Table of Contents
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 here.
- Once Guard/Disposition is reduced passed zero (or bypassed) the target will receive one of:
- A Standard 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 |