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genesys-cheat-sheet/parts/basics.tex
2022-12-03 16:23:35 +01:00

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\section{Basics}
\begin{center}
\begin{minipage}[t]{0.46\textwidth}
\subsubsection{Symbol Key}
\begin{center}
\rowcolors{1}{tablecolor1}{tablecolor2}
\begin{tabular}{|m{0.4\textwidth}|}
\hline
\rowcolor[HTML]{F69337}
{\color[HTML]{FFFFFF} \textbf{DICE}} \\ \hline
\ability Ability Dice \\ \hline
\difficulty Difficulty Dice \\ \hline
\boost Boost Dice \\ \hline
\setback Setback Dice \\ \hline
\proficiency Proficiency Dice \\ \hline
\challenge Challenge Dice \\ \hline
\end{tabular}
\quad
\rowcolors{1}{tablecolor1}{tablecolor2}
\begin{tabular}{|m{0.4\textwidth}|}
\hline
\rowcolor[HTML]{F69337}
{\color[HTML]{FFFFFF} \textbf{SYMBOLS}} \\ \hline
\success Success \\ \hline
\failure Failure \\ \hline
\advantage Advantage \\ \hline
\threat Threat \\ \hline
\triumph Triumph \\ \hline
\despair Despair \\ \hline
\end{tabular}
\end{center}
\vspace{10pt}
\subsubsection{Difficulty (GCB. 18)}
\rowcolors{1}{tablecolor1}{tablecolor2}
\begin{tabular}{|m{0.25\textwidth}|l|p{0.383\textwidth}|}
\hline
\rowcolor[HTML]{F69337}
{\color[HTML]{FFFFFF} \textbf{\wrap{DIFFICULTY\\LEVEL}{0.25}}} & {\color[HTML]{FFFFFF} \textbf{DICE}} & {\color[HTML]{FFFFFF} \textbf{SCOPE}} \\ \hline
Simple & {\centering -} & Basic and routine. \\ \hline
Easy & \difficulty & Poses little challenge, but something could go wrong. \\ \hline
Average & \difficulty\difficulty & Success expected, but failure is not surprising.\\ \hline
Hard & \difficulty\difficulty\difficulty & Professionals fail as often as they succeed. \\ \hline
Daunting & \difficulty\difficulty\difficulty\difficulty & Pushes Professionals to their limits. \\ \hline
Formidable & \difficulty\difficulty\difficulty\difficulty\difficulty & Nigh impossible. \\ \hline
Impossible & - & With GM permission, spend Story Point to tackle as Formidable. \\ \hline
\end{tabular}
\vspace{10pt}
\subsubsection{Upgrading/Downgrading dice (GCB. 20)}
\begin{itemize}
\item \textbf{Increase}: Add \difficulty or \ability.
\item \textbf{Upgrade}: Convert \difficulty to \challenge or \ability to \proficiency. If upgrading is impossible, increase instead.
\item \textbf{Decrease}: Remove \difficulty or \ability. If only \challenge or \proficiency are left, ignore additional decreases.
\item \textbf{Downgrade}: Convert \challenge to \difficulty or \proficiency to \ability. If only \ability or \difficulty are left, ignore additional downgrades.
\end{itemize}
\vspace{10pt}
\subsubsection{Story Points (GCB. 27)}
There are 2 pools of story points. The players' and the GM's. The players can use their pool to do things, and the GM can use their pool do similar things. When a story point is used, it is moved to the other pool.
The points can be used to:
\begin{itemize}
\item Upgrade the ability of your own or an ally's roll.
\item Upgrade the difficulty of an opponent's roll.
\item Activate an ability you have.
\item Do anything the GM will allow a story point to do.
\end{itemize}
\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
\subsubsection{dice pool (GCB. 13)}
Assembling a dice pool has 4 steps::
\begin{enumerate}[leftmargin=*]
\item \textbf{Base}: Collect green \ability equal to the characteristic.
\item \textbf{Upgrade}: Convert an amount of \ability equal to your skill rank into \proficiency.\\ \textit{Note: If your skill is higher than your characteristic, then use skill for the base and characteristic for the upgrade.}
\item \textbf{Difficulty} GM adds \difficulty and \challenge depending on the base difficulty of the task.
\item \textbf{Modifiers}: GM, actions, maneuvers or special abilities add \boost and \setback depending on situation-specific changes to the difficulty of the task.
\end{enumerate}
\vspace{10pt}
\subsubsection{Interpreting the Result (GCB. 23)}
\begin{enumerate}
\item \textbf{Triumph and Despair}: A \triumph symbol on the die counts as both a \success and a \triumph. A \despair symbol on the die counts as both a \failure and a \despair.
\item \textbf{Cancel out}:
\begin{itemize}
\item \advantage and \threat cancel each other out.
\item \success and \failure cancel each other out.
\item \triumph and \despair do \textbf{NOT} cancel each other out. The \success and \failure they generated do however count as regular \success and \failure{}, and can be cancelled out normally.
\end{itemize}
\item If the roll generated more \success than \failure{}, you succeed. If it generated the same amount or more \failure{}, you fail.
\item \textbf{Spend} \advantage{}, \triumph{}, \threat{} \textbf{and} \despair: In combat, you spend the \advantage and \triumph and the GM spends the \threat and \despair. Out of combat, the GM spends it all.
\end{enumerate}
\vspace{10pt}
\subsubsection{Social Skills (GCB. 55)}
\rowcolors{1}{tablecolor1}{tablecolor2}
\begin{tabular}{|m{0.4\textwidth}|m{0.494205\textwidth}|}
\hline
\rowcolor[HTML]{F69337}
{\color[HTML]{FFFFFF} \textbf{SKILL}} & {\color[HTML]{FFFFFF} \textbf{OPPOSITION SKILL}} \\ \hline
Coercion, Leadership & \textbf{Discipline}: The mental fortitude to disobey orders, or the mental strength to resist interrogation and face threats without flinching. \\ \hline
Deception & \textbf{Vigilance}: The mental alertness to notice when someone is lying. \\ \hline
Charm & \textbf{Cool}: The ability to keep calm in the face of politeness and flattery. \\ \hline
Negotiation & \textbf{Negotiation}: Bargaining usually goes back and forth. \\ \hline
\end{tabular}
\subsubsection{Range Bands}
\textbf{\large Engaged -- Short -- Medium -- -- Long -- -- Extreme}\\
The lines symbolize how many "Move" maneuvers it takes to move between the bands.
\end{minipage}
\end{center}