Most denizens of the Dreaming Dark ally themselves in one way or another with the major Courts of the Fae - the Seelie (or Summer), and Unseelie (or Winter) courts. Lesser courts and factions do exist, and not all of them ally with the two big players, but most do, at least to an extent.

The economy is based on the trade of spheres filled with the dreams of mankind. These glass spheres, with a jewel inside, will glow when they hold the dreams of man. To fill a sphere, it must spend a night in the mortal world collecting dreams. Drained spheres are generally worth the same as infused, as everybody knows they can just go get one infused if its needed.

Most of the Dreaming Dark is controlled by the Fae - though neutral factions do exist as well.

The dreaming dark is a morphic place - a map would be useless as the same paths between places will never exist twice. Travel in the Dreaming Dark is about direction and intent. On the topic of directions, the concept of North, South, East, and West are useless here - it is not a world in the same sense as Earth. Instead, directions are based on the realms of the Seelie Courts. The four cardinal directions of the Dreaming Dark are Glow, Frost, Gloom, and Flame. The sun sits between Flame and Glow at all times, and the moon sits between Frost and Gloom.

technology may not line up perfectly, and the people in the city will be vastly different. Consider taking the real world, and upping the tension, violence, crime, and supernatural elements. Imagine Miami Vice, Grand Theft Auto, and the Dresden Files all mixed together.

The game takes place in a fictional version of Miami, FL in the early-mid 1980s. Consider this more of a stylized re-telling rather than a historically accurate rendition. Songs may come out a little sooner or later, buildings may exist that really didn't at the time,

Sleepers subconsciously disbelieve the supernatural - they will reason away any strange things they see as people in costumes, special effects, tricks of light, misremembered events, or just blackouts. Those that may think something is going on will likely be afraid to say anything for fear of being called crazy. This effected is known as The Veil - while much of it is human nature, it is not entirely so - the Fae collect the dreams of mankind and use them to magically power a spell over all humanity that empowers this effect.

The setting of this game will be divided into to major areas - The Waking Light (the real world - specifically a fictional version of the city of Miami, FL), and the Dreaming Dark (the realm of the supernatural). Humans are divided into two broad groups - Sleepers, who know nothing of the supernatural world - and Awoken, who are aware of the supernatural. The supernatural includes wizards and magic wielding priest, vampires, werewolves, fairies, and all sorts of other monsters and creatures from our mythologies and many that are nearly entirely unknown to humankind.

Revenants are human corpses brought back to a semblance of life through strange magic. They often have a supernatural strengh and an uncanny ability to terrify mortals. The means by which an revenant is created is a closely guarded secret, and many revenants do not know how or why they were created.

Ignore any listed starting skills when you select an Archetype. All skills are obtained from Careers and Talents in the Miami By Night setting.

These can be assigned to either threshold, and add your Brawn to your Wound threshold, and your Willpower to your Strain threshold.

In Miami By Night your attributes are disassociated from your archetype in order to encourage a wider array of character types. Not all werewolves will be brawny and not all changelings will be charasmatic, like you often see in other games or settings. You can either choose to take six "2" attributes, or four "2s", a "1", and a "3", each of which can be assigned to any attribute you wish. For Wound and Strain thresholds, choose one of 3 options: two "10s", a "9" and an "11", or an "8" and a "12".

Archetypes in this setting can cover a number of various things. Most characters will likely be awoken humans, and using any of the 4 base archetypes in the Genesys Core Rulebook will work perfectly fine for those. For those looking to play non-humans, though, you may need a new archetype. Any archetypes we create will be listed here.

Your characters can come from a wide variety of backgrounds, but relative power levels and cooperation should be considered when deciding what to play. Most characters should start at the power level of an exceptional human, so playing an ancient dragon or powerful vampire right off the bat would be a difficult sell. In addition, remember that you do need to interact with the general population of the world without alarming them to the reality of what's happening in the supernatural world. Just as being a dragon would make it difficult to explain your weak power level, it would make it difficult to move about the world with the party, interact with NPCs, and just act in the world in general. It may seem like a fun idea, but try to predict the consequences of something like that. With that said, this setting is designed to be very flexible in what type of beings exist. Dragons do exist in the world, and somehow they have managed to hide it from humanity fairly well in the modern age. If you have an idea for a character you believe would be fun and interesting to play, feel free to work with the group to find a way to make it available. Remember also that species' strengths don't have to extend to all members of the species, and thus can be made as talents instead of Archetype abilities.

I have attempted to make a fairly extensive list of gear and equipment, but its impossible to list out everything you might buy. If there is some tool, weapon, armor, equipment, etc that you want but is not listed, please just let me know and I will create the stats for you.

In addition to the normal steps of choosing your starting gear, appearance, and personality here, you should also assign your Wealth Points . For more information about Wealth Points , refer to chapter 8. This is also the stage where you should select your character's ** Heroic Ability ** and Theme Music (see Chapter 9).

Derived attributes are still calculated the same way, and each character should determine all of their Motivations. You are free to create your own motivations using the existing ones as a guideline.

