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Genius The Transgression/Chapter Four:Special Rules and Systems
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== Havoc: == Mortals cause wondrous technology to go haywire, endangering lives and property. Geniuses call this unique ability of mortals to ruin their creations "Havoc." A wonder touched, picked up, or interacted with by a mere mortal (an untemplated human) must roll its Havoc dice, which equal the genius' Inspiration - the wonder's rank. The wonder must make this roll every turn that it is handled, carried, or used. ''Dramatic Failure:'' The wonder is lost to the genius. Roll its rank. If the roll is a Success, the wonder permanently turns into an orphan. A failure results in the wonder's destruction. ''Failure:'' The wonder turns into a violent orphan for the duration of the scene. If possible it will attack anywhere nearby, focusing its violence on whoever triggered Havoc in it. If a number of Mania points equal to the wonder's rank are channeled into the wonder, it shuts down. Reactivating the wonder that scene requires the same amount of Mania. (Wonders that are only temporarily orphaned don't roll on the Orphan Mutation Chart. They do, however, gain the ability to move and minimal Attributes for the duration of the scene.) ''Success:'' The wonder acquires a new extra fault. ''Exceptional Success:'' The wonder suffers no ill effects. ''Suggested Modifiers:'' Violent handling (-1), incidental contact (+1), scientific analysis (-3), wonder is in its laboratory (bonus equal to Laboratory Equipment) This sort of interaction requires physical contact from the mortal to the wonder. A ray gun that shoots a mortal doesn't suffer Havoc, nor does a Wondrous healing device that patches a mortal up. However, if the mortal were to pick up the device, or even try to push it away with his hand, it would suffer Havoc. In combat, normal ranged or weaponry attacks from mortals do not trigger Havoc. Unarmed attacks, including punching, striking, and grappling, do. Mere mortals can walk through the halls or remain in the public rooms of a very large wondrous vehicle or building (such structures often have specialized secure holding cells), but any handling of the equipment or access ports within immediately triggers Havoc. === Holding It Together: === A genius can spend a Willpower point to receive an automatic Exceptional Success on a Havoc Check, provided that the wonder is in the genius' possession at the time. === Intelligent Wonders and Havoc: === Intelligent wonders (Automata 4)+ are slightly more resilient to Havoc. They can, for example, survive most incidental or social handling, such as handshakes and being in a crowd, without significant danger. (Most such creatures prefer to wear gloves and keep their distance, just in case.) It requires something from mere mortals like assault, first aid, or sex to trigger a Havoc check. Manes or other intelligent wonders with an Inspiration score use that as a dice pool for resisting Havoc; manes without an Inspiration score roll a chance die. A wonder that possesses Willpower can spend a point of Willpower to receive an automatic Exceptional Success on a Havoc Check. ''Dramatic Failure:'' Intelligent manes are permanently, incurably insane. Obligation drops to 0. Unintelligent manes roll their rank. If the roll is a Success, the mane permanently turns into an orphan. If the result is a failure or the mane has no rank, it is destroyed. ''Failure:'' The mane turns violently insane for the duration of the scene. If intelligent, Obligation drops to 0. If unintelligent, treat the result much like a failed Havoc roll for a wonder, except Mania cannot shut the mane down. ''Success:'' Intelligent manes suffer a -1 penalty to all actions. Unintelligent manes that duplicate the effects of wonders acquire a new extra fault. Other unintelligent manes lose one-quarter of their Structure. ''Exceptional Success:'' The mane suffers no ill effects. ''Suggested Modifiers:'' Hug or pat-down (+2), violent intent (-1), putting on a band aid (-1), treating a wound (-2), surgery (-3 to -5), scientific analysis (-3) Manes never need make a Havoc check in their native bardo or unmada field. === Havoc and Bad Luck: === A Havoc Check is a reasonable result for a Dramatic Failure for many attempts to use wonders. === Mania Starvation: === A mane needs one point of Mania per day to sustain itself outside its home. If it does not have any Mania in its system when this cost must be paid, it makes a Havoc check. === Protection and Recovery: === A mane can spend a point of Willpower to get an Exceptional Success on a Havoc Check. A mane's action penalty (accumulated by rolling a Success on a Havoc check) automatically drops by one point per day, and disappears entirely and instantly if the mane returns to the bardo or unmada field that sustains it. Otherwise, a mane can remove action check penalties by spending Mania on a one-for-one basis, though only after the scene that triggered the penalty is over.
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