====== Comparison between Genesys and Clockwork ====== ===== Characteristics vs Aptitudes ===== ^Genesys^Clockwork^Comparison^ |Brawn|Vigor| | |Agility|Grace| | |Intellect|Reason| | |Cunning|Focus| | |Willpower|Will| | |Presence|Presence| | ===== Stats ===== ^Genesys^Clockwork^Comparison^ |Soak|Armor|In Genesys, Soak reduces incoming wounds. In Clockwork, a weapon's Potency value must exceed your Armor in order to be wounded (physical/social).| |Wounds| | | |Strain|Guard/Disposition|In Genesys, strain is kind of like mental Wounds. In Clockwork, Guard (physical) and Disposition (social) can protect you from combat outcomes. Disposition is determined per Encounter.| |Encumbrance| | | |Defense|n/a|In Genesys, Defense applies setback to the attackers pool. In Clockwork, combat is opposed.| ===== Skills ===== There are a new list of skills just like how Genesys has different skills than Edge of the Empire. The core differences for Clockwork skills: * No career skills * No base characteristic. In Genesys skills are paired with a base characteristic with the rare allowance that you use a different base in different circumstances. In Clockwork, there is no pairing, per se, and instead it's encouraged to use different base characteristics in different situations. ===== Encounters ===== Genesys encounters can be simplified into: - **Initiative**: Roll to determine round slots, allies vs enemies. - **Turns**: Players take turns in slot orders. - Incidental actions - 1 maneuver. Suffer 2 strain for a second maneuver. - 1 action or exchange action for a maneuver (max 2 maneuvers). - **End of Round** - **End of Encounter** Clockwork encounters can be simplified into: - **Conflict Traits** - Guard (physical): each character has their own guard stat. - Disposition (social): each character would determine this stat for the current encounter. - Esteem (social): each character's Esteem is calculated by Tenor (usually Class or Means), subtract the characters matching stat, add/remove half-values depending on Reputation - Morale (physical): Starts at 1 and moves up based on Threat level. - **Initiative** - **Turns** - 1 Move - 1 Maneuver - 1 Action - **End of Round** - **End of Encounter** ===== Combat (Physical/Social) ===== Genesys: - Declare attack and targets. - Determine pool: - Skill & Base characteristic. - Difficulty based on Range. - Damage is successes plus weapon damage. - Wounds applied is Damage less Soak. Clockwork: - Declare attack and targets. - Determine pool: - Opposed: Attacker skill/characteristic and defender skill/characteristic. - Reach may add modifier if not aiming. - Successes reduce Guard (physical) or Disposition (social). Die symbol effects can be seen [[https://rpg.bgsemc.com/clockworkrules/conflicts#actions|here]]. - Once Guard/Disposition is reduced passed zero (or bypassed) the target will receive one of: - A Standard [[https://rpg.bgsemc.com/clockworkrules/conditions#condition_descriptions|Condition]] (physical/social) - A Wound (physical), only if weapon Potency exceeds Armor. - Subdue (physical) - Convince (social), only if Weapon Potency exceeds Armor. - Persuade (social),only if Weapon Potency exceeds Armor. - Logical narrative freedom Clockwork has additional values to track in combat: * When Morale reaches 0, the character may surrender or flee. ===== Range vs Reach ===== ^Genesys^Clockwork^Comparison^ |Engaged|Touch|A Touch weapon doesn't increase unarmed reach.| |:::|Close|A Close weapon increases unarmed reach.| |Short|Extended|In Genesys, several meters. In Clockwork, fifteen feet.| |Medium|Short|In Genesys, several dozen meters. In Clockwork, twenty-five feet.| |Long|Long|In Genesys, greater than a few dozen meters. In Clockwork, 250 to 3000 feet.| | |Area of Effect|In Genesys this is a weapon quality, usually Blast.| ==== Zone of Control ==== ==== Avenues of Attack ==== ===== Weapons ===== ^Genesys^Clockwork^Comparison^ |Skill|n/a|Clockwork uses common sense combinations of base characteristic and skill to use the weapon. The Genesys skill could be used to help inform which skill in Clockwork to use.| |Damage|Potency|In Genesys, weapon damage is added to successes and then soak is subtracted. In Clockwork, damage (physical/social) can only be applied if weapon Potency exceeds the targets Armor value.| |Qualities|Condition|Weapons can cause effects on the target.| |Range|Reach|See Range vs Reach. In Genesys this dictates whether you /can/ hit, in Clockwork is the same but aiming might be required to reduce a penalty.| |Crit|Condition|Clockwork weapons may cause crit-like effects.| |Encumbrance| | | |HP| | | |Condition| |This is how damaged the weapon is.| |Price|Cost| | |Rarity|:::| |