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Genius The Transgression/Chapter Four:Special Rules and Systems
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== Other Elements of Mad Science: == === Detecting Wondrous Things: === While a genius can build Apokalypsi wonders to detect any Mania-based activity, her naked eyes can also reveal information about wonders, manes, and other phenomena. A genius can detect the following automatically: * When someone is in the process of creating or modifying a wonder * When someone transfers Mania into a wonder or capacitor (and the target of that transfer) * When someone channels Mania into an object (and the target of that channeling) * When someone is performing Deep Inspiration * Whether or not the genius is in an unmada field, and the Inspiration level generating the field: "low" (Inspiration 1-3), "medium" (4-6), or "high" (7+) To gain more information, the genius can spend a minute examining the object. A genius also needs to analyze an object this way if it is partially hidden (a mane in a long coat, for example) or if a wonder has the "concealed" or "normal-looking" variables. Roll Inspiration + Wits. ''Dramatic Failure:'' The genius completely misinterprets what he's seeing. ''Failure:'' The genius gains no further information, and cannot try again on that subject for the rest of the scene. ''Success:'' The genius gains more information, answering the following applicable questions: * Whether something is a wonder; its rank, primary Axiom, and any "support" Axioms of a wonder * Whether a wonder is an orphan * Whether something is a mane * Whether something is a Larva, and if it is a transgressive Larva * Whether something is a capacitor, and how much Mania it currently holds * A genius' Inspiration (low, medium, or high) * A Clockstopper's Acedia (low, medium, or high) * How much Mania someone or something has spent with its last action ''Exceptional Success:'' The genius gains even more information, answering the following applicable questions in addition to those available from a regular success: * A wonder's faults * A wonder's creator (if the genius knows the creator) * What Axioms are influencing a person or object (Exelixi stat boosts, Metaptropi polymorphing, etc.) * The idea or philosophy that birthed the mane * A genius' catalyst, foundation, and highest Axiom * Whether or not a genius is unmada (this will not reveal Illumination) * A Clockstopper's highest Void * How much Mania a genius, mane, or automaton currently possesses Suggested Modifiers: Genius has a relevant Apokalypsi gizmo (bonus equals rank of wonder), genius cannot touch subject (-2), genius takes only one turn in analysis (-2), genius has encountered a genuinely new or unique phenomenon (-3), genius has encountered a "common" mad science phenomenon (+1), genius is studying a member of his own foundation (+2), target is partially concealed (-1 to -3) === Other People Using Wonders: === It's possible for a genius to loan out her wonders to others, and sometimes it's even useful: a whole squad of beholden armed with venom-slingers and mechanical wings can do a genius a lot of good. However, it's not always easy. A mad scientist's own beholden suffer no penalty when using wonders that their Inspired master created. Though they need the appropriate abilities to use many wonders effectively (Firearms for most weapons, Medicine for many wonders of Exelixi, etc.), and may need Mania to power them, they have no difficulty using the devices. Another genius can use the wonder, but may suffer penalties to doing so. If the borrowing genius has an Inspiration equal to or higher than the creator's own, and if the borrower can match all the Axioms needed to build the wonder, there is no penalty. Otherwise the genius suffers a -1 penalty to using the wonder per rank of the wonder. Another genius' beholden suffer the same penalty as that genius when using another person's wonders. Mere mortals suffer a -1 penalty when using a wonder per rank of the wonder, and their clumsy manipulation triggers a Havoc Check every turn of use. Other metanormal creatures also suffer a -1 penalty per rank of the wonder, but they do not trigger Havoc. The Universalist Merit removes this penalty for some or all wonders. === Installing Internalized Wonders: === Some Inspired cannot resist installing wonders in their own bodies and minds. This is not easy, since either the genius must do all the work beforehand, saving the actual installation for a single previously prepared act, or she must trust another genius or one of her beholden to perform the experiment. Installing an internalized wonder is an Obligation-7 transgression. If the Storyteller judges the operation to be unusually dangerous or foolhardy (such as if the genius is rolling a chance die), it becomes an Obligation-5 transgression. These rules also apply to installing grafted wonders, though geniuses rarely graft wonders onto themselves. To install a wonder, a genius must first construct it. This occurs normally. Then, either the