Dice & Dice Pools: Difference between revisions

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: In short, characteristics are essential to determining how skilled and capable a character is in various areas of the game.
: In short, characteristics are essential to determining how skilled and capable a character is in various areas of the game.


==== Brawn ====
==== Brawn (BR)====
: A character's Brawn measures their physical strength, endurance, and overall toughness. It shows how well they can use their raw power when needed. Characters with a high Brawn are physically strong, resilient, and less likely to get sick. They have good stamina and can handle tough situations. Brawn is used for physical activities like Athletics and Melee combat, and it also helps determine wound threshold, which is how many wounds a character can take before they’re knocked out.
: A character's Brawn measures their physical strength, endurance, and overall toughness. It shows how well they can use their raw power when needed. Characters with a high Brawn are physically strong, resilient, and less likely to get sick. They have good stamina and can handle tough situations. Brawn is used for physical activities like Athletics and Melee combat, and it also helps determine wound threshold, which is how many wounds a character can take before they’re knocked out.



Revision as of 06:27, 28 September 2024

The Basics

In the Genesys RPG, characters regularly find themselves utilizing their skills and a healthy serving of luck to perform tasks and actions. Determining success or failure – or any unforeseen circumstances – requires the character to perform a skill check. There are two basic elements to skill checks.
  1. Create a dice pool and roll.
  2. After all factors are considered, if at least one Success symbol remains, the task is successful.
When a character attempts an action, the first thing they do is gather the appropriate dice to form a dice pool. Several factors determine how many dice to roll, including the character’s natural abilities, training, equipment, and the inherent difficulty of the task. The GM might also add dice based on the environment or the situation. For instance, attempting to break in to the roof access of a building on a clear day versus trying to jimmy the lock in a downpour, without tools, while being shot at are quite different. Once all the necessary dice are collected, the player rolls the entire pool.
The second step is understanding the results. After rolling, you examine the symbols that appear on the dice. Some symbols work in pairs, with one type canceling out its opposite. Other symbols apply no matter what and add extra effects to the task's outcome. By first comparing Success and Failure symbols, you determine whether the action succeeded. Then, you compare Advantage and Threat symbols to see if there are any positive side effects or complications. Finally, you resolve any remaining symbols to finalize the outcome.
This core mechanic, the skill check, is the backbone of the game. Every other rule or effect interacts with either the process of building the dice pool or interpreting the results once the dice are rolled.

The Dice

The symbols on the Genesys dice provide a foundation for the action in the game. Understanding how the symbols interact with each other will allow the game to run more smoothly. When the GM calls for your character to make a skill check, the dice allow you and the GM to resolve the role quickly, determining success or failure and narrative implications. There are six types of dice used to make this happen, and each die face is either blank or has one or two symbols representing positive or negative outcomes.
A dice pool will generally contain between five and eight dice, though smaller – and larger – pools aren’t unheard of; difficult circumstances might call for more dice while more mundane ones require fewer.
The dice can be divided into two categories: Beneficial dice and disruptive dice. Beneficial dice include symbols used to accomplish tasks, while disruptive dice feature symbols that cancel those from their counterparts and hinder success.
Ability, Proficiency, and Boost dice are beneficial dice, while Difficulty, Challenge, and Setback dice are negative and disruptive.

Positive or Beneficial Dice

The three types of beneficial dice feature symbols that increase the odds of success in finishing a task or gaining positive side effects.

Ability Dice

Green eight-sided dice represent your character’s Ability; these dice form the core of most dice pools. They embody your character’s basic aptitude when making a skill check and are represented by in text.

Proficiency Dice

The yellow twelve-sided dice represent your character’s proficiency, a combination of innate ability and training. They have a greater likelihood of success and are the only dice that include the Triumph symbol . Proficiency dice are upgraded versions of Ability dice and are represented by in text.

Boost Dice

Situational advantages are represented by light blue six-sided dice. Boost Dice represent luck, chance, advantageous actions your character takes, and circumstances surrounding the characters, such as having the right equipment or perfect lighting. Boost dice are shown as in text.

Negative or Disruptive Dice

The three types of disruptive dice include symbols that thwart success or provide unexpected – and unwanted – complications.

Difficulty Dice

Purple eight-sided dice represent the inherent complexity or difficulty of a task. The more Difficulty dice in a dice pool, the less likely the roll is to be successful. They possess detrimental symbols that cancel out the positive symbols in a dice pool and are represented by in text.

Challenge Dice

Challenge dice are dark red twelve-sided dice. They represent intense adversity and contention. They are likely to show up in place of Difficulty dice during more daunting challenges and circumstances, such as those posed by highly-skilled or powerful opponents. They include negative results, like Difficulty dice, but are the only dice to feature the potent Despair symbol . Challenge dice are upgraded versions of Difficulty dice and are represented by in text.

Setback Dice

Represented by black six-sided dice, Setback dice are the thematic opposite of Boost dice. They represent bad fortune and difficult circumstances, such as poor lighting, insufficient resources, or difficult terrain. They’re added to a roll to represent situations or environmental difficulties that don’t increase the basic difficulty of the task. They’re represented by in text.

Percentile Dice

In addition to the Narrative Dice, the game also uses a pair of percentile dice, either as percents or a simple roll of one to ten and are most often used for critical injury results.

The Symbols

Positive Symbols

Success

Success symbols play a key role in determining if a skill check succeeds or fails; simply put, the more Success symbols you roll, the better your chances of success.
For each Success symbol you roll, a Failure symbol cancels it out. After Failures are used to cancel Successes, if at least one Success symbol is left over, the skill check is successful. It’s also important to remember that the number of remaining can affect how well you perform the task, the magnitude of success. The more Success symbols you have after cancellation, the bigger the impact of your success, whether it’s dealing more damage, persuading more people, or healing more wounds.
Success symbols are found on , , and dice.

Advantage

The Advantage symbol represents an opportunity for a positive outcome or side effect, regardless of whether your character succeeds or fails at the task. Examples of these positive effects include staying unnoticed while hacking, finding unexpected cover during a firefight, or recovering from stress during a tense moment.
It’s possible for a task to fail but still generate Advantage symbols , meaning something good can come from a failed attempt. Similarly, Advantage can appear during a successful roll, leading to even better outcomes. Keep in mind, though, that Advantage doesn’t directly affect whether you succeed or fail, it just influences what extra benefits you get from the roll.
Advantage symbols are canceled out by Threat symbols , with each Threat removing one Advantage . If any Advantage remains after cancellation, you can use it to trigger special effects like landing a Critical Hit, activating a weapon’s special feature, recovering strain, or performing additional maneuvers.
Advantage symbols can be found on , , and dice.

Triumph

The Triumph symbol represents a major success or a highly beneficial result. When you roll a Triumph , two things happen:
  • Each Triumph symbol also counts as a Success . This means it helps determine if your task succeeds, just like any regular Success symbol . However, like other Success symbols , the Success of a Triumph can be canceled out by a Failure symbol rolled during the same skill check.
  • You can use a Triumph to trigger powerful effects. Think of it as a "super Advantage," allowing you to pull off something impressive that regular Advantage symbols couldn’t achieve. For example, you could use a Triumph to trigger a Critical Injury during combat or activate a weapon’s special feature - things that would normally require multiple Advantage symbols . Triumphs can also lead to other extraordinary effects, which may depend on the GM, your environment, or specific character abilities.
You benefit from both effects of a Triumph symbol : it counts as a Success , and it lets you trigger a special effect. While the Success part of the Triumph can be canceled by a Failure, the special effect cannot. If you roll multiple Triumphs, each one adds a Success and can be used for a separate powerful effect or increase the magnitude of a positive outcome.
The Triumph symbol only appears on the die.

Negative Symbols

Failure

Failure symbols are key to figuring out if a skill check fails. The more Failure symbols you roll, the more likely your attempt is to fail.
Each Failure symbol cancels out one Success symbol . After Failures cancel Successes, if no Success symbols are left in the dice pool, the task fails. However, unlike Success, rolling multiple Failure symbols doesn’t make the failure worse. You either succeed or fail; there's no extra penalty for more Failure symbols beyond canceling out Success.
Failure symbols can appear on , , and dice.

Threat

Threat symbols represent negative consequences or side effects, whether the check succeeds or fails. Some examples of these side effects include taking too long to pick a lock, dropping your weapon while running for cover, or suffering additional strain during a stressful situation.
It’s possible to succeed at a task but still roll several Threat symbols , leading to complications. Likewise, Threat can appear during a failed check, making a bad situation even worse. Keep in mind that Threat doesn’t directly impact whether you succeed or fail, but it can create difficulties or unexpected outcomes.
The GM usually handles how Threat is resolved, but when NPCs roll Threat symbols , you and your fellow players can suggest creative ways to use it. These side effects could include being knocked down, losing cover, taking longer to finish the task, suffering strain, or giving an enemy an opportunity to act.
Each Threat symbol cancels one Advantage symbol . The details of how Threat is used can vary, but common effects include physical setbacks or wasted time.
Threat symbols appear on , , and dice.

