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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".
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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: Oen 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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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 aer the last Initiative slot during the next round unless this Critical
141-150
(dddd
dddd)
dddd Injury is healed.
151 + —
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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.
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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