| Genesys | Clockwork | Comparison |
|---|---|---|
| Brawn | Vigor | |
| Agility | Grace | |
| Intellect | Reason | |
| Cunning | Focus | |
| Willpower | Will | |
| Presence | Presence |
| 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. |
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:
Genesys encounters can be simplified into:
Clockwork encounters can be simplified into:
Genesys:
Clockwork:
Clockwork has additional values to track in combat:
| 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. |
| 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 |