Supers in Genesys

By TheWizurd, in Genesys

gns01_a6_super-characteristics.png

Quote

As with horror, we spend some time discussing the themes you may want to employ in a superhero game, and we give you some advice on how to run them. We also touch on supervillains, because a hero is only as good as their nemesis after all! We also introduce a few new rules that can help you create that superhero feel in your game. The first is higher starting XP for characters, so that they can feel better than average right out of the gate. We also recommend that superheroes and villains double the base damage of their unarmed Brawl attacks, since superheroes often fight with their fists!

8 minutes ago, 2P51 said:

Woot!! Woot!!

Looks like we are getting a Supers system. Color me excited.

18 hours ago, 2P51 said:

gns01_a6_super-characteristics.png

Is that the advantage symbol and is there some way to automatically generate it?

15 minutes ago, TrainedMunkey said:

Is that the advantage symbol and is there some way to automatically generate it?

That’s the Triumph symbol; Advantage is an upward-pointing triangle with the baseline also pointed upward.

2 hours ago, c__beck said:

That’s the Triumph symbol; Advantage is an upward-pointing triangle with the baseline also pointed upward.

**** much harder to roll then.

12 minutes ago, TrainedMunkey said:

**** much harder to roll then.

8%-ish per yellow. Being able to re-roll though is still likely adding more positive results to the pool, so it's pretty potent potentially. I've rolled 3 in one pool before, so that would be nutty.

21 minutes ago, 2P51 said:

8%-ish per yellow. Being able to re-roll though is still likely adding more positive results to the pool, so it's pretty potent potentially. I've rolled 3 in one pool before, so that would be nutty.

Considering they will be necessary to activate a super characteristic, I am hoping that there is something else that ties in and makes it more likely to roll a triumph. Possibly re-rolls as you stated.

From the article they said old school heroes, guessing golden age, They weren't as powerful as silver age or beyond. No Hulks or Wolverines, but we did get Supes. He lifted cars over his head on a regular basis.

If they stick to the Skill/Stat caps, I would expect Superman to be Skill 5, stat 6, and without story points that's a 40% per dice pool for at least one. With story points it's 48% ish. Every other round potentially is good enough. Plus again, that's with existing stat caps, beef up stats to 7 or 8, skills, to 6, although the dice pools get a little bigger the chances are up.

5 minutes ago, 2P51 said:

If they stick to the Skill/Stat caps, I would expect Superman to be Skill 5, stat 6, and without story points that's a 40% per dice pool for at least one. With story points it's 48% ish. Every other round potentially is good enough. Plus again, that's with existing stat caps, beef up stats to 7 or 8, skills, to 6, although the dice pools get a little bigger the chances are up.

Guessing they won't cap it for this theme? If they do, they will need to offer another mechanic to get the chances well beyond 50%.

7 minutes ago, TrainedMunkey said:

Guessing they won't cap it for this theme? If they do, they will need to offer another mechanic to get the chances well beyond 50%.

Why?

A 50%chance to do a signature power isn’t very super powered or very comic. The exploding dice make it much more exciting however.

I think you're assuming that you need exploding dice to accomplish tasks. It says on a check you use this rule, but that doesn't mean not activating multiple Triumphs equals failure. I assume you've never played Star Wars and used the NDS?

Edited by 2P51
1 minute ago, 2P51 said:

I think you're assuming that you need exploding dice to accomplish tasks. It says on a check you use this rule, but that doesn't mean not activating multiple Triumphs equals failure. I assume you've never played Star Wars and used the NDS?

I usually run Star Wars, so yes, but from the article it appears that Brawn in Supers isn’t different from Brawn in Fantasy. Same power level. It’s the Super Characteristic that is the difference and from that description it appears to rely on Triumph and not successes. You succeed at the Brawl but don’t get your super damage if no triumphs. This doesn’t explain a check to lift a car over your head however. I have not seen the final rules on this theme, so I could be way off.

You're reading into this something that isn't written. It says you get to re-roll Triumphs and add more results, that's all. It does not say the check doesn't succeed without them. It says these two super stats have this added to them, not that their manner of success is different, just better.

The way I'll rule it is if you choose Brawn as your super stat then I, as the GM, and going to say that your Brawn of 3 or 4 is totally sufficient to try and pick a car up over your head and set an appropriate difficulty. If someone with a 3 or 4 in Brawn but without it as their super stat tries, I'll flat out tell them "Impossible".

12 minutes ago, 2P51 said:

You're reading into this something that isn't written. It says you get to re-roll Triumphs and add more results, that's all. It does not say the check doesn't succeed without them. It says these two super stats have this added to them, not that their manner of success is different, just better.

Then there would need be a power jump between settings. Yes this is all conjecture on my part. I have not seen the rules.