genius or a trusted assistant must install the wonder. The person performing the installation spends one hour and rolls Inspiration + Intelligence + Medicine + Laboratory Equipment. If the wonder is a formulation or formula, not a physical wonder, replace Medicine with Academics. The installer can also rush the job (replacing Intelligence with Wits). The penalty is -2 for a one-minute installation and -4 for a one-turn installation. ''Dramatic Failure:'' The genius dies. The wonder turns orphan and tries to escape. ''Failure:'' The wonder is installed incorrectly. It does not function, and the genius gains one fault. ''Success:'' The wonder is installed correctly ''Exceptional Success:'' The wonder is installed correctly. The genius suffers only a single Health Level of Lethal damage. (See "[[Genius_The_Transgression/Chapter_Four:Special_Rules_and_Systems#Recovery:|Recovery]]," below.) ''Suggested Modifiers:'' Genius engaged in self-installation (-5), genius engaged in self-installation but possesses at least Automata-1 (-2), genius' own beholden performing installation (+1), every grafted or internalized wonder already present (-1) If a genius is conscious for this procedure (such as engaging in self-installation and not using Automata), all damage received is doubled due to pain and trauma. === Removing a Badly Installed Wonder: === If the installation roll is a failure, the wonder can be removed. This requires the exact same roll as installing the wonder. ''Dramatic Failure:'' The genius dies. The wonder turns orphan and tries to escape. ''Failure:'' The wonder remains within the genius. ''Success:'' The wonder is removed and the installation can be tried again. ''Exceptional Success:'' The wonder activates as if a Success had been rolled on the original installation roll. The genius suffers only a single Health Level of Lethal damage. (See " [[Genius_The_Transgression/Chapter_Four:Special_Rules_and_Systems#Recovery:|Recovery]]," below.) === Recovery: === Installing internalized wonders, or attempting to remove a badly installed one, is physically taxing on the genius. Upon the conclusion of the operation, the genius suffers as many levels of Lethal damage as the rank of the wonder. The rest of her Health boxes are filled with Bashing damage. If an Exceptional Success is rolled, she suffers only one Health Level of Lethal damage, but the rest of her boxes still fill with Bashing damage. === Orphaned Internalized Wonders: === If the internalized wonder is a physical thing within the genius' body, it will attempt to dig its way out of a genius and escape. Every turn, roll a number of dice equal to the wonder's rank. If it fails, the genius suffers one Health Level of Bashing damage. If it succeeds, the wonder rips free (causing ten dice of Lethal damage) and tries to escape. These rules also apply to grafted wonders, except upon tearing free grafted wonders cause one automatic level of Lethal damage per point of Size plus ten dice of Lethal damage. If the internalized wonder is instead some kind of "formulation" or idea without a physical form, it causes mental instability and confusion. Every scene that the genius possess an orphan wonder of this sort, the genius suffers a -1 penalty to all actions involving Mental Attributes per rank of the wonder. If a genius should die with a physical internalized or grafted wonder, it will try to free itself in the same way. (Though the genius probably will not care at that point.) Formulations or ideas normally die with their host genius, since they cannot escape. === Capacitors: === Geniuses often need to store, transfer, and trade raw Mania. Fortunately, Mania can be stored in specially-designed devices called capacitors, which hold the energy for future use. Any genius can build a capacitor; its construction is not tied to any Axiom. Building a capacitor works much like building a regular wonder. Science is the key Skill used. Like any other wonder, building a capacitor can benefit from beholden, it can be kitbashed, and so on. (See [[Chapter_Three:Systems_and_Foundations#Creating_a_Wonder|Creating a Wonder]].) Capacitors differ from regular wonders in several ways: * Capacitors do not require bound Mania. * Capacitors do not have faults. * Capacitors suffer Havoc differently from other wonders. A capacitor that suffers Havoc rolls no dice; instead it simply loses a point of Mania for every event that would require a Havoc check. * Capacitors cannot employ variables. * Capacitors cannot be orphaned. If a genius dies or abandons the capacitor, it continues to function normally. * If the roll to build the capacitor is a Dramatic Failure, rather than becoming an orphan, the capacitor explodes. Roll a number of dice of Lethal damage equal to the Generator's maximum held Mania against everyone involved in the capacitor's construction. A capacitor holds Mania based on its Size. {| |+ |Max Held Mania |Size |- |3 |0 |- |6 |1 |- |10 |2-3 |- |15 |4-5 |- |20 |6-11 |- |25 |12-29 |- |Indefinite |30+ |} ==== Moving Mania: ==== A genius can move Mania into a