Superhero Starting Setup

By CMink, in Genesys

I'm curious how much bonus starting XP is recommended for superheroes, and whether there are different tiers suggested(i.e.: sidekicks, street warriors, champions, the gods). Since 180 XP is enough to raise each attribute to 3 for a jack and 190 XP can yield a 5/4 split between two stats for a specialist build, I figured +100 starting XP (200 total for humans) is a decent baseline.

So, tiers could be...:

+ 50: Sidekicks

+100: Street Warriors

+150: Champions

+250: The Gods

I have been working on Supers for Genesys.

You will need to up your XP.

Recommended XP per session is 20, so the players would be at Street Warriors level in 5 sessions.

8 hours ago, TrainedMunkey said:

You will need to up your XP.

How much does the core rulebook suggest?

9 hours ago, TrainedMunkey said:

Recommended XP per session is 20, so the players would be at Street Warriors level in 5 sessions.

No, not for skills and talents. Brawn, Agility, Intellect, Cunning, Willpower, Presence. So you can have starting arrays like 5/4/2/2/2/2, 4/4/3/3/2/2, or 3/3/3/3/3/3.

On 12/12/2017 at 5:09 PM, CMink said:

How much does the core rulebook suggest?

It doesn't provide suggestions, as far as I've seen. The Star Wars books had suggestions for additional XP (150 for "Knight Level Play") but this was not starting XP the way you're talking, and couldn't be used for Characteristics.

I wouldn't do that myself, though. Genesys and Star Wars are designed to play best in the 2-4 Characteristic range with both 1 and 5 being in the "rolling is just a formality" range.

In Target Number games, you can make your players as strong as you want, they get a +30 to their "Killing Things with Laser Eyes" rolls. Normally, you give them the full benefit of their Laser Eyes as they melt the world around them, but when you want to throw a challenge their way you pit them against things with +30 to defence against Laser Eyes. This makes them feel powerful, but still lets you challenge them when you need to.

In Genesys, though, difficulties are bounded by the numbers of dice you roll. For all of the benefits of the Narrative dice, it still remains true that the more dice you add the more cumbersome it is and the longer it takes to resolve. Also, because of the way the math works out, the more dice you add the more the odds favor the players. So difficulties are capped at 5 for the sake of speed in play and sanity when looking at all of the symbols. Because the difficulty caps, though, I found it nearly impossible to provide challenge to characters with 5 in a Characteristic (other than to hit them in their dump stat). I was okay with it because it was earned, but to start with I think you're just skipping the competence range where the game is at it's most interesting.

If I wanted to pump numbers, I'd do it in other ways. Like how the Superhero Tone increases damage numbers for Brawl, you could make talents to add damage to your "Laser Eyes" skill (and give extra XP to buy those talents with). The reason I'd sooner do that is because you can counteract it with Soak when you really need to make someone who's able to stand up to your players without having to make an Adversary 5 Defense 5 character to bog down your dice rolls.

But honestly, I'd balance these large power differences on the GM side of the game. To Spider-Man The Shocker is a Nemesis, but when you're The Sentry The Shocker is just a Rival.