There is no change to these steps - you may spend experience just as in the core rule books (though you are encouraged to look at all the new talents available Genesys Talents Expanded - please just check with me before choosing one, though most will be fine.)

First, select 8 Career Skills. No more than 4 of these skills can utilize a single Characteristic, and no more than 3 may be combat and/or magic skills. Choose 4 different skills from the Career skills you chose to gain a free rank in. Note, just as in the core rules, you cannot have any skill start above rank 2. Finally, you can choose a name for your Career representative of your background or profession.

Choosing your career is a bit different than the core rule book. In the core book, they attempt to consider what careers may exist and assign them skills. In the real world though, a person learns a multitude of various skills in their lifetime, and have natural tendencies for certain types of learning. To model this effectively, there will be no predefined careers for this setting. Instead, each character's career will be created with the rules outlined here.

As the relationship between locations in the Waking Light and the Dreaming Dark is fluid and variable, travel times are nearly impossible to determine before making your Crossroads check. The base travel time from one location to another is 10 hours. Each success beyond the first on the check reduces this time by 30 minutes. Advantage from the check can be spent to further reduce this by 30 minutes each. Additionally, advantage can be used similarly to other checks. A triumph can be spent to reduce the time by 2 hours, in addition to its usual benefits. Threat and Despair can increase the travel time by hours or days, in addition to its usual drawbacks. It could even lead to a dangerous encounter!

When a character wants to travel using The Crossroads or inside the Dreaming Dark they will make a Crossroads skill check. Use the chart below to determine the difficulty.

Crossroads covers the understanding of the relationship between places in the Waking Light and the Dreaming Dark, and traveling inside the Dreaming Dark. Those proficient in it know the best ways to get around by using common transfer points, and are able to deduce what type of environment can be reached on the other side, and how to navigate the shifting landscape of the Dreaming Dark.

The Arcana skill represents your ability to manipulate magical energies, whether they are the fundamental forces of nature or power drawn from an unnatural source. Arcana is used to cast spells and identify sources of magic in the world. It also includes your general knowledge of magic and its function. The Arcana skill is not, however, used for magic derived from the gods or similar divine sources; that would be the Faith skill.

It is recommended that your Character Sheet reflect the skills available in the setting to prevent confusion during play.

This setting will use its own custom skills list, drawing most skills from among those in the core rule books.

Lore covers knowledge of things that are not taught in school, things that only the Woken would understand. It is the knowledge of all things supernatural.

So-called "faith magic” is the ability of priests, holy warriors, and their like to produce miraculous effects by invoking or channeling the power of their deity or faith. For many practitioners, this is completely different from magic, but many others see little practical distinction between the alleged sources of the wondrous effects worked by mages and priests.

The Dreaming skill represents the ability to tap into the natural energies that infuse most worlds and the Fae. Often viewed as primitive yet elegant, dangerous yet beautiful. Dreaming magic can be incredibly powerful, as it draws on the life-force of every living thing around you, and on the Dreaming Dark itself.

Fae craft weaves wood harvested from the Deepwoods of the The Dreaming Dark with iridescent moonstone and inlays of gleaming silver. The resulting items are as beautiful as they are light and durable, and blades crafted from moonstone are said to be as sharp as starlight on the coldest winter nights. Armor: Reduce the armor’s encumbrance value by 2, to a minimum of 0. In addition, your character removes b from Stealth checks they make. Weapon: Reduce the weapon’s damage by 1 and Critical rating by 1, to a minimum of 1. Price: Cost x 3. Rarity: +5.

Made of a special Iron mined from deep within the bowls of Frost and Gloom mountains from the Dreaming Dark, armor and weapons made from are superior to those made from simple steel. Armor: Increase the armor’s encumbrance value by 1 and add 1 hard point. Weapon: Increase the weapon’s damage by 1 and encumbrance value by 1. Price: Cost x 2. Rarity: +6.

Ancient weapons and armor back date to the time of the ancient kings, when magic was more potent and widespread in the world. Ancient weaponry and armor is remarkably tough, resistant to corrosion, and able to hold a sharp edge despite heavy use. Armor: Increase the armor’s soak and defense by 1. The armor gains the Reinforced item quality. Reduce the armor’s hard points by 1 (to a minimum of 0). Weapon: Increase the weapon’s damage by 1 and reduce its Critical rating by 1. The weapon gains the Reinforced item quality. Reduce the weapon’s hard points by 1 (to a minimum of 0). Price: Cost x 20 Rarity: 10.

An item can only have one type of craftsmanship, which your GM determines when the item is bought or obtained. The type of craftsmanship can never change after the item is created or obtained.

The quality of materials that go into an item and the skill of the crafter contribute greatly to its effectiveness and durability. Most weapons and suits of armor aren’t particularly remarkable; the standard item profiles presented in this book represent items crafted by a competent creator using the standard materials. This section includes rules for representing items of truly exceptional craftsmanship, constructed with rare and potent - or subpar - materials.