Despair

The Despair symbol represents a major negative outcome or serious complication. When you roll a Despair , two things happen:
  • Each Despair also counts as a Failure . This means it affects whether the check succeeds or fails, just like a regular Failure symbol . However, the failure aspect of a Despair can still be canceled out by a Success symbol rolled in the same check.
  • Despair can trigger very powerful negative effects, similar to a "super Threat." These effects are often more severe than what a normal Threat symbol could cause. Common examples include your weapon running out of ammo or slipping and falling while trying to climb. Despair can also lead to other serious consequences, depending on the GM, the environment, or an adversary’s abilities.
Both effects of a Despair symbol apply; you don’t choose between them. The Failure portion can be canceled by a Success , but the special negative effect will still occur. If you roll more than one Despair , each one adds a Failure and triggers either a separate special effect or increases the magnitude of the negative outcome.
The Despair symbol only appears on the die.

Dice Pool Basics

Whether a character is swinging a great axe at a dragon, hotwiring a car, or trying to convince a merchant to offer better deals, a dice pool has to be built and rolled in order to see if the action is successful. Dice pools in Genesys have four main components:
  • A Characteristic
  • A Skill
  • A difficulty rating
  • Any conditional modifiers (such as from the environment or equipment)
The first three are detailed below.

Characteristics

In Genesys, a Characteristic represents a fundamental attribute of a character, describing their natural abilities and inherent traits. These characteristics form the foundation for most skill checks and help determine how effective a character is at various tasks. There are six primary characteristics in Genesys: Brawn, Agility, Intellect, Cunning, Willpower, and Presence.
Each characteristic has a numerical rating, typically ranging from 1 to 5 for most characters. The higher the rating, the more capable the character is in that area. Characteristics are used to build dice pools for skill checks, with higher ratings resulting in more or better dice, increasing the chances of success when attempting tasks related to that characteristic. For example, Brawn is important for physical strength-based tasks, while Intellect is key for tasks that require intelligence and problem-solving.
In short, characteristics are essential to determining how skilled and capable a character is in various areas of the game.

Brawn (BR)

A character's Brawn measures their physical strength, endurance, and overall toughness. It shows how well they can use their raw power when needed. Characters with a high Brawn are physically strong, resilient, and less likely to get sick. They have good stamina and can handle tough situations. Brawn is used for physical activities like Athletics and Melee combat, and it also helps determine wound threshold, which is how many wounds a character can take before they’re knocked out.

Agility

Agility represents your character's coordination, balance, and control over their movements. Characters with high Agility are nimble, have quick reflexes, and are good with tasks that require precision. This characteristic is important for skills like Coordination and Stealth and is especially useful in ranged combat.

Intellect

Intellect reflects your character's intelligence, education, and ability to think critically. Characters with high Intellect are good at analyzing information, remembering details, and making well-reasoned decisions. They can plan ahead and understand the consequences of their actions. Intellect is important for mental skills like Knowledge, Medicine, Mechanics, and Computers (depending on your setting).

Cunning

Cunning measures your character's cleverness, creativity, and ability to think on their feet. Characters with high Cunning are quick to pick up on important details in social situations and their surroundings, and they excel at coming up with short-term strategies. Cunning is key for mental skills like Deception, Perception, and Survival.

Willpower

Willpower represents your character’s discipline, mental strength, and self-control. Characters with high Willpower can handle stress and fatigue, stay calm in chaotic situations, and influence those with weaker resolve. Willpower is important for skills like Coercion and Vigilance and also helps determine your character’s starting strain threshold.

Presence

Presence reflects a character’s charisma, confidence, and ability to command attention. Characters with high Presence are natural leaders, stand out in social settings, and can strike up conversations with ease. This characteristic is essential for interpersonal skills like Charm and Leadership.

