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The Genesys Project: The Birth of Genesys

Created by Gary Krieger- Genesys Games

The Genesys Project is a Customizable Tabletop Miniatures game where you create your own faction and customize your equipment.

Latest Updates from Our Project:

PRIMER: CREATING THE FEY
almost 5 years ago – Fri, Jul 26, 2019 at 07:35:16 AM

PRIMER: CREATING THE FEY 

The Fey exist outside of reality and are also the most different when it comes to creating a faction for them. These are the Angels, Demons, Elemental, and much more. They are Eternal. 

WHERE THE FEY EXCEL

The Fey are often highly specialized within their Spheres of Influence. While their Starting Characteristics are typically lower than the other Domains and their Traits heavier in point cost, their focus and unique abilities make their incursions into reality a definite challenge to the other Domains in all areas. 

THE PATH OF LIGHT, DARKNESS, AND TWILIGHT

The Fey originate from beyond the Ethereal. Theirs is a realm of magic, light and darkness, primordial and refined. For the Fey, Good and Evil are tangible and pure. It is because of this that they must choose a Path. Illuminated on the Path of Light, veiled on the Path of Darkness, or within the Shadows of Twilight.

SPHERES OF INFLUENCE

Within each Path lies the Spheres of Influence. These are the precepts of the Path they walk. 

Spheres of Influence:

Path of Light - Celestial, Justice, Truth, Heroism, Healing, Courage, the Ascended, and Protection

Path of Darkness - Infernal, Corruption, Deceit, Madness, Pain, Fear, Death, and Destruction

Path of Twilight - Primal, Earth, Air, Fire, Water, Ethereal. 

All Three Paths have different access to the Spheres of Influence. Both the Path of Light and Darkness have some access to Twilight Spheres, while the Twilight Path has some access to either Light or Darkness.

INSIDE THE SPHERES OF INFLUENCE

Traits: In each Sphere of Influence are Lesser and Greater Traits, unlocked as normal for the Fey requiring a Lesser Trait within that Sphere to unlock a Greater Trait. You may take traits from multiple spheres or specialize within a single sphere of influence to gain a bonus. 

Powers: Also, within each Sphere are powers. Powers are the spells and magic that all of the Domains attempt to reach through various forms of channeling and as such can be dangerous for non-fey to cast. The Fey, however, have direct access to these powers and are able to customize or modify the powers during gameplay. This means a power can be strengthened, or a power altered to have a stronger or larger effect radius as needed. 

LESSER AND GREATER FEY

All Unit Classes for the Fey are divided into Lesser and Greater Fey. Lesser Fey are only capable of having Lesser Traits and Powers. Any Greater Traits from Faction/Species Traits are not acquired by the Lesser Classes. 

· Lesser Classes: Class Levels 1-2 May only have Lesser Traits and Powers

· Greater Classes: Class Levels 3-5 May have Lesser and Greater Traits and Powers

UNIT CLASSES WTIHIN THE FEY

· Disciples, Acolytes, and Arch Lords: These are the standard Level 1-3 classes that are very much a part of your faction and include all the Spheres of Influence within your faction. 

· Minions and Incarnates: Are dedicated to only a single Sphere of Influence within your faction. They cannot have traits from the other Spheres and have their own Starting Characteristics which are swapped out with the standard Starting Characteristics of the Fey.

· The Devout: Then there are the Devout, who are solely dedicated to your Faction’s Paragon (near god-like beings - your Level 5 Class) and have abilities and powers given by their Paragon.

· The Paragon: Paragons are the perfect example of their spheres of influence. True masters of their realm and often looked upon as gods to the mortals of Genesys. 

FEY OPPORTUNITIES

The Fey are as varied as are their Spheres of Influence. They can control an array of powers and have access to otherworldly abilities that can change the look of the battlefield, alter reality, and even tempt time itself. 

Coming Next: CUSTOMIZING AND CASTING MAGICAL POWERS

Primer: Creating Reptilia
almost 5 years ago – Thu, Jul 25, 2019 at 07:27:06 AM

PRIMER: CREATING REPTILIA

The Reptilia are tied to ancient lineages tracing back to the Great Leviathan that once protected the Genesys Worlds. These lineages provide the varied forms of Reptilia found in The Genesys Project.


WHERE THE REPTILIA EXCEL

The Reptilia begin with a single set of Starting Characteristics and are stronger and tougher than their Humanoid or Fey counterparts. Being bigger, faster, and stronger has its advantages and these are compounded by Bloodlines which are the most “Pure Blooded” within the Reptilia Lineages


REPTILIAN LINEAGES

Lineages form the backbone of traits and abilities for the Reptilia. Where you would normally find Mutation, Adaptation, and Knowledge traits in a Domain (ie Humanoids, Biests, and Insekt), all of these are part of the larger Reptilian Lineages. These form a larger set of Traits from which can be combined together, are split into three levels beyond the normal Primary and Secondary traits. 

