Dice Nexus

Genesys Narrative System

Narrative Dice System by FFG / Edge Studio

The Dice Bag

Current Pool

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Select dice from the bag above to build your pool…

Latest Result

Build a pool and roll to see your result.

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How Genesys dice work

Genesys uses six dice marked with symbols instead of numbers. You roll positive and negative dice together as one pool, cancel the opposing symbols, and what is left tells you whether you succeeded and what else happened along the way.

The dice

Ability (green d8)

Your character's skill or characteristic. The basic positive die.

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Proficiency (yellow d12)

An upgraded ability die, for a character with both training and talent. The only die with a Triumph.

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Boost (blue d6)

Something in your favor: good gear, time to prepare, an ally's help.

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Difficulty (purple d8)

How hard the task is. One die per step of difficulty.

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Challenge (red d12)

An upgraded difficulty die, often for a skilled opponent. The only die with a Despair.

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Setback (black d6)

Something working against you: darkness, injury, bad footing.

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Building a pool

Compare the skill's rank with its characteristic. Take ability dice equal to the higher number, then upgrade as many of them as the lower number into proficiency dice. Brawn 3 with Athletics 2 rolls one ability and two proficiency dice.

The GM adds difficulty dice for how hard the task is, and may upgrade some to challenge dice. Then add a boost die for each thing in your favor and a setback die for each thing against you. Boost and setback don't cancel out: both go in the pool.

A player can spend a Story Point to upgrade one ability die to proficiency, and the GM can spend one to upgrade a difficulty die to challenge.

DifficultyDifficulty dice
Simple0
Easy1
Average2
Hard3
Daunting4
Formidable5

Reading the result

Success
Success. Each failure cancels one success. If at least one success is left, the check succeeds, and extra successes make it a better success.
Failure
Failure. Cancels a success. Failing by a lot is no worse than failing by one.
Advantage
Advantage. Each threat cancels one advantage. Leftover advantage buys a side benefit, whether the check succeeded or not.
Threat
Threat. Leftover threat buys a complication for the GM to narrate, even on a success.
Triumph
Triumph. Counts as one success and also triggers a big positive effect. A failure can cancel the success, but not the effect.
Despair
Despair. Counts as one failure and also triggers a big negative effect, which nothing cancels.

Triumph and Despair don't cancel each other, so a check can succeed with a Despair or fail with a Triumph. The roller does all the cancelling and shows you the net result.