Genesys Dice Probability Calculator

🎲 Genesys Dice Probability Calculator

Build exact symbol odds for skill checks, opposed rolls, upgrades, and narrative specials.

🧮 Dice Pool Builder
Sets the number of base green dice before upgrades.
Upgrades matching base dice into yellow proficiency dice.
Counts the purple dice before any upgrades convert them.
Each upgrade turns one purple die into a red challenge die.
Blue dice cover lucky breaks, tools, and good positioning.
Black dice cover clutter, strain, and minor complications.
Ask for the chance to reach a specific net success target.
Track how often the roll keeps net advantage after canceling.
Characteristic and skill build the green/yellow side of the pool. Difficulty upgrades turn purple dice into red dice one for one, while triumph and despair stay separate from normal canceling.
📌 Descriptive Presets
Success chance 0.0% At least 1 net success
Advantage chance 0.0% At least 1 net advantage
Triumph chance 0.0% Any triumph symbol
Despair chance 0.0% Any despair symbol

Pool Build Echo

Ability dice0
Proficiency dice0
Difficulty dice0
Challenge dice0
Boost dice0
Setback dice0

Symbol Math

Mean success0.00
Mean advantage0.00
Mean triumph0.00
Mean despair0.00
Wash chance0.0%
State count0

Target Readout

Success goal1
Advantage goal1
Best outcomeWash
Top chance0.0%
Net check0 / 0
Pool total0

Most Likely Roll Outcomes

Rank Net result Chance Flags
🧰 Component and Spec Grid
Green Ability die Base aptitude, blank-heavy, and upgraded by skill ranks.
Yellow Proficiency die Adds triumph, more success, and stronger advantage spikes.
Blue / Black Boost and setback Small situational swings that can change the outcome margin.
Purple / Red Difficulty and challenge Task pressure and upgrades that drive threat and despair.
📘 Reference Tables
Build step Rule Formula Example
Characteristic + skill Higher number sets the base greens Ability = max - min, yellow = min 3 + 2 becomes 1 green, 2 yellow
Difficulty upgrades Each upgrade swaps a purple for a red Purple = base difficulty - upgrades 2 purple with 1 upgrade becomes 1 red, 1 purple
Boost dice Blue dice add luck and opportunity Roll blue as situational positives Good gear adds 1 blue
Setback dice Black dice add small trouble Roll black as situational negatives Rain or clutter adds 1 black
Die Sides Face mix Specials
Ability d8 blank, S, A, SA, AA, SS Green core die
Proficiency d12 blank, S, SA, SS, AA, T Only yellow dice can show triumph
Boost d6 blank, S, A, SA, AA Fast positive swing
Setback d6 blank, F, T Minor disruption
Difficulty d8 blank, F, T, FF, FT, TT Purple task pressure
Challenge d12 blank, D, F, T, FF, TT, FT Red upgrade die
Band Purple dice Red upgrades Typical check
Easy 1 0 Routine task
Average 2 0 Normal check
Hard 3 0-1 Serious pressure
Daunting 4 1-2 Tough scene
Formidable 5 2+ Exceptional feat
Symbol Cancels Survives as Notes
Success Failure Net success If any remain, the check works
Advantage Threat Net advantage Can matter even on a failed roll
Triumph Nothing Special success flag Counts as success and an event
Despair Nothing Special failure flag Counts as failure and an event

Tip 1

Upgrade skill before stacking more green dice if you want triumph odds to rise faster than plain success odds.

Tip 2

Use setback for clutter and bad luck, then reserve extra difficulty or upgrades for the task itself.

This calculator treats every face exactly, so the odds are resolved by full symbol cancellation instead of rough averages.

The Genesys RPG uses a dice system that is different from everything else. Main mechanic deals with custom symbols on the dice, and every roll compares two separate pools; one for skill, the second for opposition The GM mentally forms the opposition pool from negative dice and tells the player about it, while the player prepares his pool from positive dice. Later you roll the whole pool together.

Two-axis task resolution independently is the main reason to play Genesys. The rest of the game is like a typical mid-core generic role-playing system, but such wild interpretations of rolls are great. Everything else bases on purchase of points for advantages.

How Genesys Dice Work

In Genesys two basic states control almost each dice roll: Characteristics and Skills. You form a pool from various dice according to aptitudes, weapons or tool qualties and skills. Pool has at least 2 dice until around 7.

Rule confines to maximum of 4 boost and 4 setback dice in one pool.

For probability best add or remove dice to or from the pool, rather than changing of existing dice. More dice always beat better dice. Here is a key lesson for character building and insight of checks.

Genesys is more complicated than simple dice systems. In a roll can happen until 5 from every symbol, so 11 possibilities for every symbol in pool, entirely 121 unique results, and it only gets wilder. With a bigger pool probabilities should move to accuracy.

When opposition is 2 purple dice and 2 setback, commonly you count what mix of yellow and green dice give 50, 75% success chance. In AnyDice terms, Genesys skills result in 12.5% chance for two advantages without successes. You testing shows that 2 advantages and 2 successes on one skill are impossible, but AnyDice points 1.56%, proving that tools can err.

There are probability calculators for dice pools, done specifically for FFG Star Wars and Genesys RPG. The key rule book itself has sections about probability thought behind the mechanics. Genesys puts mechanical clarity in the lead together with games like GURPS and Fate.

Genesys Dice Probability Calculator

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