Skills

In Genesys, a Skill represents a specific area of expertise or knowledge that a character has developed, allowing them to perform tasks more effectively. Skills are tied to one of the six Characteristics (such as Brawn, Agility, or Intellect) and are used in combination with those characteristics to determine the success of various actions a character attempts during the game.
Each skill has a rank, usually ranging from 0 (untrained) to 5 (highly skilled). The higher the rank, the more proficient the character is in that area. When making a skill check, the rank in the relevant skill helps determine the number and type of dice rolled, increasing the chance of success. For example, a character with a high rank in Melee will perform better in hand-to-hand combat, while a character with a high rank in Mechanics can more easily repair machinery or vehicles.
Skills cover a wide range of activities, from physical tasks like Athletics and Stealth, to mental tasks like Knowledge and Medicine, as well as interpersonal skills like Charm and Deception.
In short, skills represent areas where characters are particularly trained or knowledgeable, making them better equipped to handle certain situations.

Difficulty

In Genesys, Difficulty represents how challenging a task or action is to complete. It is a key factor in determining the outcome of skill checks, adding obstacles that a character must overcome. The higher the difficulty, the harder the task becomes, and the more are added to the dice pool during a skill check.
Each task has a base difficulty level, represented by a certain number of . This base difficulty can be influenced by various factors, such as environmental conditions, the complexity of the task, or opposition from other characters. For example, picking a simple lock may only require one , while breaking into a secure facility could require several.
Difficulty is typically rated on a scale, described in the chart below.
Difficulty Dice Decription
Simple - A routine task where the outcome is almost certain. It’s usually not rolled unless the GM wants to see how well the task is done or to add Setback Dice to introduce potential complications.
Easy Picking a simple lock, treating minor injuries, finding food and shelter on a resource-rich planet, shooting a nearby target, or convincing a close friend to help with a tough task.
Average Picking a standard lock, stitching a small wound, finding food and shelter on a mild planet, shooting a target at a moderate distance, punching an opponent within arm’s reach, or convincing an acquaintance to help with a tough task.
Hard Picking a complex lock, setting broken bones or stitching larger wounds, finding food and shelter on a rough planet, shooting a target at a long distance, or convincing a stranger to assist with a tough task.
Daunting Picking a highly advanced lock, performing surgery or grafting implants, finding food and shelter on a barren desert planet, shooting a distant target, or convincing someone who dislikes you to help with a tough task.
Formidable Picking a lock with no discernable mechanism, creating a genetic template to clone a body, finding food and shelter on a planet without breathable air, or convincing your lifelong enemy to help with a tough task.
In some cases, can be upgraded to , which introduce the possibility of even more severe consequences, such as symbols.
In short, Difficulty represents the inherent challenges a character faces when attempting a task, and it helps shape the narrative by determining the complexity and risks involved in the action.

Building the Dice Pool

Using Characteristics & Skills

When your character tries to do something that could fail, you make a skill check. The skill you use depends on the action, like Brawn for kicking an adversary, Knowledge for recalling facts, or Leadership for persuading a former soldier. Each skill is linked to a characteristic, such as Brawn for Brawl, Intellect for Knowledge, or Presence for Leadership.
To make a skill check, you build a dice pool. The player adds Ability and Proficiency dice ( and , respectively) while the GM adds Difficulty, Challenge, Boost, and Setback dice (, , , and ). The GM also decides the task’s difficulty level before the roll. Sometimes, the dice pool can be modified or upgraded based on circumstances.
Your character’s skill ranks and the linked characteristic are both important when building a dice pool. When your character tries to do something, you and the GM decide which skill is needed for the task. Since each skill is tied to a characteristic, knowing the skill automatically tells you which characteristic to use. For example, trying to bypass a security terminal might use Skulduggery, which is linked to Cunning. The values of the skill and characteristic determine how many and go into the pool.
To build the dice pool, compare your character’s skill ranks with the characteristic’s rating. The higher number gives you the amount of , and you upgrade a number of them to dice based on the lower number. Each upgrade replaces one with a . If your character has no ranks in the skill, the number of upgrades is zero, so you don’t upgrade any dice. It works similarly if a character has zero in a characteristic, although it's rare – virtually impossible – to have a zero in any characteristic.
In some rare instances, a skill might be used with a different characteristic than the one to which it’s normally linked, though these circumstances will be few and far between, and will be determined by the GM.

Selecting a Difficulty

After deciding which skill and characteristic your character will use for a task, the GM sets the task's difficulty level. The difficulty determines how many Difficulty dice to add to the dice pool. For example, an Average () check means adding two Difficulty dice.
In some cases, the GM may upgrade one or more of these Difficulty dice to Challenge dice . This happens when your character faces skilled opposition, tough conditions, or if the GM uses a Story Point to make the task harder.
Once the GM sets the difficulty, you add the correct number of to the pool. If no other factors come into play, the dice pool is ready to roll and determine success, failure, and any side effects.