Silvered weapons or ammunition have the blade edge, projectile, or other damaging part coated or included with silver in some way. This bypasses the extra soak provided by "Were Resistance"

Illegal items are not legal to own in the US. If caught by law enforcement in possession of an illegal item, the character may suffer narrative effects related to the item.

Armor: Increase the armor’s encumbrance value by 2. In addition, your character adds b to Athletics, Coordination, Riding, and Stealth checks they make while wearing this armor. Weapon: Increase the weapon’s Critical rating by 1. Price: Cost x ½. Rarity: –1.

Iron is not as strong or workable as steel, but it is cheaper to make. In addition, iron weapons are rumored to have special effects on certain otherwordly foes, such as the Fae.

As an action, your character can throw an acid flask at a point within short range, where it releases a cloud of acidic mist large enough to encompass a single character and other characters engaged with the target. The cloud is a corrosive atmosphere with a rating of 4 (see Fire, Acid, and Corrosive Atmospheres on page 111 of the Genesys Core Rulebook). The cloud remains for the duration of the encounter, unless the GM determines that circumstances (such as an outdoor location or a strong draft) cause it to dissipate faster.

Some alchemists and herbalists produce highly specialized potions for sale, and such items vary greatly in quality, potency, and safety. Some potions are simply too rare to be purchased like ordinary goods.

Unless stated otherwise, consuming a potion or elixir (or administering one to an engaged character) is a maneuver and consumes the item in the process. The effects of multiple doses of the same potion do not stack.

Characters affected by poison or within a poison cloud must make a Hard (ddd) Resilience check as an out-of turn incidental or suffer 4 wounds (not reduced by soak) plus 1 strain per h. You or your GM can spend d on the check to inflict a Critical Injury or to force the target to repeat the check at the beginning of their next turn, as the poison continues to wrack their body.

Your character can apply poison to a target’s food or drink, in which case the target suffers the effects when they ingest it. Poison can also be applied to smokebombs or other items at your GM’s discretion. As a maneuver, it can also be applied to a weapon with a sharp point or edge, such as a dagger or arrow, that can induce the poison into the target’s bloodstream. If applied to a weapon, the first successful hit that deals at least one wound causes the target to suffer the effects of the poison. Once the poison has affected one target, it is depleted and another dose must be applied.

Every culture in the world and Dreaming Dark has its own poisons, ranging from abundant botanical extracts to refined alchemical potions. Most are easy to use, if not easy to obtain.

When your character imbibes an invisibility potion they become invisible for 3 rounds. During this time, your character cannot be seen and casts no reflection or shadow. They produce noise, smells, and so on as usual, and they have a physical presence. An invisible character may also be detected through magical means. An invisible character benefits from concealment worth +4 dice (see the Concealment section on page 110 of the Genesys Core Rulebook).

Potions such as the fabled invisibility potion blur the line between the scientific craft of the alchemist and true magic. In this case, the ingredients (razor-sharp strands of silk from shadowlurker spiders, the crystalline herb avathian, and a puff of elemental air) are certainly magical, even if the process of combining them is not. In any case, consuming the potion renders the user completely invisible to the unaided eye.

In addition, for the rest of the encounter or scene, your character upgrades Resilience checks made to resist poisons and toxins twice.

Using an immunity elixir immediately nullifies any mundane poisons or toxins currently afflicting your character (some magical or otherwise extraordinary poisons might not be affected, at the GM’s discretion).

Immunity elixirs are concocted to act as antidotes to a wide variety of common poisons and diseases. Once a person has imbibed an immunity elixir, they will not as easily succumb to the disease or poison it is designed to counteract for a short period of time thereafter.

Health elixirs are the most common potions created by apothecaries. They imbue the taker with feelings of warmth and nourishment and are used to ward off illness. They do not actually heal injuries, although they can help comfort and stabilize an injured individual.

When your character uses bottled courage, they upgrade Discipline checks made to resist fear and Coercion once until the end of the scene or encounter.

Bottled courage is usually nothing more than a stiff measure of alcohol mixed with a concoction of stimulating herbs and mushrooms. The imbiber becomes heedless of danger and immune to sights and experiences that might otherwise leave them traumatized.

There are two hard-and-fast rules when it comes to using magic implements, however. The first is that your character can only benefit from one implement at a time. So, if your character has an orb and a wand, for example, they choose which one to use when casting a spell. The second is that holding an implement does not impose b on your character’s magic skill check for not having their hands free.

The each have various effects on spells, increasing the range of a spell, or reducing the difficulty of certain types. Most increase the damage of Attack spells as well.

Magic, as with any other skill, can be augmented and enhanced by various items. You may recognize them as magical staples such as staffs, wands, and orbs. We call them magic implements, and they’re a type of equipment.

When your character uses a stamina elixir they immediately heal 5 strain. Each subsequent elixir used in the same day heals 1 less strain, so that the sixth elixir (and further) has no effect. After one day, the lingering effects of the stamina elixir wear off, and your character may again use a stamina elixir to full effect.

