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Genius The Transgression/Chapter Two: Character Creation
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===Step Three: Select Skills=== Divide your Skills into primary (eleven dots), secondary (seven dots), and tertiary (four dots). A fifth dot in any Skill costs two points to purchase. A genius' Skills often determine what approach he takes to his Inspiration. Mental Skills are often primary, but which Skills receive the most attention can tell a person much about a mad scientist. Experts in Computer research artificial intelligence and networks beyond the dreams of MIT or Tokyo Tech, while Inspired who take up Academics are super-psychologists and philosophers. Students of Medicine are not just doctors, but biologists, surgeons, and biochemical engineers. Geniuses who focus on Crafts can master everything from aerospace engineering to transatomic metallurgy, and experts on the Occult can catch amazing glimpses of worlds far removed from this one. The Science Skill serves as the one field tying these disparate branches of knowledge together, but some geniuses specialize here, too, becoming renowned theorists among the Peerage. The mortal Skills a genius gained before his Breakthrough can also determine his foundation. Psychologists and people with high Social Skills are likely to become Directors, while experts in Medicine look toward the Progenitors. High-energy physicists and explorers often end up as Navigators, as do scientists with high ranks in Drive and/or Survival, while Academics, Investigation, and Occult are important to Scholastics. Fiddlers, hackers, and craftsmen often join the Artificers and focus on Crafts or Computer. Conversely, a genius may take the opposite approach, getting picked up by a foundation first, and then fleshing out the most useful Skills with the help of a tutor.
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