GeneSys Demigods: How are they?

By Alderaan Crumbs, in Genesys

I’m curious how robust any rules are for divine heroes and if that section’s good.

If you Mean the age of myth section in the Epg its very good but does not contain New specific set of mechanics.

A demigod is a New archtype. But the whole section is great if you want to run that sort of game.

What kind of divine hero where you thinking of?

For more clarity, I find the superhero rules in the core to be terrible and was curious if they expanded on them any more (demigods are basically just superheroes in mythic times). The Demigod archetype is a little lackluster to me but and I’m curious what makes you (any one) feel it’s a great section.

I’m interested in the book overall but have seen little to make it a “Must have!”.

The "Age of Myth" section is not Supers 2.0, if that's what you're looking for.

I went to a FLGS and flipped through. It’s a pretty lackluster book, honestly.

To each their own. I thought it was pretty great.

I feel it’s missing too much, that’s all.

On 12/24/2019 at 12:22 AM, Alderaan Crumbs said:

I feel it’s missing too much, that’s all.

What were you expecting out of it though?

1 hour ago, Swordbreaker said:

What were you expecting out of it though?

I was hoping it would have more ‘players’ information and less GM information.

2 hours ago, marbled said:

I was hoping it would have more ‘players’ information and less GM information.

This.

3 hours ago, Swordbreaker said:

What were you expecting out of it though?

I was hoping for more mechanical heft to how to differentiate demigods as special. I felt it was a great opportunity to show that GeneSys can handle supers, which I feel it doesn’t do well at all. A bunch of stuff I can Google was rather underwhelming for me.

It's not really a super heroic setting though.

Demigods are essentially super heroes and I was hoping they would have less of a “Wiki” and more crunch. That said, I am glad people are enjoying it. Not every book needs to cater to my tastes and it’s not bad because it doesn’t.

1 hour ago, Alderaan Crumbs said:

Demigods are essentially super heroes

That's not particularly accurate. Superhero stories certainly draw some inspiration from myth, but very few demigods have had any real superpowers, and their stories are more often about hubris and the futility of fighting one's destiny whereas superhero stories are about duty and the burden of power.

Age of Myth heroes are more Captain America, Xena or Hercules and less Iron Man, Thor or Superman.

In the age of myth, as @Morangias said, you're more likely to find stories of hubris and humanities failings. And the demigods are more along the lines of peak of human ability: the strongest of humans, the smartest, the most clever, etc. You're not going to get a hero who can shoot lasers from their body.

And nothing in that section really does much to promote that beyond fluff.

2 hours ago, Alderaan Crumbs said:

And nothing in that section really does much to promote that beyond fluff.

Hubris and human failings are already handled by the personality rules. Destiny and the futility of defying it are best explored narratively, and the demigods have the "tragic fate" trait that gives the GM more Story Points at their expense. What more do you need?

Better rules for demigod abilities. “Get a Triumph” leaves me cold. Again, I don’t like it and feel it’s largely lackluster. I was excited for some bite that isn’t there and that’s OK. Again, it may not be the book for me but I will voice my opinion.

To add: Yes, hubris and destiny are RP factors. Factors I don’t need a book to tell me about. And not all (Greek, at least) heroes are mired in drama, many are Big **** Heroes, which is what I just didn’t find is supported.

To be fair, the challenge rating system looks great and the new magic stuff is really good. The book isn’t a hot mess or not good. That’d be an unfair label for me simply wishing it had things it doesn’t.

Edited by Alderaan Crumbs

The Rules in the core are more then the exploding triumph.

Superheroes start with 50 extra starting xp that can be used on attributes and raise skill ranks to 3.

They get unarmed brawl damage equal to 2x brawn

Choose 2 attributes and any skill check that gets a triumph they can roll an additional die

And there is the optional rule to take less damage from minions.

If you want to go nuts give them some heroic abilities from ROT as well

But as you said you dont have to like it 😀 i Think im one of the few that actual dont like the challenge rating Thing 😀 rest of the book is great though.

What aren’t you a fan of in the CR system?

(The builds for supers don’t feel “super-y” to me, but more advanced starting characters. Not my bag but if they work for others, that’s great!)

I liked the adversary creation being free form. I have created alot of adversarys and their tuning and how to scale for different Scenario feels intuitive now. The part with tables that can help People build a New adversary feels ok but the actual calculation of the powerscores seems kinda pointles to me 😀

Also at least from my experience the number of threath and how they synergize as well as enviroment or just the layout of your encounter can turn other wise weak adversaries into a challenge.

So not really against the power system can certainly understand why it was created just not my favorit part.

But before we get off topic 😀

The extra starting xp for super can be used in archtype creation to make super abilities.

So with some well crafted archtypes and some custom talents i really cant see why genesys cant run supers