Editing
Genius The Transgression/Chapter Two: Character Creation
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Spending Mania:==== A genius can spend Mania to produce any of the following effects: β Enhance Mental Attributes. Mania is, among other things, pure intellectual and creative energy. Every point of Mania grants a +1 bonus to any one Mental Attribute (Intelligence, Wits, Resolve) for one turn. This can be any Mental Attribute or combination of Mental Attributes. Geniuses who are also Directors can use Mania to enhance their Social Attributes in exactly the same way. Navigators can similarly enhance their Physical Attributes with Mania. Only members of these foundations can enhance non-Mental Attributes with Mania. β Power mundane technology. By manipulating a machine in ways no sane person could, a genius can keep a machine running even when it has no ordinary power source. How much one point of Mania buys depends on the device. {| class="wikitable" |Lights in a room |1 day |- |Flashlight, cell phone |1 hour |- |Portable camera |10 minutes |- |Computer |10 minutes |- |Automobile |1 hour |- |Big Truck |30 minutes |- |Prop Plane |10 minutes |- |Construction Equipment |10 minutes |- |Jet |1 minute |} Every time a genius feeds a point of Mania into a machine, roll one ten-sided die. If the result is a 10, the object immediately loses one-quarter of its Structure as the genius rips the guts out of the machine and pushes it beyond the limits of its functionality. A genius can only power mundane technology this way; wonders have their own ways of using Mania. β Enhance technology. Every point of Mania grants a +1 bonus to any piece of technology in the genius' possession for one turn. (A "piece of technology" is any object that an intelligent creature has worked or modified to use; once someone pulls the leaves off a stick to make a club, it's "technology" and can be affected by Mania.) Roll the bonus dice for enhanced technology separately. Every 10 that is rolled in this pool causes the tool to lose one-quarter its maximum Structure. (So, four 10s will destroy a tool.) The tool takes damage after it is used, not before. Mania can be spent to grant additional dice to wonders as well as conventional technology. β Understand technology. Geniuses have an intuitive understanding of technological items. Spending a single point of Mania allows a genius to understand the function and nature of any mundane or wondrous piece of technology, as well as how to turn it on and operate it (to the limit of the genius' Skills). This requires one turn of exploration and physical contact with the device. It will not reveal hidden functions or who made it, nor will it allow a genius to do anything she lacks the Skills to do, but this ability can answer important questions about what an item is and how it is meant to be used. β Dismantle technology. A genius can make a Dexterity + Crafts check as an attack roll against any wonder, mane, mundane technological artifact, or miscellaneous super-science artifact. (Entirely organic devices use Medicine instead of Crafts.) The genius must spend at least one point of Mania to perform this attack, which represents quickly analyzing and then ripping apart the target. The number of Mania points spent are added to the attack roll. The attack causes Lethal or Bashing damage and ignores Durability. The Energy Channeler Merit can turn this into a ranged attack. A target's Defense subtracts from any attack of this sort. Geniuses often use this technique when faced with high-Durability wonders that are functionally invulnerably to small-arms fire. β Using and activating wonders. Many wonders of mad science require Mania points before they can be used. The expenditure usually activates the wonder for a whole scene, though some wonders require Mania for every use. See the "Mania" entries under each Axiom. A genius can pay the cost to activate a wonder over the course of several (consecutive or nonconsecutive) turns within a single scene; once enough Mania is in the wonder, it activates.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information