Stamina elixirs can be taken to provide the patient with a feeling of improved vitality. When a stamina elixir is drunk, the imbiber benefits from increased reserves of energy over a lengthy period. It ought to be mentioned that hangovers from stamina elixirs can be particularly dire.

When your character imbibes a speed potion they gain one additional maneuver during their turn. While under the effects of a speed potion, your character can perform a maximum of three maneuvers in a turn, rather than two. A speed potion lasts for your character's next three turns, after which your character suffers 6 strain.

Speed potions affect the muscles of the drinker, especially those used for running and other forms of movement. Once a speed potion is taken, the imbiber is better able to sprint for a short period. Speed potions allow for short and immediate bursts of top performance. Some people have been known to combine stamina elixirs and speed potions for longer periods of high performance. The morning after can only be described as truly nightmarish.

As a maneuver, a character can throw a smokebomb vial at a point within short range. Upon impact, the vial shatters to create a thick smoke screen large enough to conceal a single character and other characters engaged with the target. The smoke screen provides concealment worth +2 dice (see the Concealment section on page 110 of the Genesys Core Rulebook).

Smokebomb vials contain yet smaller vials that each hold different concoctions. When the vials are broken the various chemicals mix to produce a cloud of thick, choking fog. The fog is not harmful (unless treated with poison), though it is unpleasant to be caught within and is impossible to see through.

When your character uses a regeneration elixir they make a Simple (–) Resilience check , healing 1 wound for each s and 1 strain for each a. You may spend t to repeat the check at the start of your character's next turn, as the elixir continues to accelerate their healing.

Regeneration elixirs help heal injuries. They take the form of a drink to be taken orally or a poultice to be applied to the wounded area. The elixir causes torn flesh to knit back together and broken bones to fuse. Even internal wounds can be cured by regeneration elixirs.

Protective tonics imbue the drinker with reserves of physical and psychological resilience. They do this through mildly soporific effects that deaden pain and increase feelings of well-being. They also have an effect on the body, shrinking the capillaries near the skin’s surface to reduce bruising and bleeding, and speeding the clotting process.

When your character uses a power potion they increase their Brawn by 1. This effect lasts until the end of the encounter or scene. If your character’s Brawn is already 5, they instead add bb to all checks using Brawn. When the potion wears off, your character suffers 6 strain.

Power potions are similar to speed potions, save that they increase upper body and core strength in particular. Those who imbibe power potions are better able to strike and block blows. Feats of strength, such as hefting weights and shifting objects, are also facilitated through the use of a power potion.

Each Arcane Tradition uses its own type of Implements, and so if you aquire a foe's Implement in the course of play it may or may not be useful to you (or anybody else). See Chapter 6: Magic for more info.

Magic Implements can almost never be purchased. When creating a character, you may use your starting XP to purchase one like normal, but once play begins they must normally be crafted using the rules in Chapter 7. Magic Implements have a base rarity of 3, and this is increased by 2 for each characteristic selected, up to 10 though each negative qualitie reduces the rarity by 1 instead.

Item attachments follow the rules on page 206 of the Genesys Core Rulebook. Enchantments are attachments that are magical in nature. Enchantments follow the normal rules for attachments but are generally much harder to obtain, as they can only be “installed” by someone with magic ability. Additionally, characters with magic skills may be able to detect the presence of enchanted items. The following new attachments are available to characters in the Miami by Night setting. Appropriate attachments from the Genesys Core Rulebook are available as well.

The flame enchantment is designed to be used in conjunction with a close combat weapon. Swords with apertures in the pommel or the guard for such runic attachments are not uncommon in the armories of wealthy members of the Summer Fae. Use With: This attachment can be applied to any melee weapon. Modifiers: The weapon gains the Burn 1 item quality. Hard Points Required: 1.

The Vorpal enchantment is legendary, magically honing the blade to a point so sharp it can easily slice through armor and flesh. Use With: This attachment can be applied to any bladed weapon. Modifiers: When this weapon inflicts a Critical Injury, it inflicts the Bleeding Out Critical Injury instead of one determined through rolling for the result. Hard Points Required: 1.

Whether through means of runic inscription on the weapon or by alchemical agents applied to each arrow or bolt, a weapon with this attachment launches projectiles that explode on impact. Use With: Any Ranged weapon. Modifiers: The weapon gains the Blast 5 item quality. Hard Points Required: 1.

Armor with this enchantment always seems to be tucked into a dark corner, along with its wearer, even when worn in the brightest sunlight. In actual darkness, the wearer becomes a akin to a wraith, able to slip past the most alert sentries. Use With: This attachment can be applied to any armor. Modifiers: While wearing this armor your character adds bb to Stealth checks they make and gains +2 ranged defense. Hard Points Required: 1.

Particularly unscrupulous warriors sometimes add sharp spikes or barbs to their armor, especially to gauntlets, vambraces, and pauldrons. In the press of a melee, they can use a shoulder check or a wild swing to slash or even impale an opponent. Use With: This attachment can be applied to plate armor. Modifiers: If your character is targeted by a melee combat check while wearing this armor, you may spend hhh or d to cause the attacker to suffer 3 wounds. Hard Points Required: 1.

Ironbound enchantments are highly desirable for military efforts. These shards work only with metal armor, though, and have no effect on padded armor made from leather or textiles. Use With: This attachment can be applied to any metal armor. Modifiers: The armor increases its defense by 1 and soak by 1. Hard Points Required: 2.

Though it serves no practical purpose, many fae like to adorn their armor with gold leaf. It certainly makes the wearer seem impressive, but acts as a lure for every bandit within eyesight. Use With: This attachment can be applied to any armor. Modifiers: While wearing this armor, your character adds b to Charm, Negotiation, and Leadership checks. Hard Points Required: 0.

A woundrous magic item is one of those rare objects that possess magical properties, whether as the result of a Fae spell worked into the item, a runic inscription, or some other form of enchantment. Some magic items are the intentional creation of a wizard or other crafter, while others might have developed their power through exposure to arcane energies, proximity to great events, or even stranger ways. No matter their origins, magic items—even those that produce similar effects—are each a unique wonder of the world. Magic items are almost never offered for sale and cannot be crafted except through exceptional narrative events.

Pacts with dark powers may confer baleful powers unto otherwise mundane weaponry. Demons can infuse nearly any weapon with a measure of their unnatural strength…for a price. Use With: This attachment can be applied to any weapon. Modifiers: The weapon increases its base damage by 2; whenever your character suffers strain while wielding or wearing this weapon, they increase the strain suffered by 1. Hard Points Required: 1.

A sword or knife with this rune inscription unerringly seeks out a foe’s vitals for a killing blow. When an enemy falls gasping to the floor, the rune glows faintly with a deep crimson hue. Use With: This attachment can be applied to any bladed melee weapon. Modifiers: The weapon gains the Vicious 5 item quality. Hard Points Required: 2.

When its weapon strikes a foe, this rune carving flashes white like a bolt of lightning. The deafening boom of thunder comes a half-second later, staggering the foe with concussive force. Use With: This attachment can be applied to any weapon. Modifiers: The weapon gains the Concussive 1 item quality. Hard Points Required: 2.

This runic inscription coats the weapon with icy chill that saps strength from those it strikes. Use With: This attachment can be applied to any melee weapon. Modifiers: The weapon gains the Ensnare 1 and Stun 4 item qualities. Hard Points Required: 1.

Vehicles will play an important role in this setting. Car chases, shootouts, and back-of-limo meetings are all likely to be common occurances in the game. Instead of creating a comprehnsive list of all vehicles, though, we'll have a list of "base models" - then upgrades to these models are made to emulate more expensive and higher class vehicles. There will be more info on that in the "Wealth" chapter.

War mounts are those steeds bred and trained for war, such as the destriers of the Daqan Baronies. Just like their riders, such mounts do not shy away when facing combat and can use their stomping feet, grasping talons, or other natural weapons to aid in battle.

Although they can carry riders over great distances, most horses, ponies, and other such steeds are neither bred nor trained for the violence of battlefield conditions. A Riding check is required to maintain control of a riding beast in combat or a similarly stressful situation.

Throughout the Dreaming Dark, a number of flying creatures have been bred and trained as mounts, including rocs and griffons. Such animals are always rarer than more typical riding beasts, and those trained for war are rarer still. Due to the obvious dangers involved, only the most skilled and courageous riders seek out flying mounts.

To make an upgrade, a character must purchase the parts and or tools needed to perform the upgrade. Then, the character (or another character) can make an Average (dd) Mechanics check to apply the upgrade.

By tinkering with existing parts or installing new, upgraded, or modified parts a mechanic can make changes and improvments to a vehicle beyond what was originally inteneded by the vehicle's engineers.

Each spellcaster - whether they use Arcana, Dreaming, or Faith - belongs to a Magic Tradition . These Magic Traditions determine the flavor of their spellcasting, what magic implements they can use, and possibly what spells they can cast. For example, though they would both use Arcana as a skill, a spellcaster versed in Norse Runes may use runestones as implements, while a spellcaster trained in the tradition of Merlin may use staves. In addition, when choosing your magic tradition, you choose which 5 magic actions you can use along with it. Each type of magic has 9 actions so this means not every spellcaster shares the same spells. A listing of magic traditions are at the end of the chapter, however you are free to create your own - look into history and mythology for inspiration!

The Crossroads is what we call the places where the Dreaming Dark is close to the Waking Light, where denizens of one reality can traverse to the other. To travel from one world to the other requires an Average Magic check. If a character is not trained in Magic, they must take the Crossroads Traveler talent, and use an Average Discipline check instead. Refer to the following chart for a list of modifiers to the check. When Traversing, characters can bring equipment with them only up to their Encumberance.

In game terms, these effects are usually cosmetic and ambient - such as the flickering lights and staticy radios, however by using a story point the GM or player can short out an electronic device within short range of the spell caster.

It is a side-effect of magic that it interferes with the operation of electrical or electronic devices; its severity depending on the complexity of the device and the amount of ambient magic. Although the term "interference" suggests that the effect is temporary, exposure to magic can and often does produce permanent damage to affected devices. Spellcasters are often distrustful of technology due to this, and often avoid dangerous technology such as planes and elevators. The effect can be as minor as flickering lights or static on the radio, but it can be as severe as completley shorting out an electronic device.

All spellcasters, no matter what type of magic they use, also need to have a certain amount of knowledge concerning magic and its possibilities. For this reason, your character is going to benefit greatly from having a couple of ranks in the Lore skill if they want to be a spellcaster.

Spellcasters, or individuals who can use magic, are anyone who has at least one rank in a magic skill. If your character does not have at least one rank in a magic skill, they cannot attempt to use magic. This includes performing any of the magic actions and maneuvers listed later in this section.

In this setting, most of the ideas and guidance in the Genesys Core Rules for magic stays true. There are some differences, notably with the way magic is learned between different characters. The default "Arcana", "Divine", and "Primal" distinctions are removed, as is any reference and restriction based upon them. Instead, there are Arcana, Faith, and Dreaming - they are similar in many ways, but there are differences.. There have also been changes to existing Magic Actions and new Magic Actions have been added. If you have an idea for a new Magic Action, discuss it with the group, and we will determine if it should qualify as a new action, or as an additional effect of another action.

The default difficulty of the check is Average (dd). If the check is successful, the character has gained some sense of what lies ahead (even if not fully aware of its full nature). The character gains Story Point that they can use, separate from either existing pool. This story point is only given the first time Divination is used each game session, and when it is used it does not transfer to the GM's pool - it is removed from the game instead.

with the new additional effects from the new spells presented in this chapter. You'll find that all "School" restrictions have been removed to accommodate the new system for choosing your magic tradition, and some abilities effects have been moved to new spells. Additionally, there are some entirely new effects.

This ability allows the caster to alter the size and shape of his physical body in many ways. It is very much based on the "Wildshape" ability druids in D&D have.

This ability represents the characters ability to use magical forces to alter the perceptions of targets, to make them see, hear, or even smell things that are not really there. Or in the reverse, make them not see, hear, or smell something that is there.

This ability represents the characters ability to empower their words with magical energy in order to effect their targets emotional state in order to attempt to compel, terrify, and beguile their targets in numerous ways.

This ability represents the characters ability to reach out to what is simply beyond their own senses, be it through their deity, the spirits of the departed, or the creatures of nature itself, and to gain insight and wisdom from a larger consciousness than just themselves.

Choose yourself or an engaged willing ally as the target, and make an Easy (d) magic check. You can change the target's physical form into that of another type creature that you have seen of the same silhouette as them, or a generic member of their own creature type. If the creature has the same basic body structure as them, they can choose to reshape their equipment to match their new form. Otherwise, the equipment melds into their new form and is unusable. Your target can move any appendages the creature has but gains none of the other benefits. For example, they could move a dragon's wings but not fly, They could see with eyes but not its darkvision. You cannot replicate an individual's features in this way - they are their own individual in each form.

The character targets a single creature or minion group within short range, and makes an Arcana or Divine skill check. The default difficulty of the check is Easy (d). If the check is successful, the target will see a single, stationary object or being up to silhouette 2 of the character's choice. The character may spend extra s and a on the check to increase the difficulty to disbelieve the illusion. Each ss increases the difficulty by 1 to a maximum of Daunting, and each aaa upgrades the difficulty once.

The character targets a single creature or minion group within short range and makes a Magic skill check. The default difficulty of the check is Easy (d). If the check is

Magic in Miami by Night follows the Magic alternate rules in the Genesys Core Rulebook with a few noted exceptions. Below is a table listing the magical actions available to each skill.

Each time a character witnesses something that would shake his faith in the illusion (such as being stabbed by an illusory sword or watching someone walk through an illusory wall) the character may make a Perception or Vigilance check. The default difficulty of this check is Easy (d). If successful, the character recognizes the illusion for what it is. The image of the illusion becomes translucent, the sounds become distant and echoy, and the smells become faint.

To undertake the actual process crafting the item, your character makes a Mechanics check with a difficulty based on the rarity of the item; to determine the number of d in the pool, divide the rarity of the item by 2 and round up. For instance, a Metalworking check to craft a steel sword (rarity 2) is Easy (d). Your GM might further modify this difficulty or add b or b to represent the particular circumstances. If the crafting check is successful, your character creates the item. Additionally, you and the GM may spend dice symbols for additional effects, as shown in Table 7–1: Spending Symbols on Crafting Checks. Of course, these effects are only examples, and you and the GM might come up with additional results.

The process of crafting an item takes one day, plus a number of days equal to the rarity of the item. This does not include any time spent gathering tools or supplies. Your GM may decide that some items take significantly more or less time, depending on the nature of the item and its construction.

