Using the Dice Roller

Joining a Room

There are two ways to join a room: Use a Direct Link or the Room ID and Passcode.

  • If you have a Direct Link, paste it into your browser.
  • If you know the Room ID and Passcode, you can enter them (and choose your Avatar) while in the Confluence.

Once inside a room, a player can change their Avatar by using the Switch Avatar button.

Making a Room

To make a new room, you must be in the Confluence, and then click on the button (bottom right) to make a new room. You will be asked to give the room a Name and choose to have the room Open or Closed.

  • Open Rooms can be joined by anyone who knows (or guesses) the Room ID.
  • Restricted Rooms require a Passcode to enter; when you create one, you will be prompted for a Passcode.
  • If you send the Direct Link to your players, it will have the Passcode embedded.
Getting Room Info

There are two places you can go to find Room Info.

  • Inside each Dice Room is an info link ( Room Info ) found on the top right of the page (next to the Profile Drop-down). Both Players and GMs can use this link, but GMs have access to more information.
  • (GMs only) Once you're on the Hub Page, look for a plus button ( ) for your room; clicking that reveals info that only GM's can see.
GM Controls

GMs have additional privileges in their rooms. (The user who creates a room is GM by default.) GMs can...

  • See more information about the room (including Direct Links, Passcode, etc.)
  • Ban/Unban players; GMs can also make a player the GM for that room.
  • Archive a room. Archived Rooms are hidden (but still accessible) on the Confluence; they also have Dice and Chat turned off.

Dice Mechanics

Dice Types

The Genesys Dice Roller uses seven different dice.

  • Boost
  • Ability
  • Proficiency
  • Setback
  • Difficulty
  • Challenge
  • Numerical
Successes and Failures
  • Success and Failure pips cancel each other.
  • In order to succeed in a roll, the results must have (at least) one more Success pip than Failures.
  • A roll with no uncancelled success pips is a failure. (E.g. a roll with two successes and two failures.)
Advantage and Threat
  • Advantage and Threat pips cancel each other.
  • It is possible to succeed on a roll, but with threat, just as it is possible to fail with advantage.
  • See the Core Rulebooks for how these results play out narratively.
Triumph and Despair
  • Triumph and Despair pips do not cancel each other.
  • The effects of a Triumph can be compared to a "critical hit" that you may have seen in another system. Likewise, a Despair can be thought of as a "critical failure".
  • In addition to these effects, each Triumph "includes" a Success, and each Despair "includes" a failure. These additional pips are accounted for by the dice roller.
  • It is possible to fail a roll with Triumph, or succeed with Despair.
  • See the Core Rulebooks for how these results play out narratively.
Numerical Dice
  • In the Genesys Role Playing System, Numerical dice tend to only be used in the determination of critical injuries to characters or vehicles.
  • By default, the Numerical Dice are set as d100.
  • You can change the number of sides by selecting the "100" and typing the desired value.

Resources

Core Rule Books (CRBs)
Supplements
Additional
  • Denizens of Terrinoth - Adversary Deck for Realms of Terrinoth
  • Foes of Terrintoh - Adversary Deck for Realms of Terrinoth
  • Dice - You know how this is a virtual dice roller website? Well, buying those dice will let you roll in real life! Crazy!

Disclaimer:
The Genesys Dice Roller is designed to be used in conjunction with Fantasy Flight Games' Genesys Role Playing System. This website is not made with any input or coordination from Fantasy Flights, which still holds the copyright to all of their original content.