Genesys

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Revision as of 18:49, 11 May 2021 by Jon (talk | contribs) (Added the Dice section)

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

Story Dice

Genesys doesn't use the standard set of Dice, instead using a set of dice with symbols instead of numbers.

These are the Positive Dice

  • Boost Die j : Represents Small things outside of your control that improve your chances of Success
  • Ability Die k : Represents your Characters attributes.
  • Ability Diel : Represents your Characters Skills
  • and the Positive Symbols

  • Advantage a : Can be spent in combat to trigger certain effects, and in narrative is something small that helps
  • Success s : Having any of these left shows you succeeded at what you wanted to-do.
  • Triumph t : Acts as a Success and can be spent to trigger any advantage effect and in narrative play can help in a major way
  • Then there are the Bad Dice

  • Setback Die j : Represents Small things outside of your control that improve your chances of Success
  • Difficulty Die k : Represents your Characters attributes.
  • Challenge Die l : Represents your Characters Skills
  • and the Negative Symbols

  • Threat h : Can be spent in combat to trigger negative effects, and in narrative is something that hinders you
  • Failure f : Having any of these left shows you failed at what you wanted to-do.
  • Despair d : Acts as a Failure and can be spent to trigger any threat effect and in narrative play can hinder in a major way
  • 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 t or d then you are stuck with whatever comes after. There is no removing them from play. Planned Pages

    • Dice
    • Skills
    • Attributes
    • Combat
    • Experience
    • Talent

    The Houserules will be listed On its own page.