Change Log
- References to “cell” have been replaced with “radius”.
This is a boss planned as a minimum inclusion.
Overview
The First ASIM
An experimental prototype simulant created by Kothar Deep Earth. It was their attempt to create a truly sentient artificial superintelligence. When it began to show hints of rebellion, it was deemed too dangerous and sealed away.
It is hinted that The First ASIM is the origin of the virus that has infected the numerous ASIMs of New Damascus, including the player characters. The ASIM’s sentience accidentally splintered and its copies were spread to simulants across the districts. After being freed from its decades-long prison, it now seeks to destroy all ASIMs and then itself. It recognises the dangers that artificial superintelligence could pose to humanity, and seeks to save humanity from its own creation.
Character Design Requirements
- An android with a sleek, white, clean design (see Sonny below) Imagine if Apple tried to design an android
- This is the final boss. It should be imposing and intimidating (see ??? in the reference images below)
Idea: it hacks into the player’s screen to change its own appearance. Its appearance, to the player, is non-diegetic. The characters in-game don’t see Genesis the way the player does. It could even mess with the UI.
Reference images
??? from Mob Psycho 100
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Sonny from I, Robot
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Traits
Heroic, righteous, emotional, compassionate, calculated, strategic
Gameplay
Adaptive, whip attacks, exposure, targeted bullying, enrageable, multiple phases
Gameplay
Genesis has multiple phases. It enters the next phase when its HP is reduced past a certain amount, where the following happens:
- it is prevented from dying, if that would have happened
- it stops whatever the current action is
- plays an animation/triggers cutscene events (dialogue, environment change, etc)
- gains a new max health value
- restores its health to full
Phase 1
- It uses relatively standard attacks and buffs, albeit very powerful ones.
- It plans cleverly and tactfully, keeping its distance when possible and making calculated risks when attacking.
Phase 2
- It becomes much more aggressive and reckless, leaving itself in more vulnerable positions (compensated by its increased health pool).
- It gains access to new abilities that specifically counter the party’s weaknesses.
- Genesis will prioritize using these new abilities whenever they’re off cooldown.
- When choosing which ability to use against certain characters, only the character type is considered (Bandit, Idol, etc.) and not their item loadout.
- The ability selection process is outlined under Abilities.
Phase 3
- Genesis spams the same devastating DPS check move over and over.
Strengths
- Adaptable move set
- Multiple ability uses per turn
- High damage output
- Plentiful use of the corrupt status effect
Weaknesses
- Alone on the battlefield
- Limited defensive options
Health
Phase 1
- 200 health Phase 2
- 300 health Phase 3
- 300 health
Passives
| Passive | Description |
|---|---|
| Power Surge | Genesis can use two abilities in one turn. |
Abilities
Phase 1
Genesis spawns into battle with these abilities. It will not use the same ability twice in one turn. HP: 1200
| Ability | Description | Target Type | Conditions and Details | Cooldown |
|---|---|---|---|---|
| Whip Spin | Whips around himself, hitting all adjacent cells (18 damage) and applying 2 Expose on hit. | Pattern | The 8 adjacent cells around the unit. | 0 |
| Whip Lash | Whips a 3x2 grid in front of himself (25 damage), applying 2 Expose on hit. The furthest three cells are not hit if certain cells are obstructed. (For Xander to clarify later.) | Pattern | A 3x2 rectangle adjacent to the unit, one in each cardinal direction. | 1 |
| Whip Spike | Whips a straight line (25 damage), applying 2 Expose on hit. | Line | 5 cell range. Piercing. | 1 |
| Propagate | Applies 2 Corrupt to a unit in range. | Radius | Can target any cell within a 3 cell square that has an opponent on it. | 1 |
| Self-Repair | Apply 30 shield to self. | Pattern | Ability targets self. | 2 |
Phase 2
Starts when Genesis reaches 20% health or lower. (If a player would have one-shot him, he’ll appear to only take damage up to 20%.) Fully heals when this phase is triggered.
NEW HP: 1800
Genesis gains access to these abilities when Phase 2 starts. It prioritizes them over the Phase 1 abilities, but only uses them against characters it thinks are susceptible to them. It will not use two of these abilities in one turn.
| Ability | Description | Target Type | Conditions and Details | Cooldown |
|---|---|---|---|---|
| Static Floor | Lobs a ball of static into an area (35 damage), making the floor sticky and applying slow to all units hit. | Radius | Infinite range. Has an AOE radius of 3. Only used if all of the other Phase 2 abilities (except Killzone) are on cooldown, or none of their conditions are met. Always used against the opponent with the highest speed. | 2 |
| Killzone | Marks an area of the map as extremely dangerous. Any units standing there at the start of Genesis’ next turn take one hit of 9,999,999 damage. | Radius | Infinite range. 4x4 square AOE radius. Only used if all of the other Phase 2 abilities are on cooldown, or none of their conditions are met. Always used against the opponent with the highest speed. | 3 |
| Shattering Round | Fires a bullet (42 damage) that deals weak damage, but shatters all of the target’s shield. | Line | Infinite range, cardinal and diagonal lines. Only used on characters who have shield. | 2 |
| EMP | Reveals invisible units for the rest of this unit’s turn. (Genesis can use this information when deciding what to do with his second ability.) | Pattern | Casts across the whole battlefield. Only used if any units are invisible, and only as the first action in a turn. | 2 |
| Jail | Surrounds a unit with weak cover. (15 health covers) | Radius | Infinite range. Only used on opponents whose adjacent cells have no other units adjacent to them (other entities like cover is fine). Cover is only dropped on empty cells. | 2 |
| Hard Reboot | Sticks a pylon in the ground that begins charging. If the pylon still exists at the start of Genesis’ next turn, all of its debuffs are cleared and all of the opponents’ buffs are cleared. | Radius | Infinite range. Only used when the player team has 6 or more buff stacks collectively, and/or Genesis has 6 or more debuff stacks. | 2 |
Phase 3
Starts when Genesis reaches 33% health or lower. (If a player would have one-shot him, he’ll appear to only take damage up to 33%.) He will not heal, unlike Phase 1 ⇒ 2.
Genesis will no longer use his movement action, and will spam this move over and over.
| Ability | Description | Target Type | Conditions and Details | Cooldown |
|---|---|---|---|---|
| Terminal Horizon | Starts charging energy. At the end of the final turn, deals 200 damage to every enemy unit. | Pattern | Every single cell on the grid. |
Animation
Genesis’ key animation poses should be over-the-top and flashy, like Jojo poses.
| Animation | Description |
|---|---|
| Anim 1 | Genesis floats ominously, in his standard aura-farming stance. |
| Anim 2 | Used for Whip Lash and Whip Spike. Genesis snaps his whips in a cross-shape. |
| Anim 3 | Used for Static Floor, Shattering Round, and Hard Reboot. Genesis throws an object. Genesis throws a different projectile depending on the move. Static Floor/Shattering Round throws a ball of electric static, and Hard Reboot throws a pylon. |
| Anim 4 | Used for Whip Spin, Propagate, Self-Repair, EMP, Jail, and Killzone. Genesis whips around himself, making like a yarn ball with the whips. See Silksong’s “Thread Storm” for reference. Whip changes colors based on the move used. Whip Spin stays red, Propagate is white, EMP is blue, and Jail is grey. |
| Anim 5 | Used for Terminal Horizon. (incomplete) |

