There are many new people getting their first look at The Genesys Project and with that here is a look at how you can create and customize your faction for the game.

We are on our final week of our Kickstarter Event. Come over and check us out. 

The Genesys Project allows you to create and customize your Factions and Equipment. This gives you a great and amazing opportunity to play as you think you faction should be played. Use the miniatures that you want whether you already own them and create a faction for them.

There are 3 Ages of Gameplay to create your faction. Create in any of the three or play from one age to another! The game allows you to progress your faction as you play to create a grant narrative and story around your friends and fellow gamers that is yours to create. 

So how is this done?

CREATING A FACTION

When you create a faction you will be selecting from one of 5 Domains of Life. Each Domain builds their faction in a different manner and begins with their own starting characteristics. Each one also has its own set of Classes from which you will fill out the types of models you will be fielding in your faction.

See the image for your Domains


TRAITS AND ABILITIES

When you create your faction you get a set of starting characteristics and a number traits you will be able to select. The number of traits you will be selecting from is quite diverse and truly very few factions end up even close to the same. While it seems like there would be more popular traits and directions to take, there just is not. In the years working on this game, I have not yet seen two builds the same. 

Traits: Each trait contains both a point cost and a set of abilities that you get for the taking the trait. The total number of traits a model has gives them a total point cost for each model. Obviously the more traits you have the more advanced your faction is, but also the more expensive the point cost is.
  • Faction Traits: When creating your faction Faction Traits selected apply to your entire faction!
  • Class Traits: These are selected when creating your classes and only apply to your Class. These are your specialist with often different roles on the battlefield.
Abilities: Abilities give you special rules for your models and each trait often contains one or more ability within them. An example of an ability would be "Increase Strength 2". This would raise your Strength characteristic by 2!

Evolutionary Branches: There are many categories of Traits to select from. Each category has a number of traits broken down into Tiers. For most Domains, taking a Tier 1 trait has no prerequisites but to take a Tier 2 Trait you must have a Tier 1 trait within the same branch. 

See the picture from the Birth of Genesys 1st Age to see how branches of traits look. 

CLASSES
After creating your faction its time to create a starting set of classes. These Classes range in Levels 1-5 and come with their own optional bonuses and a number of Class Traits that they can select. This can include bonuses to characteristics, additional trait options, and so much more. 

It is here that you customize your classes with abilities that customize your equipment, vehicles, monsters, spells, or more. You might create a class that can take to the air, burrow under the battlefield, artillery, melee combat specialists, and so much more. In Revelations and Exodus additional classes even include Vehicle Classes and Specialized Monster Classes. 

CUSTOMIZED FACTION SHEETS
We have a wide array of faction sheets for you to download on Genesysgames.com. The fun part is that these are extensive enough that you can create your own armybook! There are forms for you to print that you can fill in on your own, or a fillable pdf to make your armybook more formatted. You can even select a picture of your miniatures for the class and insert them with an easy click and load for your faction and classes! 

See the image for an example of a faction on these sheets!

PROGRESSION
After each game progression awards are given which allow you to create new classes, gain new Traits and Abilities for a class or your faction to advance them forward. In this way you can adjust your faction as you play! In many games in house this included a sort of an arms race, with both sides creating new methods to dominate the others and their responses to their opponents tactics and builds. It creates an amazing narrative that can take on many different forms. 

For Example: One of our local playtesters after several tough games developed several classes that use Pikes to defeat the melee classes and cavalry that were doing very well in our games. This worked amazingly well for him and our reptilia player who had multi-limbed Nagas as his shock troops lost his front line rather quickly the first time he was countered with the heavily armored and equipped pikemen. 

This led quickly to a new spell power for the Reptilia player, developing a teleporting power to jump the Nagas in close to the pikemen and take away their reach advantage. 

In response the pikemen suddenly became a liability for their point costs and Defensive shieldmen and Scorpios were soon on the table to counter the Nagas. This again led to the first Basilisk Monsters with a thick hide and petrification for the Reptilia player and the arms race continued between both players for many months as their forces progressed, heroes were created, and the battles intensified. 

 
Top
Related Posts Plugin for WordPress, Blogger...