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5/2/2019 Genesys Cheat Sheet | GM Binder

Cheat SHeet
SYMBOL KEY
SYMBOLS DICE DICE POOL
s = Success d
d Ability Dice To form a dice pool look at three things:
f = Failure d
d Difficulty Dice 1. Base: Collect green d d equal to the characteristic.
a = Advantage b
b Boost Dice 2. Upgrade: Convert d d to c
c according to the skill rank
Note: If your skill is higher than your characteristic, then use skill
h = reat b
b Setback Dice for the base and characteristic for the upgrade.
t = Triumph c
c Proficiency Dice 3. Assemble d d and c c.
4. Modifiers: Add b b and b b.
d = Despair c
c Challenge Dice

COMBAT
WEAPON STAT MEANING (GCB. 90) SPENDING ADVANTAGE AND TRIUMPHS (GCB 104)
• Damage: Flat number means the weapon deals that damage.
"+X" indicates the damage is the character's Brawn + X. Some simplified examples from chart.
Each success s adds 1 damage ot the attack.
• Crit: e number indicates the number of a required to cause ROLL RESULT
a critical injury. a or Recover 1 strain. Add b
b to next check by self or
• Specials cause various effects, see chart on page 3. Some t ally.
require a to aaa to activate.
aa Perform an immediate free maneuver (still max 2
ATTACK DIFFICULTIES (GCB 102, 108) or t per turn). Add b to next skill check by opponent.
Negate enemy defense. Ignore environment.
RANGE DIFFICULTY aaa
Damage a target's gear/limbs. Gain +1 defense for
or t 1 turn.
Melee dd
dd
dd for one-handed Upgrade difficulty check of target's next check.
Engaged ddd
ddd for two-handed t Upgrade an ally's next check. Do something
N/A for gunnery "vital".

Short tt Destroy a target's equipment or limb completely.


d
d
Medium dd
dd
MANEUVERS (GCB 98)
Long ddd
ddd Max of two maneuvers per turn. First is free, the second
Extreme dddd
dddd costs 2 strain, the exchange of an action (GCB 101), or
may be performed after aa is generated on an action.
MODIFIERS
• Aim: Add b b to next attack.
Upgrade one dd to c
c.
Engaged with ally • Target Limbs/Spot/Item: Add bb bb,
bb or two consecutive
Hit ally on d.
maneuvers and b b.
Target prone Melee add b
b; Ranged add b
b. • Guard: Add b b to own attacks; increase Melee Defense by 1.
Aiming Add b
b (GCB 98) • Assist: Add b
b to ally's next check.
• Interact with environment or gear.
Target is guarded Add b (GCB 98) • Mount or dismount.
• Move: One maneuver to move between Short and Medium.
Engaged target made Add bb to next melee attack
Two maneuvers for Medium to Long, or Long to Extreme.
ranged attack against them.
Stand from prone.
• Engage: One maneuver to engage a character. One maneuever
  to disengage an enemy (engaged to short).

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HEALTH AND HEALING


WOUNDS, STRAIN, CRITS (GCB 112) • Autohealer: Heals 5 wounds (minus number of autohealers
previously taken that day).
Similar to hit points, but you start at 0 and count up.
Wounds in excess of Wound Treshold cause the character
to be incapacitated. They immediately suffer one Critical
HEALING STRAIN (GCB 117)
• Night's rest heals all strain.
Injury. Wounds should be tracked to twice the threshold.
• End of an encounter a character may make a simple
A character who exceeds their Strain Threshold becomes Discipline or Cool check to recover strain equal to success s.
incapacitated. • Medicine Check: As described under Healing Wounds,
advantage a generated on a Medicine check heal strain.
When receiving a critical injury, roll a d100 on the critical
injury table. Add +10 to the roll for each existing critical HEALING DIFFICULTY
injury.
STATE OF PATIENT DIFFICULTY
HEALING WOUNDS (GCB 116) Half or less of wound threshold d
d
• Natural Rest: One night of rest heals one wound. More than half of threshold dd
dd
• Medicine Check: A character may receive ONE Medicine
check per encounter to heal wounds and strain. Difficulty is Exceed threshold ddd
ddd
based on chart. On success a target heals wounds equal to
Critical Injury See Critical Hit table
success s and strain equal to advantage a.
• Medicine check difficulty increases by 2 if done to self.
Increase by one if done without tools.

