man through, and its
  large, powerful hind legs can even kick over a
  horse!
  USING THE JACKALOPE
  A Jackalope is very territorial. Anyone or anything
  that comes near to its burrow could find itself chased
  off by the large horned hare. Jackalopes are also very cu-
  
  15
  The survivalist’s Guide to survival
  GENESYS
  ADVENTURE AND ENCOUNTER IDEAS
  • An eccentric collector has hired the PCs to hunt
  down a Jackalope. They may want to mount the
  curious antlered head of the hare on their wall, or
  to capture the strange beast alive, adding it to their
  menagerie. The collector may even know that to
  entice a Jackalope, the PCs must use its beverage
  of choice: whisky.
  • The PCs have set up camp or wandered too close to
  a Jackalope’s territory. They become bewildered as
  they begin to hear their own voices echoing
  around them. The Jackalope attempts to fend off
  those intruding on its territory.
  • Legends swirl around the antlers of a Jackalope.
  Some claim if you ground the antlers into powder,
  it could be used to cure any ailment. Others say
  the powder grants peculiar strength or power. Still
  others warn of the danger that comes from expo-
  sure to the powder.
  Skills: Athletics 4 (lllk), Brawl 2 (llk), Cool 2
  (ll), Coordination 2 (llkk), Deception 1 (lkk),
  Stealth 1 (lkkk) Vigilance 3 (lkk)
  Talents:
  • Adversary 1: Upgrade all checks targeting this ad-
  versary once.
  • Swift: The Jackalope does not spend extra maneu-
  vers to move through difficult terrain.
  Abilities:
  • Silhouette 0
  • Mimic: The Jackalope can imitate voices, startling
  the unaware. If its presence is undetected, as an ac-
  tion it can make a Deception check opposed by a
  character within short range. If it succeeds, the op-
  posed character within short range becomes Dis-
  oriented for a number of rounds equal to the
  number of uncanceled s. The Jackalope may
  spend a aa from its Deception check to cause
  the affected character to upgrade the difficulty of
  their next check.
  • Bound: Once per turn, while at short range the
  Jackalope may perform the move maneuver to en-
  gage a target as an incidental. If it does, it may use
  Athletics instead of Brawl, reducing their critical
  rating by 1, to a minimum of 1
  Equipment:
  • Antlers: Brawl; Damage 7; Critical 3; Range (En-
  gaged); Pierce 2; Vicious 2
  • Jackrabbit Kick: Brawl; Damage 5; Critical 4;
  Range
  (Engaged);
  Disorient
  2;
  Knockdown
  (Knockdown only requires 1 a to trigger)
  unsuspecting campers often find themselves under as-
  sault by the creature with powerful kicks knocking them
  to the ground and with strong antlers goring them.
  -Marst Jonston, from the Sequoias
  1911
  BIGFOOT
  Bigfoot, also known as Sasquatch, is a hairy, upright-
  walking ape-like creature which dwells in forests and
  mountains. Depictions and descriptions often portray
  them as being large, over 7 feet tall with muscular arms
  and, of course, big feet. Some even claim they possess an
  almost human level intelligence, capable of setting traps,
  arranging rudimentary comforts in the caves they dwell
  in, and even understanding human speech. Of course,
  this is all based on speculation and assumption, since to
  date no credible sightings of Bigfoot have been docu-
  mented.
  USING THE BIGFOOT
  Due to its reclusive nature, Bigfoot (which can be re-
  ferred to as either “a” Bigfoot, or “the” Bigfoot. It is not
  known whether or not Bigfoot is a unique creature) is
  brawn
  agility
  intellect
  cunning
  Willpower
  Presence
  Soak value
  Wound threshold
  M/r Defense
  3
  4
  1
  3
  15
  1
  1
  3
  2
  1
  c 3
  p 1
  g 2
  
  16
  The survivalist’s Guide to survival
  GENESYS
  extremely hard to find. It resides in caves, not venturing
  too far away from its dwelling. Of course, its telltale
  footprint makes its territory easily identifiable without
  question. Bigfoot is intelligent enough to be aware of
  this, and clever enough to do something about it. Using
  its opposable thumbs and “smarter than your average
  beast” cunning, Bigfoot sets traps around its territory
  to ward off or else hinder anyone or anything which
  may be looking for it.
  Bigfoot is naturally non-confrontational. Fleeing and
  hiding are its preferred reaction to being threatened or
  encroached upon, and it
  never initiates an at-
  tack. However, as-
  saulting
  Bigfoot
  whips it into a
  frenzy,
  causing
  it to bring
  its
  considerable
  strength
  (and
  feet)
  to
  bare
  against
  its
  as-
  sailants.
  Blud-
  geoning
  with
  its
  large
  fists,
  kicking
  and
  stomping
  with
  its
  massive feet, Bigfoot can
  be quite a fearsome foe
  when provoked.
  ADVENTURE AND ENCOUNTER IDEAS
  • A professor from a university or research facility is
  convinced the legendary “Bigfoot” has been iden-
  tified. The PCs are tasked with tracking it down,
  capturing it alive and delivering it to the professor.
  The professor’s intentions are not known, and
  could possibly be questionable.
  • Rumors have spread of a mysterious and elusive
  creature living in the mountains. It is said that if its
  pelt could be collected, the pelt can be worn and
  used for incredible protection against harm.
  • Whether set out for or happened upon, this clever
  and cunning creature is more than just a savage
  beast. Can it be convinced to become a companion?
  brawn
  agility
  intellect
  cunning
  Willpower
  Presence
  Soak value
  Wound threshold
  M/r Defense
  4
  1
  3
  6
  20
  Strain threshold
  16
  1
  1
  4
  2
  3
  Skills: Athletics 2 (llkk), Brawl 3 (lllk), Survival
  3 (lllk), Resilience 2 (llkk), Stealth 3 (lkk),
  Vigilance 1 (lkk)
  Talents:
  • Adversary 1: Upgrade all checks targeting this ad-
  versary once.
  • Swift: Bigfoot does not spend extra maneuvers to
  move through difficult terrain.
  • Trapper: When Bigfoot sets a trap, it is considered
  to have the "Right Tools For The Job" as it uses ma-
  terials and makeshift tools from the surrounding
  area.
  • Silhouette 2
  Abilities:
  • Frenzied Flailing: If Bigfoot has taken damage this
  encounter, it may spend spend h from an engaged
  active character’s check to cause them to fall
  prone.
  • Big Stomp: When Bigfoot makes a successful
  Brawl check against a prone or immobilized tar-
  get, it may spend aa to cause the target to be-
  come Staggered until the end of their next turn.
  Equipment:
  • Fists: Brawl; Damage 7; Critical 4; Range (En-
  gaged); Disorient 1, Knockdown
  • Big Feet: Brawl; Damage 5; Critical 2; Range (En-
  gaged);Accurate 1
  Yeti
  This profile for Bigfoot can also apply to the Yeti, a
  creature almost identical in all respects except that
  it’s fur is white and it lives in snowy mountains. If
  the Yeti is being used, it should also possess this
  Ability:
  • Ice White Fur: The Yeti adds jj to any
  Stealth checks made in icy or snowy sur-
  roundings.
  c 4
  p 1
  g 4
  
  17
  The survivalist’s Guide to survival
  GENESYS
  Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.
  https://www.drivethrurpg.com/browse/pub/8135/Dean-Spencer-Art
  © Dean Spencer
  Art
  CPYstudio via Shutterstock
  
SOURCE: textdata/thevault/Genesys/Genesys - Survivalists Guide to Survival v11.pdf