To craft an item, your character must have appropriate tools and components. For instance, to craft a sword, your character must have access to a forge, smiths’ tools, and a supply of iron or steel. Typically, the cost of raw materials to craft an item is equal to half of the cost of the item. These materials are consumed in the process, whether the crafting check succeeds or fails. Tools can generally be used multiple times before wearing out, but are often quite expensive.

Characters may craft almost anything, from swords and guns to cars and homes, given sufficient time, resources, and skill. Regardless of the skill used, we call all skill checks to craft an item a crafting check. All crafting follows the same basic guidelines, although the process your character undertakes within the narrative of the game may vary greatly. Of course, your GM might modify these rules based on the situation and the specific item, and might impose additional requirements.

Most poisons should function similarly to the basic poison in chapter 4, requiring the target to make a Resilience check, with the result of the check determining the severity of the poison’s effects. For instance, a poison intended to render the target unconscious might function just like the basic poison, except that it inflicts strain instead of wounds if the target fails their check.

Your character is not restricted to those potions listed in chapter 4. If you wish to craft a new potion, talk to your GM about your idea and work with them to determine the potion’s effects. The potions in this book are a good guideline for the kinds of effects a potion might have, as well as an appropriate rarity (and therefore crafting difficulty). Your GM has the final say on the effects of the potion and the difficulty of the check to prepare it.

Normally, an alchemist’s lab or kit is required in order to prepare a potion. In some cases, your GM might allow a character to make a check at an increased difficulty to prepare certain concoctions without access to the proper tools. Likewise, your character needs access to suitable ingredients.

The process of brewing a potion takes one hour, plus a number of hours equal to the rarity of the potion. If the check is successful, the character creates enough of the potion for a single dose or application. The player and GM may spend dice symbols for additional effects, as per the examples in Table 2–17: Spending Symbols on Alchemy Checks

Characters can use the Alchemy skill to prepare elixirs, poisons, salves, unguents, and other concoctions, including those listed in Chapter 4. For simplicity, these various concoctions are referred to as potions. Preparing a potion follows the normal rules for crafting, with the exceptions noted in this section.

Rare or singular ingredients, or those that by necessity are dangerous to acquire, may require more than a single Survival check to obtain. The acquisition of such components could become the basis of an encounter or even an entire adventure.

Most ingredients, whether available for purchase or not, can be gathered in the wilderness or the Dreaming Dark. To gather the necessary ingredients for a potion, your character (or perhaps an ally) must travel to an appropriate location and spend some time — probably at least the better part of a day — finding and obtaining the ingredients. The character makes a Survival check, with a difficulty equal to half the rarity of the potion, rounded up. If the check is successful, the character gathers enough ingredients to prepare one batch of the potion.

As a guideline, the ingredients for a potion cost half the price of the final product, with a rarity half that of the desired potion or elixir (rounded up). Of course, things aren’t always so simple, and your GM may determine that certain key ingredients are not available for purchase, and require your character to track them down by other means. This is particularly appropriate for rare and fantastical potions, such as invisibility potions.

Before your character can brew a potion or prepare another alchemical concoction, they must, of course, have suitable ingredients. For most potions, your character can either simply purchase the ingredients, or gather them personally.

Your Game Master may allow characters to use the Survival skill to craft certain simple items, such as crude spears and traps. This follows the normal rules for crafting, but such items are not made to last, and generally wear out quickly. The GM may spend d on any check involving an item crafted using Survival to cause the item to break and become unusable.

Cash/Game is how much money you receive at the beginning of each game session. Note, due to circumstances you may not have access to the cash right away. For example, if you are trapped in the Dreaming Dark. In these cases, keep track of the amount earned this way separately, and you gain it all when you would have access to it again.

Vehicle represents the condition of your car. It considers the age, type, repair, and prestige of your vehicle. A list of base vehicles is located in Chapter 5: Vehicles.

Each player starts with a Wealth Limit of 4. You must choose an option from each column of the Wealth Chart, adding the point value of that item to your total until you reach your Wealth Limit. The limit can be increased by purchasing the "Wealthy" talent. Your choices can never span more than 3 rows. For example, you cannot earn 50 Cash/Game, live in a shitty home, but drive a Supercar. The exception to this is anything earned through the narritive of the game. You can steal a Luxury car in game and its yours, however you could not upgrade it to a Supercar until your home was "Nice" and you earn 150 Cash/Game.

Wealth Limit is the maximum number of "Wealth Points" a character can use at any given time. Wealth Points are spent to upgrade the characters on-hand cash (representing salary and other incomes), their car, and their home.

In order to reduce bookkeeping while still maintaining the feel and immersiveness of living in the 80s, the Wealth system was created to abstract much of the player's income.

