The Genesys Project Update #10
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PRIMER: CREATING HUMANOIDS
Humanoids are the first Domain presented in The
Birth of Genesys and, if our playtesting is anything to go by, one of the
most popular. Rightly so as they include not just humans, but Giants,
Dwarves, and Elves and a myriad of other variants that give Humanoids
very flexible builds.
WHERE HUMANOIDS EXCEL
Weapons and Equipment is where the Humanoids push the
limits. From Pikes, Mounts, Heavy Armor, Military Weapons, and more, no Domain has the number of
specialized and advanced equipment as the Humanoids do.
HUMANOID VARIANTS
Dwarfism, Gigantism, and Fey Born are just the tip of
the iceberg for Humanoid variants. Let’s dive in and see what variants
are possible, but before we do realize that you are not limited to just a
single variant. You can cross them up how you see fit. This means your can take
more than one variant, or even save a variant as a class trait when you are
creating your classes for an extremely varied and interesting Faction.
Each of these Evolutionary Branches comes with more
than one way to build your variant. In the cases where you see Species
Variant, this allows you to select an additional trait to customize
your variant.
Dwarfism
Dwarf - Dwarves
are highly defensive in nature and granted a bonus to Defense as well as
getting Species Variant.
Deep Dwarf - Able to see in the dark, these Deep Dwarves
have bonuses to Willpower and are often adept at channeling powers.
Gigantism
Giant - Strong, tough and big. Giants also get Species
Variant to really customize them further.
Ogre - Although dull witted, these big brutes gain
bonuses to size and strength.
Goblynoid
Goblyn - A Degenerative Trait* but allowing
for additional movement and Species Variant.
Imp - A Degenerative Trait* as well but
with increased willpower are able to take on magical powers.
*Degenerative
Trait’s limit the number of Knowledge of Science Traits they know.
Deviants
Aberrations - Able to choose Aberration increases to characteristics
but they also come with a defect that lowers an opposite characteristic.
Troll - A Species Variant within
the Deviant Branch increasing model size and strength. These vary
considerably with the additional traits available in Deviants.
Fey Born
Fey Born - Have Species Variant and are
able to select a bonus trait from the Fey
Domain.
Descendant - Come with Species Variant and
increased willpower creating often powerful casters.
Feral
Feral - Come with Species Variant and
the ability to take traits from a Biestial Kingdom in the Biest Domain.
Orc - Increased Strength but with lower
command on the field, they also come with Species Variant to
customize your orc builds.
Wild - Freedom to run wild grants an Increase to
Movement but are less disciplined than their other kin.
HUMANOID TRAITS -
Evolutionary Branches
All Humanoids
start with the same starting characteristics but can build upon them
quickly or compensate for them with their weapons and equipment.
Traits come from three different areas with a good
selection of Evolutionary Branches.
1.
Genetic
Mutation
2.
Environmental
Adaptation
3.
Knowledge
and Science
Each section
contains many Evolutionary Branches that contain both Primary and
Secondary Traits. These spread out your traits as it is required to take a Primary
Trait in order to unlock a Secondary Trait within the same Evolutionary
Branch.
Humanoids generally select 4-8 traits to create their Faction
with Unit Classes able to take additional traits.
Magical Powers: There are essentially two types of casting
for Humanoids
·
Faith
Magic which allows the caster
to channel energies through religious followers
·
Arcane
Magic which relies upon the
caster using their own fortitude to channel magical powers, risking their toughness
characteristics to forcibly use magic.
We will talk more on
Magic Powers in a future primer!
Up Next: Primer:
Creating Biests
https://www.genesysgames.com/