SOCIAL
SKILL CHECKS (GCB 120) SKILL OPPOSITES (GCB 55)
These take an action in combat, in a social encounter they
take variable times depending on the check. Perception CHECK SKILL OPPOSING SKILL
may be instant but Negotiation requires... negotiating. Coercion, Leadership Discipline
• Opposed Checks: Oen using a skill, such as Charm, requires Deception Vigilance
a difficulty set by the opponent's skill.
• Group Checks: Influencing a group is difficult. Check Charm Cool
difficulty on a group: 2-5 people is Average dd dd,
dd 6-15 Hard Negotiation Negotiation
ddd
ddd, 16-50 Daunting dddd dddd, 51+ Formidable
ddddd
ddddd.
• Inflict Strain: Inflict strain on an opponent to force them to SPENDING ADVANTAGE & TRIUMPHS (GCB 121)
capitulate. Half their Strain reshold forces a compromise,
ROLL RESULT
exceeding it causes a capitulation. Success on a social check
inflicts 1 strain plus 1 additional strain per success s on the a or Recover 1 strain. Add b
b to the next ally's check.
target; Failure results in 2 strain on the character making the t Notice an important detail.
check.
Learn Strength/Flaw of the target. Add b b to next
aa
  check by target. Add b
b to any ally's or character's
or t
next check.
aaa Learn Desire / Fear of the target. Conceal your
or t goal. Learn the goal of your target (if there is one).
Learn a motivation of any character. Upgrade
difficulty of target's next check. Upgrade next
t
check of self or ally. Do something vital to
encounter.

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CRITICAL INJURY TABLE (GCB 115)


D100 SEVERITY RESULT
01-05 Easy (d
d) Minor Nick: Target suffers 1 strain.
06-10 Easy (d
d) Slowed Down: e target can only act during the last allied initiative slot on their next turn.
11-15 Easy (d
d) Sudden Jolt: e target drops whatever is in hand.
16-20 Easy (d
d) Distracted: e target cannot perform a free maneuver during their next turn.
21-25 Easy (d
d) Off-Balance: Add b
b to the target’s next skill check.
26-30 Easy (d
d) Discouraging Wound: Move one player pool Story Point to the Game Master pool (reverse if NPC).
31-35 Easy (d
d) Stunned: e target is staggered until the end of their next turn.
36-40 Easy (d) Stinger: Increase the difficulty of the target’s next check by one.
41-45 Average (dd
dd) Bowled Over: e target is knocked prone and suffers 1 strain.
Head Ringer: e target increases the difficulty of all Intellect and Cunning checks by one until this
46-50 Average (dd
dd)
dd
Critical Injury is healed.
Fearsome Wound: e target increases the difficulty of all Presence and Willpower checks by one until
51-55 Average (dd
dd)
dd
this Critical Injury is healed.
Agonizing Wound: e target increases the difficulty of all Brawn and Agility checks by one until this
56-60 Average (dd
dd)
dd
Critical Injury is healed.
61-65 dd Slightly Dazed: e target is disoriented until this Critical Injury is healed.
Average (dd
dd)
66-70 Average (dd
dd)
dd Scattered Senses: e target removes all b
b from skill checks until this Critical Injury is healed.
71-75 dd Hamstrung: e target loses their free maneuver until this Critical Injury is healed.
Average (dd
dd)
Overpowered: e target leaves themself open, and the attacker may immediately attempt another
76-80 Average (dd
dd)
attack against them as an incidental, using the exact same pool as the original attack.
Winded: e target cannot voluntarily suffer strain to activate any abilities or gain additional
81-85 Average (dd
dd)
dd
maneuvers until this Critical Injury is healed.
86-90 dd Compromised: Increase difficulty of all skill checks by one until this Critical Injury is healed.
Average (dd
dd)
At the Brink: e target suffers 2 strain each time they perform an action until this Critical Injury is
91-95 Hard (ddd
ddd)
healed.
Crippled: One of the target’s limbs (selected by the GM) is impaired until this Critical Injury is healed.
96-100 Hard (ddd
ddd)
ddd
Increase difficulty of all checks that require use of that limb by one.
Maimed: One of the target’s limbs (selected by the GM) is permanently lost. Unless the target has a
101-105 Hard (ddd
ddd cybernetic or prosthetic replacement, the target cannot perform actions that would require the use of
ddd)
that limb. All other actions gain b
b until this Critical Injury is healed.
Horrific Injury: Roll 1d10 to determine which of the target’s characteristics is affected: 1–3 for Brawn,
106-110 Hard (ddd
ddd)
ddd 4–6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. Until this Critical
Injury is healed, treat that characteristic as one point lower.
111-115 Hard (ddd
ddd Temporarily Disabled: e target is immobilized until this Critical Injury is healed.
ddd)
Blinded: e target can no longer see. Upgrade the difficulty of all checks twice, and upgrade the
116-120 Hard (ddd
ddd)
ddd
difficulty of Perception and Vigilance checks three times, until this Critical Injury is healed.
121-125 Hard (ddd
ddd Knocked Senseless: e target is staggered until this Critical Injury is healed.
ddd)