Your character has a knack for knowing vital information when it is needed. They might pick up on significant clues others missed at the scene of a crime, or recall an ancient

A primary ability effect is the core of a Heroic Ability. The effect tells you what your ability does—the benefit your character from activating it. A Heroic Ability gets only one primary ability effect, so choose carefully! Your character receives the benefits for the base ability, unless you spend ability points to upgrade to the improved or supreme version. Unless stated otherwise, the benefits of each level of the effect are cumulative, so if you spend ability points for the improved effect, your character still get all the benefits of the base effect. When deciding on a primary ability effect, look to your character’s concept and what you know about them already. Their Heroic Ability is central to who your character is, and why they adventure. It helps define your character.

However, you might want to allow some important NPCs, particularly nemeses, to attempt to avoid the full effects of a Heroic Ability. Rather than simply having the NPC roll a skill check to resist a Heroic Ability’s effect, you might consider having the PC who is using the Heroic Ability make an opposed check, even if the ability does not usually require one. The adversary resists with Discipline if they are using force of will or intellect, or Resilience if they are using physical strength (the GM should feel free to choose another skill if they think it makes more sense).

Many Heroic Abilities directly affect NPCs, and the impact can be significant. For the most part, NPCs targeted by a character using a Heroic Ability do not have an opportunity to try to resist or avoid the Heroic Ability’s effects. Usually, this is a good thing; the PCs are the heroes of the story, and Heroic Abilities exist to showcase this.

To create your Heroic Ability, you'll need to follow a series of simple steps. Once you finish, you will have a Heroic Ability tailored to your character.

Because we're trying to capture the feel of an 80's TV show, your character should also select an appropriate Theme Song. It can be a song from the 80s, or a cover of a song from the 80s that invokes the feel of your character, or a song that maybe sounds like its from the 80s. Either way, when you activate your Heroic Ability, your theme song will play!

Heroic Abilities are quite powerful, so there are some pretty significant limitations on when you can use them. However one of the ways you can customize your Heroic Ability is by spending ability points to reduce these restrictions. By default, activating a Heroic Ability requires you to spend 2 Story Points. The effects of the Heroic Ability last until the end of your character’s next turn, and you can only activate it once per session. Unless stated otherwise in the description of a specific effect, activating a Heroic Ability is an incidental.

Player characters are heroes, with unique capabilities that set them apart from the ordinary inhabitants of the world. When you create your Genesys character for the Miami By Night setting, you also choose a Heroic Ability for your character during Step 4 of character creation (see page 44 of the Genesys Core Rulebook). Each player character has only one Heroic Ability, which helps set them apart as a hero. As your character grows in experience, they receive ability points, which you spend on upgrades that further customize your character’s Heroic Ability.

or recall an ancient Fae song that sheds light on a situation. Whether your character remembers important information they already know or discovers something in the moment, their ability to do so is extraordinary. It could be thanks to an eidetic memory, years of study, magic, alchemically enhanced senses, or anything else.

Base: While this ability is active, during each of their turns your character learns (or remembers) an important fact about a situation, person, creature, place, or object of their choice. The subject of the information must be either observable by your character or directly relevant to the situation.

Improved: Additionally, while this ability is active your character upgrades the ability of all checks they make once if the check relates to the new information.

Supreme: For each fact you learn using the ability, you gain a temporary Story Point that you or another player may spend before the end of the session. A temporary Story Point is removed from the pool when it is used, but it is not converted to a GM Story Point. When you use these temporary Story Points, describe how the information your character learned or provided benefits the group.

Heroic Abilities in the Narrative Although Heroic Abilities have to be activated and last only for a short time, at the GM’s discretion, characters may receive some small, narrative benefit from an ability at all times, not only when it is activated. After all, a character’s Heroic Ability says something important about who they are, and is likely to have an impact on much of what they do. However, it’s important that these minor considerations don’t duplicate or rival the benefits provided by activating a Heroic Ability. The Sixth Sense effect is a good example. If a character can speak with animals, they might be able to do so at any time—although there is no guarantee they will receive useful information without activating their ability! On the other hand, if a character can read thoughts, the GM might decide that it requires a high degree of focus, or even that external circumstances have to be just right. Similarly, if a character’s primary ability effect is Connected, the player and GM might decide that the character already knows many of the NPCs encountered in the game, even though they don’t all owe the character a significant favor.

Connected Your character seems to know everyone — or at least everyone who’s worth knowing. Many people who are highly placed or just plain powerful owe you favors, and you can call these in when the time is right. Alternatively, your character might have blackmail information or other leverage over such NPCs. Base: When your character activates this ability, choose one NPC and reveal that they owe your character a favor. Work with the GM to establish the relevant details of the existing relationship between your character and the NPC. In some cases, the GM might determine that there is just no way you could know the NPC in question, in which case your Heroic Ability does not activate (you don’t spend any Story Points, and you can still activate it later in the session). The NPC won’t risk their life or kill anyone as the favor. They also won’t do something that’s obviously going to ruin their social standing, finances, or so on. However, your character might be able to convince them there is no such risk! Improved: While this ability is active, your character downgrades the difficulty of all social skill checks they make once. Supreme: While this ability is active, when an intelligent adversary declares your character the target of an attack, as an out-of-turn incidental you may force the adversary to choose a different target instead.