The three levels of traits in each lineage:

1. Lesser - easily accessible no matter what lineage you are focused on

2. Greater - Harder to access, requiring 2 lesser traits as a prerequisite, unless “Pure Blooded” (having Bloodline traits in this lineage)

3. Ancient - Available only to Classes Level 4 and above. Very powerful Traits creating things like Dragons, Kaiju, and other terrifying creatures. 


BLOODLINE TRAITS

These form the backbone of the Pure Blooded and no Reptilia during the 1st Age may have more than a single Bloodline, granting access to Bloodline traits within their Lineage. Don’t forget the easier access to Greater traits either, as that can add a lot of flexibility and strength to your Reptilia faction. 

Note: You are not required to take Bloodline traits as a Species Trait. Instead you can take them as Class Traits and to focus parts of your faction in different directions. 


REPTILIAN DEGENERATIVE SPECIES

While there are Pure Blooded Reptilia within the lineages, there are also those whose direct lineages have fallen and diverged into more regressive forms. These are the Degenerative Species of the Reptila and while they are not lesser by any means, they do stray from the pure genetic lineage of the Leviathan. Here you will find such forms as Drakes, Dinosaurs, Annura, Caudata, Basilisks, and Naga. These can open up the creation of new reptilian races or help you dive straight into the creation of Reptilian Monsters. 


THE LINEAGES

Draconic - The Draconic lLineage comes from the dragons of legend. Powerful, Intelligent, and as varied as the lands around them. Degenerative form: The Drakes, creatures of near or at animal intelligence. 

Troglodyte - A brutal and raw lineage, the Troglodytes are big, strong, and fast in combat. Degenerative form: The Dinosaurs

Tuatara- Tuatara are a skilled and agile lineage of the Reptilia, having a bone structure most closely connected to amphibians and fish. Uniquely they are have a parietal, third eye at birth. Degenerative form: The Caudata (true amphibians/fishmen), who dwell both beneath and above the waves.

Saurien - A true leap forward in Intellect, the Saurien are adapt with weapon use and Arcane powers. Degenerative form: The Annura.  Touched as they are by Arcane Powers, the Annura are not considered a lesser species. 

Gargoyle - Of all the reptilian races, Gargoyles are perhaps one of the most extreme. Encased in Stone rather than scales, the Gargoyles are ruthless, soulless creatures. Degenerative form: The Basilisks are legendary for their noxious breath and deadly gaze. 

Ophidian - Hidden and secret, the Ophidians contain unique genetic memories of their ancestors. This makes them sinister and deadly opponents. Degenerative form: The Magical offshoots of the Ophidian are the Naga.


REPTILIA OPPORTUNITIES

The Reptilia offer a large number of opportunities for creating a wide variety of Reptilian races and Monsters. They are able to delve into Arcane energies, Dark Ophidian Sorcery, or powerful Monsters including Dinosaurs, Dragons, and Kaiju. The Reptilia have an interesting combination of military might, spell-like powers, natural weapon morphs, and innate powers available as directions to take your Reptilia creations.

Coming Next: CREATING THE FEY

Primer: Creating Insekts
almost 5 years ago – Wed, Jul 24, 2019 at 07:39:30 AM

PRIMER: CREATING INSEKTS

We are jumping ahead to the Insekts these have not been covered as thoroughly as the other Domains. Both the Biests and the Insekts are often called the Wild Domains. Both have a wider set of Starting Characteristics and can create additional Monsters within their faction. 

WHERE THE INSEKTS EXCEL

Within the Insekts Domain the options become very diverse; from the rigid castes of their eusociality to their rapid evolution of natural weapons into more powerful “morphs”. Rapid Evolution is a key part of the Insekts, including giving them an evolutionary advantage to quickly alter forms and evolve their weapons and defenses in ways no other Domain can. 

Insekts are broken into Insekt Classifications in a similar way the Biests have Biestial Kingdoms. They are similar in that each Classification has its own unique Starting Characteristics, but that is where the similarity ends. 

Within each Insekt Classification are Orders, further defining your Classification. 

Let’s take a look at Arachnea for example.

This Classification has a strong starting set of characteristics in Defense and Willpower. Arachnea, however, is one of the smaller Classifications, with only two orders - Arachnid and Scorpionoid - but within each order are sets of Lesser and Greater Traits allowing you to really customize them. 

Other Classifications cover all of the “insect” types, including their fantasy equivalents, of Decapods, Ants, Bees, Mantis, Centipedes etc. each giving a full range of Traits and Abilities to create the creatures you want out of your Insekts. These Classifications can also be combined to form your own hybrids!

MORPHING NATURAL WEAPONS AND DEFENSES

Morphs are greater forms of natural weapons or defenses and if any Domain has an abundant supply of these it’s the Insekts. While each natural weapon type has different Morphs available to them, here are a few to get an idea. Each one is able to be evolved further or combined with others to create the nastiest of possibilities.

