Comparison between Genesys and Clockwork

Characteristics vs Aptitudes

GenesysClockworkComparison
BrawnVigor
AgilityGrace
IntellectReason
CunningFocus
WillpowerWill
PresencePresence

Stats

GenesysClockworkComparison
SoakArmorIn Genesys, Soak reduces incoming wounds. In Clockwork, a weapon's Potency value must exceed your Armor in order to be wounded (physical/social).
Wounds
StrainGuard/DispositionIn 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
Defensen/aIn 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:

  1. Initiative: Roll to determine round slots, allies vs enemies.
  2. Turns: Players take turns in slot orders.
    1. Incidental actions
    2. 1 maneuver. Suffer 2 strain for a second maneuver.
    3. 1 action or exchange action for a maneuver (max 2 maneuvers).
  3. End of Round
  4. End of Encounter

Clockwork encounters can be simplified into:

  1. Conflict Traits
    1. Guard (physical): each character has their own guard stat.
    2. Disposition (social): each character would determine this stat for the current encounter.
    3. 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
    4. Morale (physical): Starts at 1 and moves up based on Threat level.
  2. Initiative
  3. Turns
    1. 1 Move
    2. 1 Maneuver
    3. 1 Action
  4. End of Round
  5. End of Encounter

Combat (Physical/Social)

Genesys:

  1. Declare attack and targets.
  2. Determine pool:
    1. Skill & Base characteristic.
    2. Difficulty based on Range.
  3. Damage is successes plus weapon damage.
  4. Wounds applied is Damage less Soak.

Clockwork:

  1. Declare attack and targets.
  2. Determine pool:
    1. Opposed: Attacker skill/characteristic and defender skill/characteristic.
    2. Reach may add modifier if not aiming.
  3. Successes reduce Guard (physical) or Disposition (social). Die symbol effects can be seen here.
  4. Once Guard/Disposition is reduced passed zero (or bypassed) the target will receive one of:
    1. A Standard Condition (physical/social)
    2. A Wound (physical), only if weapon Potency exceeds Armor.
    3. Subdue (physical)
    4. Convince (social), only if Weapon Potency exceeds Armor.
    5. Persuade (social),only if Weapon Potency exceeds Armor.
    6. Logical narrative freedom

Clockwork has additional values to track in combat:

  • When Morale reaches 0, the character may surrender or flee.

Range vs Reach

GenesysClockworkComparison
EngagedTouchA Touch weapon doesn't increase unarmed reach.
CloseA Close weapon increases unarmed reach.
ShortExtendedIn Genesys, several meters. In Clockwork, fifteen feet.
MediumShortIn Genesys, several dozen meters. In Clockwork, twenty-five feet.
LongLongIn Genesys, greater than a few dozen meters. In Clockwork, 250 to 3000 feet.
Area of EffectIn Genesys this is a weapon quality, usually Blast.

Zone of Control

Avenues of Attack

Weapons

GenesysClockworkComparison
Skilln/aClockwork 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.
DamagePotencyIn 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.
QualitiesConditionWeapons can cause effects on the target.
RangeReachSee 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.
CritConditionClockwork weapons may cause crit-like effects.
Encumbrance
HP
Condition This is how damaged the weapon is.
PriceCost
Rarity