Daunting Gruesome Injury: Roll 1d10 to determine which of the target’s characteristics is affected: 1–3 for
126-130 Brawn, 4–6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. at
(dddd
dddd)
dddd
characteristic is permanently reduced by one, to a minimum of 1.
Bleeding Out: Until this Critical Injury is healed, every round, the target suffers 1 wound and 1 strain
Daunting at the beginning of their turn. For every 5 wounds they suffer beyond their wound threshold, they
131-140 dddd
(dddd) suffer one additional Critical Injury. Roll on the chart, suffering the injury (if they suffer this result a
second time due to this, roll again).
Daunting The End Is Nigh: e target dies aer the last Initiative slot during the next round unless this Critical
141-150
(dddd
dddd)
dddd Injury is healed.
151 +  — 

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THREAT AND DESPAIR


T
he GM generally resolves reat effects. However,
when a non-player character generates threats, you
and your fellow players should suggest some creative ways
to spend it! (GCB 12)
 

COMBAT (GCB 104) SOCIAL (GCB 121)


ROLL RESULT ROLL RESULT
h or Active character suffers 1 strain. Lose benefits of Active character suffers 1 strain. Become
h or
d previous maneuver (e.g., guard). distracted or sidetracked, results in narratively
d bad times.
Opponent may immediately perform one
hh maneuver as an incidental response. Add b b to Accidentally reveal strength or flaw. Add b b to
hh
or d target's next check. Active character or ally suffers target's next check. Active character or ally suffers
or d
b on next action. b
b on next action.
hhh Active character falls prone. Active character hhh Reveal a desire or fear. Accidentally reveal true
or d grants significant combat advantage to enemy. or d goal of encounter.
Weapon runs out of ammo and cannot be used for Reveals a motivation of their character. Learn a
rest of encounter. Upgrade difficulty of an ally's false motivation of target (active character believes
d d it to be true). Upgrade difficulty of active or ally's
next check or next check of the active character.
e tool or weapon being used is damaged. next check. Embroiled in irrelevant events and
cannot act during next round.

