Genesys: Difference between revisions

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== Story Dice ==
== Story Dice ==
Genesys doesn't use the standard set of Dice, instead using a set of dice with symbols instead of numbers.
[[GEN:Dice]]


These are the Positive Dice
== Experience ==
In Genesys, the way your character grows stronger is through spending EXP on skills and talents.


<li>Boost Die <span class="genesys dice boost" style="font-size:150%" aria-label="Boost Dice">j</span> : Represents Small things outside of your control that improve your chances of Success</li>
By Default, your starting EXP is determined by your race. In the Void Collection, each player starts with 100 EXP. At character creation you can spend your EXP on attributes, but once character creation is done. You no longer can spend EXP on  attributes.
<li>Ability Die <span class="genesys dice ability" style="font-size:150%" aria-label="Boost Dice">k</span> : Represents your Characters attributes. </li>
{| class="wikitable"  
<li>Ability Die <span class="genesys dice proficiency" style="font-size:150%" aria-label="Boost Dice">l</span> : Represents your Characters Skills</li>
|- style="background-color:#f7941d;color:white;text-align:center;"  
|'''Name'''
|'''Formula'''
|'''Buyable after CC'''
|-
|Career Skills
|5 * Next Rank
|Yes
|-style="background-color:#e2f4fd;"
|Non-Career Skill
|5 * Next Rank + 5
|Yes
|-
|Talents
|5 * Talent's Tier
|Yes
|-style="background-color:#e2f4fd;"
|Attributes
|10 * Next Attribute Rank
|No
|}


and the Positive Symbols
== Encounters ==
<li>Advantage <span class="genesys" style="font-size:150%" aria-label="Boost Dice">a</span> : Can be spent in combat to trigger certain effects, and in narrative is something small that helps</li>
Encounters are split into two types [[Structured Encounter]] and [[Narrative Encounter|Narrative Encounters]]. Most rules are shared between the two, with only slight differences between. The biggest difference is a [[Structured Encounter]] will have a turn order and set amount of actions a character can do during a turn, where a [[Narrative Encounter]] is more freeform.
<li>Success <span class="genesys" style="font-size:150%" aria-label="Boost Dice">s</span> : Having any of these left shows you succeeded at  what you wanted to-do. </li>
<li>Triumph <span class="genesys" style="font-size:150%" aria-label="Boost Dice">t</span> : Acts as a Success and can be spent to trigger any advantage effect and in narrative play can help in a major way</li>
 
Then there are the Bad Dice
<li>Setback Die <span class="genesys dice setback" style="font-size:150%" aria-label="Boost Dice">j</span> : Represents Small things outside of your control that improve your chances of Success</li>
<li>Difficulty Die <span class="genesys dice  difficulty" style="font-size:150%" aria-label="Boost Dice">k</span> : Represents your Characters attributes. </li>
<li>Challenge Die <span class="genesys dice challenge" style="font-size:150%" aria-label="Boost Dice">l</span> : Represents your Characters Skills</li>
 
and the Negative Symbols
<li>Threat <span class="genesys" style="font-size:150%" aria-label="Boost Dice">h</span> : Can be spent in combat to trigger negative effects, and in narrative is something that hinders you</li>
<li>Failure <span class="genesys" style="font-size:150%" aria-label="Boost Dice">f</span> : Having any of these left shows you failed at  what you wanted to-do. </li>
<li>Despair <span class="genesys" style="font-size:150%" aria-label="Boost Dice">d</span> : Acts as a Failure and can be spent to trigger any threat effect and in narrative play can hinder in a major way</li>
 
The Symbols determine the results of whatever you are trying to achieve. With Success and Failure being obvious, and Advantage, Triumph, Threat, Despair being a bit less obvious.
Advantage and Threats Generally are things that stress you out or caused you to mess up without failing.
So someone lock picking a door might have some threat left over and could jam the lock, or damage their picks, or maybe it just takes longer.
Or they could have some Advantage left over and it takes very little time to open the lock, or maybe they notice something about the locks that gives them a bit of extra information.
 
Triumph and Despair are similar to advantage and threat but they have One major thing about them. They cannot be cancelled out, once you roll a <span class="genesys" style="font-size:150%" aria-label="Boost Dice">t</span> or <span class="genesys" style="font-size:150%" aria-label="Boost Dice">d</span> then you are stuck with whatever comes after. There is no removing them from play.


Planned Pages
Planned Pages


This page is just a Quick explaininaton of some things. Everything on here will get its own page at some point.
This page is just a Quick explanation of some things. Everything on here will get its own page at some point.


* Dice
* [[Genesys: Dice]]
* Skills
* [[Genesys: Skills]]
* Attributes
The Houserules will be listed On its own page. [[TestPage]]
* Combat
* Experience
* Talent
The Houserules will be listed On its own page.

Latest revision as of 16:27, 1 August 2024

The Core rules for every setting on this wiki. This page will lead all pages that have info about the mechanics

This page will act as a directory for all Genesys pages.

Attributes

Your character has 6 Attributes; Brawn, Agility, Intellect, Cunning, Willpower, and Presence

Brawn

Is used for anytime you wanna show off your muscles. Most skills that use this attribute are all about being strong. This stat is also used to Determine your Wound Threshold

Agility

How fast and flexible your character is. This gets a good amount of use as anything that requires good reaction time also lands under here.

Intellect

How smart your character is. Anytime you want to use your brain, your gonna use this stat.

Cunning

Weirdly named, but its basically wisdom from any other game. Perception, stealing, survival all fall under this stat.

Willpower

Your characters ability to push on when things get tough. Used by Cleric for casting and is the stat for those who need to keep calm. Also is how you determine your Strain Threshold.

Presence

How Charismatic your character is. This stat is used for charming someone, trying to inspire your comrades and keeping cool.

Story Dice

GEN:Dice

Experience

In Genesys, the way your character grows stronger is through spending EXP on skills and talents.

By Default, your starting EXP is determined by your race. In the Void Collection, each player starts with 100 EXP. At character creation you can spend your EXP on attributes, but once character creation is done. You no longer can spend EXP on attributes.

Name Formula Buyable after CC
Career Skills 5 * Next Rank Yes
Non-Career Skill 5 * Next Rank + 5 Yes
Talents 5 * Talent's Tier Yes
Attributes 10 * Next Attribute Rank No

Encounters

Encounters are split into two types Structured Encounter and Narrative Encounters. Most rules are shared between the two, with only slight differences between. The biggest difference is a Structured Encounter will have a turn order and set amount of actions a character can do during a turn, where a Narrative Encounter is more freeform.

Planned Pages

This page is just a Quick explanation of some things. Everything on here will get its own page at some point.

The Houserules will be listed On its own page. TestPage