capacitor as fast as she can normally channel Mania, simply by touching the capacitor. Getting the energy out again is just as easy: by touching the capacitor, the genius can pull a number of points of Mania per turn equal to her normal channeling ability, based on Inspiration. However, drawing Mania from a capacitor can be dangerous. Every scene, a genius can draw a number of points of Mania from capacitors or other sources equal to her maximum Mania per turn. Beyond that, she must make an unmada check with a penalty equal to the number of extra Mania points channeled that scene. (See [[Genius_The_Transgression/Chapter_Two:_Character_Creation#Unmada.2C_Brilliant_Madness:|Unmada, Brilliant Madness]].) ==== Types of Capacitors: ==== Though the term "capacitor" implies that they hold some kind of electrical charge, that is not necessarily the case. A genius can instead choose to make a codex (made of books and data) with an Academics check, a compressor (made of wound springs of pneumatics) with a Crafts check, or a catabolizer (made with organic material) with a Medicine check. A genius can also build a compounder (stored computer data) with a Computer check―however, since mad science only recently figured out this trick, few geniuses with a Computer score of less than four dots know how to do it. ==== Capacitors and Regular Work: ==== With Automata-1, a capacitor can be used to function like a regular power generator, allowing it to power regular objects with its Mania automatically. In its capacity as a power generator, Mania provided by a capacitor provides power for ten times as long as normal. This power source does not risk damage to the technology. (See [[Genius_The_Transgression/Chapter_Two:_Character_Creation#Spending_Mania:|Spending Mania]].) === Encumbrance: An Optional Rule === Wonders are heavy and bulky. If characters attempt to carry an exceptional number of wonders on their person, the Storyteller may use this rule to limit a genius' carrying capacity. A person can always wear regular clothes and wear mundane articles (such as sunglasses or headphones) without difficulty, ignoring their Size. A person can carry a number of Size points worth of other objects (weapons, tools, armor, wonders, miscellaneous equipment or wearables) equal to her Size without difficulty. She is considered Unencumbered. Carrying more than one's Size, up to one's Size + Strength, means one is Encumbered and suffers a -2 penalty to Move. Carrying more than one's Size + Strength, up to one's Size + Strength + Stamina, means one is Heavily Encumbered and suffers a -1 penalty to all Physical Attributes in addition to the -2 penalty to Move. Carrying more than one's Size + Strength + Stamina means on is Extremely Encumbered and suffers a -2 penalty to all Physical Attributes in addition to a -2 penalty to Move. The maximum amount of stuff someone can carry and still move at all is left to the Storyteller's discretion, but double one's Size + Strength + Stamina is a good guess. The Storyteller can also adjudicate based on how the genius intends to carry all his equipment, though for most geniuses, rigging up harnesses and belts is no problem. Objects that must be worn to be used, such as goggles and armored suits, should be treated as half their regular Size when worn. The Strong Back Merit grants a +2 bonus to the character's effective Size for this purpose. Encumbrance penalties to Attributes cannot reduce an Attribute below one dot, but they still reduce Speed as if that Attribute were lower. The chart below lists the total penalties, including penalties to Move based on the reduction in Physical Attributes. {| |+ |Stuff Carried |Encumbrance |Physical Attribute Penalty |Total Move Penalty |- |Up to Size |Unencumbered |None |None |- |Size to Size + Strength |Encumbered |None | -2 |- |Size + Strength to Size |Strength + Stamina Heavily Encumbered | -1 | -4 |- |Size + Strength + Stamina |Extremely Encumbered | -2 | -6 |} === Damage and Healing: === A genius is physically human, meaning that the Inspired get injured and recover from injuries much as humans do, barring the employment of wonders to protect or heal. Since a genius is a living being, she can also suffer from deprivation, poisoning, and anything else that can affect a regular person. Geniuses don't have any specific vulnerabilities. However, internalizing faults may produce vulnerabilities to specific substances, such as lightning or fire, causing attacks from those sources to cause Aggravated damage. === Life Span: === A genius has a normal human life span. The only way to avoid a natural death is through preserving one's body with Exelixi, creating a clone body with Automata, transferring one's consciousness with Epikrato, or similar mad science tricks. Exelixi automatically extends a genius' lifespan by some amount: the genius gains 20 years of additional life per dot of Exelixi. However, this only delays the inevitable. True immortality requires advanced (and often unscrupulous) wonder-working.
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