22 minutes ago, DarthGM said:

The way I'll rule it is if you choose Brawn as your super stat then I, as the GM, and going to say that your Brawn of 3 or 4 is totally sufficient to try and pick a car up over your head and set an appropriate difficulty. If someone with a 3 or 4 in Brawn but without it as their super stat tries, I'll flat out tell them "Impossible".

Unless there's an impediment to lifting an object near a super strong character's weight limit (a force exerted in opposition, or some other pressure on the situation), I wouldn't require a roll. A warrior doesn't need a strength check to pick up a two handed sword. The difference between the sword and a car is Superman could pick up a car more easily than the warrior could pick up that two-handed sword.

Just now, Dragonshadow said:

Unless there's an impediment to lifting an object near a super strong character's weight limit (a force exerted in opposition, or some other pressure on the situation), I wouldn't require a roll. A warrior doesn't need a strength check to pick up a two handed sword. The difference between the sword and a car is Superman could pick up a car more easily than the warrior could pick up that two-handed sword.

Completely fair point! Some things they can just lift, but really heavy objects (locomotives, buildings, warships) or objects being resisted somehow (escaping jet liner) may require a roll. That would be something I would gauge based on what their Brawn stat actually is.

Like, a Brawn of 3 could lift a car but not a bus (requires a roll), but a Brawn of 4 could lift the bus no problem but not a submarine (requires a roll).

That's how I think I'd play it.

5 minutes ago, Dragonshadow said:

Unless there's an impediment to lifting an object near a super strong character's weight limit (a force exerted in opposition, or some other pressure on the situation), I wouldn't require a roll. A warrior doesn't need a strength check to pick up a two handed sword. The difference between the sword and a car is Superman could pick up a car more easily than the warrior could pick up that two-handed sword.

Guessing this would be part of a combat role. Using a car as a weapon. I am sure there will be rules.

Remember that these rules will be guidelines to multiple settings and give you access to make your own settings. For Supers for a good example, say my player said I want to make a character with Super Strength, I would use the Supers tone obviously they would likely get Brawn and either Willpower or Presence or Intelligence as their other Super Stat but I would change Encumbrance rules that all items up to encumbrance 4 are encumbrance 1 and all objects smaller then Sil 1 would at most be encumbrance 2 (encumbrance is also about how awkward it is to hold not just the weight) and the like for them because they have "super strength" for an example they would be able to pick up anything of silhouette less than their brawn without a check If silhouette = brawn its an easy check and add 1 difficulty for every silhouette over brawn boom super strength handled, Multiple triumphs, as suggested by the article, would have truly fantastic scenes like punching the bad guy into the stratosphere or leaping to the point you need to while also saving 3 more people, Edit: maybe damage would be scaled to planetary as well...


Super speed one of the hardest ones to handle would, for me, ALSO have Brawn as their "super stat" and probably Super intelligence or cunning as well (as they can think "super fast") but instead of getting all the benefits of Strength they would get other cool stuff like being able to take double the amount of actions and have double the amount of free maneuvers they could also take up to 2 additional maneuvers each 1 only taking 1 strain to preform. Essentially just make the power fit the setting, just what I have shown already are nobs I can tweak without the book and the book now gave me all KINDS of new ideas for running super power characters.

Edited by tunewalker

I'm imposing reality on super strength as the easiest way to rein it in. Things have to be grabbed correctly or you pull parts off. If you're standing the ground the surface better be able to support you. etc.

Honestly I also like the idea of having Telekinesis, which in some ways will be harder to implement than Super Strength. Obviously we would have to look at Willpower or Intellect or Presence or maybe even cunning as our potential Stats for this (willpower seems the most likely to me). We probably use some sort of "magic" ability for it having our "magic attack" basically being throwing stuff with our mind and just use stuff like that, but the difficulty is how "large" can we lift with the TK should that be handled like the "magic stuff" like we can lift Sil 1 or Sil 0, depending on how "super" your setting is, without increasing the difficult of the "spell" but with each Sil higher increased difficulty. I would like their to be talents that would allow us to add a certain number of stuff without increasing difficulty kind of like the Move Force power from Star Wars where 1 pip increases the size of the Sil of the object = to the number of Strength upgrades you have taken. I have a feeling the Wizard or one of the other magic classes might having something like this not sure yet.

16 minutes ago, TrainedMunkey said:

Guessing this would be part of a combat role. Using a car as a weapon. I am sure there will be rules.

Well to me I think a thrown object should do damage = to Sil x 10, that's how it works with the move power in Star Wars at the moment.

14 minutes ago, 2P51 said:

I'm imposing reality on super strength as the easiest way to rein it in. Things have to be grabbed correctly or you pull parts off. If you're standing the ground the surface better be able to support you. etc.

My powers are tactile telekinesis and super brawn. I project a telekinetic field around anything I can touch. It allows me to pick up a bus by just the bumper and throw the entire bus without having to worry about just tearing off the bumper. :blink: