GEN: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
and the Positive Symbols
Then there are the Negative Dice
and the Negative Symbols
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 things that help or hinder you, but don't cause you to fail. 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.
Advantage and Triumph Usage in Combat
Name | Result Options |
a Or t | Recover 1 Strain
Add j to the next allied Character's Check. Notice a single important point in the ongoing conflict, such as the location of a door's control panel or a weak point on an armored car. Inflict a Critical Injury with a successful attack that deals damage past soak (a cost may vary). Activate an item quality (a cost may vary.) |
aa or t | Perform an immediate free maneuver that does not exceed the limit of two maneuvers per turn.
Add j to the targeted character's next check. Add j to any allied character's next check, including that of the active character. |
aaa or t | Negate the targeted enemy's defense (Such as the defense gained from cover, equipment, or performing the guarded stance maneuver) until the end of the current round.
This should be agreed upon by the player and the GM, and the effects are up to the GM (although Table I.6–10: Critical Injury Result, on page 115 of the core rulebook, is a good resource to consult for possible effects). The effects should be temporary and not too excessive.
|
t | Upgrade the difficulty of the targeted character's next check.
|
tt | When dealing damage to a target, have the attack destroy a piece of equipment the target is using, such as blowing up their rifle or slicing their sword in half. |
Threat and Despair in Combat
Name | Result Options |
h or d | The active character suffers 1 strain.
|
hh or d | An opponent may immediately perform one free maneuver as an incidental in response to the active character’s check.
Add j to the targeted character’s next check. The active character or an allied character suffers j on their next action. |
hhh or d | The active character falls prone.
The active character grants the enemy a significant advantage in the ongoing encounter, such as accidentally blasting the controls to a bridge the active character was planning to use for their escape. |
d | The character’s weapon immediately runs out of ammunition and may not be used for the remainder of the encounter.
Upgrade the difficulty of an allied character’s next check or the next check of the current active character. The tool, Brawl, or Melee weapon the active character is using becomes damaged (see Core Rulebook page 89). |