SKILLS AND STORY POINTS


DIFFICULTY DICE SCOPE
UPGRADING / DOWNGRADING
Simple — Basic and routine.
Upgrade all d
d into cc, then add d d and upgrade to c c so
Poses little challenge, but on and so forth. (Same for Difficulty / Challenge dice.)
Easy d
d
something could go wrong.
Downgrade c
c and c
c to d
d and d
d, do not remove dice.
Success expected, but failure is
Average dd
dd
not surprising.
Professional fails as oen as
COMPETITIVE / ASSISTANCE CHECKS
Hard ddd
ddd
they succeed. Competitive: Highest number of s wins, tiebreaker is t
Pushes professional to their followed by a.
Daunting dddd
limits. Assistance: If skilled, 2 people combine higher of
Formidable ddddd
ddddd Nigh impossible. Characteristic / Skill. If unskilled, add 1 b
b per person
helping (within reason).
With GM permission, spend
Impossible — Story Point to tackle as
Formiddable. USING STORY POINTS
• Upgrade dice by 1. (Only 1 per player)
  • Upgrade opponent’s difficulty by 1.
• Use special ability / talent.
• Introduce new fiction.

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SKILL DESCRIPTIONS
SOCIAL SKILLS GENERAL SKILLS
  Charm (PRE): Persuade to do a favor, appeal to
someone’s better nature, flirt and seduce, make  Athletics (BRA): Climb up or down a structure, swim,
themselves look good, performs in front of an audience. jumping, run for extended time.
    C B: C  Computers (INT): Pick electronic lock, crack
  Coercion (WIL): Issuing a threat, questions or encryption, hack database, remote pilot.
interrogates prisoners, uses torture.  Cool (PRE): Aware initiative, lay a trap or ambush, stay
    C B: D calm in social situations, refrain from foolishness during
  Deception (CUN): Telling lies, misleads people, wears a tense situation, keep their nerve, card games with
disguise. bluffing, luck, and gambling.
    C B: V  Coordination (AGI): Swing across on a rope, walk
  Leadership (PRE): Rally allies from fear, convince a narrow surfaces, squeeze into tiny spaces, land safely,
crowd, lead troops. escape physical restraints.
    C B: D  Discipline (WIL): Confront something terrifying and
  Negotiation (PRE): Haggle over purchases, sell goods, not flee, keep sanity, heal strain after encounter, meditate.
broker a political agreement.  Driving (AGI): Bring vehicle to safe stop, keep up speed
    C B: N during dangerous driving, catch up with someone, swerve
to avoid accident.
MAGIC SKILLS  Mechanics (INT): Repair something damaged, identify
required parts and tools for a job, design new device,
  Blue (INT): Kinetics. Force fields and magic bolts, fire sabotage, build or modify item, install implants.
and lightning and ice.  Medicine (INT): Heal wounds, counteract or administer
  Purple (CUN): Fae magic. Deception and illusion and poison, cure disease, create new drug, complex medical
enchantment. procedures.
  Red (WILL): Blood magic. Bio-manipulation, healing,  Navigation (INT): Read a map, set a course for a system,
mutation, poison and corruption. make sense of starchart, plot course under stress.
 Operating (INT): Operate a ship, pilot a zeppling,
KNOWLEDGE SKILLS orbital slingshot, dock a spaceship.
  Science (INT): Physics, chemistry, biology. The deeper  Perception (CUN): Search a scene for clues. Study the
ramifications of magic. landscape for threats, conduct surveillance, look for
  Travel (INT): Area and cultural knowledge. minute details.
  Forbidden (INT): Anything a well-traveled scientist  Piloting (AGI): Land an airplane, outmaneuver in a
wouldn't know. Classified knowledge, criminal dogfight, land small craft.
knowledge, occult lore.  Resilience (BRA): Go without sleeping, fight off toxin,
endure hostile environment, recover from critical injury
COMBAT SKILLS without medical attention.
 Riding (AGI): Flee on mounts, jousting, catch up to
  Brawl (BRA): Fight with bare hands or brass knuckles,
enemies, calm panicked mount.
pin, grapple, hold someone, martial arts.
 Skullduggery (CUN): Pick someone’s pocket, pick a lock
  Gunnery (AGI): Shoot larger weapons, vehicle mounted
or set physical traps, study security system, distract an
and heavy emplacements.
opponent through guile or feints.
  Melee (BRA): Fight with a sword or other similar
 Stealth (AGI): Hide, tail someone unnoticed, infiltrate a
weapon, duels.
compound, move quietly.
  Ranged - Energy (AGI): Shoot with a blaster weapon,
 Streetwise (CUN): Look for black markets, understand
one-handed or two.
slang, approach criminals as one of them, navigate
  Ranged - Projectile (AGI): Shoot with a bullet weapon,
unfamiliar city, track and hunt in a city.
one-handed or two.
 Survival (CUN): Find food and water, notice severe
  weather, follow a crude map, calm a wild animal, hunt in
wilderness.
 Vigilance (WIL): Ambush initiative, catch lies, notice
important details without looking.