· Muscle - for additional strength

· Bone - for extra damage

· Crushing - Extra Strength (greatly increases strength but reduces speed)

· Gruesome - causes fear

· Hooks - reduces saves against hits

· Infectious - well, this has several possibilities but often results in reduced characteristics for the target model

You’re starting to get the idea of what Insekts could become, but here are a few more Morphs: Venomous, Parasitic, Razor, and Long. And then we have the Extremis Morphs like Corrosive, Bio-Fire, Bio- Cold, Bio- Electric, Explosive, and even Molten Plasma.

TRAITS AND ABILITIES

Beyond the Classifications and Orders of the Insekt you will find three sets of Traits that will look familiar. Genetic Mutation, Environmental Adaptations, and Knowledge and Awareness. It’s through these Traits you will create the rest of your faction. One very cool thing is that the “awareness” aspect of Knowledge and Awareness refers to Psychic Awareness. 

CORDYCEPS, ARMILLARIA, AND FUNGAL HARVESTING

Different types of fungi have a strong presence within the Insekts. Whether its dominating them to an army of willing servants (The Armillaria), infecting them to create zombie like Insekts (The Cordyceps), or The Harvestors - where the Insekts harvest fungi (and sometimes other intelligent creatures) giving themselves a “higher intelligence”. The fungi are a source of psychic awareness for the insekts, granting them powers and processes not available to the others.

INSEKTS AND BEYOND

Insekts have great opportunities as well beyond the Classifications and different Fungi infestations, by mutating outward into the Reptilia Domain to create your most vile alien Insekt/Reptilia hybrids

Any Questions or Comments Below

Next up: CREATING REPTILIA

Primer: Creating Biests
almost 5 years ago – Tue, Jul 23, 2019 at 06:51:41 AM

Here is the latest Primer for The Genesys Project: Creating Biests

PRIMER: CREATING BIESTS

While Biests are not the second or even the third Domain presented in the book, they are perhaps the most closely related to Humanoids with distinct differences on how they are created and even sometimes how they play. 

WHERE THE BIESTS EXCEL

Biests are wild and unpredictable. Instead of relying upon equipment, Biests have more powerful Starting Characteristics and rely upon them much more than Humanoids. While the Biests have a good access to weapons in some cases, they also have access to Natural Weapons and Defenses. 

BIESTIAL KINGDOMS

Biestial Kingdoms are where the Biest player starts. These Kingdoms are based upon the type of animal they are drawn from. There are the Ursidae (Bear), Avians (Birds), Canis Lupis (Wolf) and many more. Each of these Kingdoms have their own selection of traits and, even more noticeably, their own sets of Starting Characteristics

The Biestial Kindoms include the following Kingdoms

· Ursidae - Bear

· Canus Lupis - Wolf

· Avian Aves - Bird

· Bor - Boar

· Ovis - Goat/Ram

· Taurus - Bull

· Feline - Cats

· Vermin - Rats

· Caballis - Horse

· Ichthys – Fish

As each Biestial Kingdom starts with their characteristics being higher than most other Domains, Biests have a point cost tied to their Biestial Kingdom. However, you can create a generic Biest as well that starts at 0 points, like humanoids, but the with none of the benefits of the Biestial Kingdoms

Customizing Your Biestial Kingdoms is possible as well with Affinity Traits. These traits allow you to take Regional Traits and add them to your Biestial Kingdom. In this way, your Biestial Kingdom can be customized to match the animal type you like while making selected Increases stack within your Kingdom. An example would include adding the icy Tundra or dark Cavern Traits to Ursidae (Bear) Kingdom).

REGIONAL TRAITS

There are several types of Regional Traits available to Biestial Kingdoms. While only the traits selected as affinities will stack directly with Biestial Kingdoms Traits, Regional Traits allow you to add variation new abilities to your faction and classes. 

Regional Trait categories include

· Caverns

· Desert

· Forests

· Marsh

· Mountains

· Moon

· Oceans

· Plains

· Sky

· Tundra

OTHER TRAITS

Beyond the Regional traits the Biests have access to a lesser degree of traits than the Humanoids (although in total they are similar) in the following categories,

1. Genetic Mutation

2. Environmental Adaptation

3. Spiritual and Scientific Knowledge

The Biests also delve into the Occult and Shamanism, both pulling upon powers and abilities from the Fey Domain. Their powers have an increased difficulty when it comes to channeling and their mortal thresholds than the other domains, but their powers are as strong and wild as they are. 

MONSTERS

It also can’t be missed that of all the domains, the Biests can create the most Monsters as part of their faction. No other faction can create them to be a part of their domain as easily as the Biests.

Next Up: Primer: Creating Insekts

Primer: Creating Humanoids
almost 5 years ago – Mon, Jul 22, 2019 at 08:29:33 AM

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