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GEAR
ITEM QUALITIES (GCB 86) Inaccurate: Add b
weapon.
b x Rating to checks made with the

Unless specified, active qualities require aa to activate. Inferior: Add h to checks with the weapon.
Accurate: Add b x level to checks made with the Knockdown (Active): Target is knocked prone.
weapon. Knockdown only takes a, plus a per target Silhouette
Auto-Fire (Active): Character selects whether to use it above 1.
before attack. If used, upgrade difficulty by d. Spend Limited Ammo: Need to reload (Maneuver) after the
aa to deal another attack to the target or any other specified number of uses.
target in range. Linked (Active): Spend aa to do additional hits with
Blast (Active): Deals damage of Rating + s to creatures the weapon on same target.
Engaged with target. Characters can spend aaa to still Pierce: Pierces soak for number.
activate the blast effect on a miss. Prepare: Takes X maneuvers before use. Can be used
Breach: Ignore 1 point of Vehicle Armor. unless something happens, then redo prepare.
Burn (Active): Suffers weapons base damage for round Reinforce: Immune to Sunder, Pierce and Breach.
specified. Victims may roll Coordination to put Slow-Firing: Weapon can't be fired for specified rounds
themselves out (dd dd hard ground, d d on soft/wet). after use.
Concussive (Active): Target is staggered for specified Stun (Active): Deals strain to target equal to stun
rounds. rating.
Cumbersome: Must have Rating in Brawn or increase Stun Damage: Weapon deals damage as strain.
difficulty by d d per point lacking. Sunder (Active): If targeting an item can damage it.
Defensive/Deflection: Increase Melee/Ranged Defense. Takes a activate.
Disorient (Active): Add b b to opponents' checks for Superior: Add a to checks with it.
Rating in rounds. Tractor: Vehicles won't move unless successful piloting
Ensnare (Active): Target is immobilized for Rating in check equal to beams rating.
rounds. They can make a ddd ddd Athletics check to bust Unwieldy: Weapon sucks unless agility is equal to
out. rating.
Guided (Active): May only trigger on miss. Make an Vicious: Add 10 x X to any critical hit rolls a target
Average dd dd check with d d equal to Guided quality to see makes.
if it hits as an out-of-turn incidental. Requires aaa.

ENCUMBRANCE (GCB 84) RARITY DIFFICULTY


Threshold: 5+Brawn. 0–1 —
Over the Threshold: 1 bb per point over threshold to all
Agility and Brawn checks. 2–3 d
d
Encumbrance >= Brawn: No free maneuver each turn. 4–5 dd
dd
Lifting and Carrying: Athletics check with Difficulty
equal to amount of points over Threshold you would go. 6–7 ddd
ddd
With help, add each helpers Brawn score to threshold. 8–9 dddd
dddd

CONCEALMENT 10 ddddd
ddddd
Perception versus Stealth; add bb to search for each
encumbrance rating of item beyond 1. RARITY MODIFIER CIRCUMSTANCES
Consumer-driven economy.
REPAIR -1 Major metropolis.
Trading hub.
DAMAGE DIFFICULTY PENALTY TO USE
Rural.
Minor d
d Add b
b. +1
State-regulated economy.
Moderate dd
dd Increase difficulty. Frontier.
+2
Laws prohibiting ownership.
Major ddd
ddd Unusuable.
+3 Active war zone.
  +4 Post-disaster wasteland.

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ENVIRONMENT, ETC.

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