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Genius The Transgression/Chapter Two: Character Creation
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===Laboratory (β to βββββ; special):=== The genius has access to a laboratory. This is not just a place where she performs her research; it is a refuge and safe haven away from the cruelty and caprices of the mundane world. All laboratories have three factors that determine their utility: Size, Equipment, and Security. ====Size:==== Size indicates how much physical space the laboratory takes up and how long it takes to transport (assuming normal labor). {| class="wikitable" |Rating||Area||Capacity||Transport |- |0 |A lab with no size is barely more than a closet with a work bench. |It can support one genius at a time, but it is cramped and inconvenient, and has limited supplies, meaning it can only be used every other day. |Everything within can be packed into a big suitcase (Size 5) with one person-hour of work. |- |β |A small apartment or computer lab. |One genius can work comfortably and use the lab's equipment at a time. |Despite being larger than a Size-0 lab, layout is smarter, and everything can be packed into a small suitcase (Size 5) with thirty person-minutes of work. |- |ββ |The size of a small house or some rented office space with a small storage room in back. |Three geniuses (or beholden) can work comfortably at the same time. |Everything can be packed into a few steamer-trunks (about a 5'x'5x5' cube) or a small moving van in six person-hours. |- |βββ |Big enough to be a warehouse, a town library, the wing of a University, or a large "cubicle farm"; from five to eight rooms, or a single large enclosure. |Ten geniuses (or beholden) can work comfortably at the same time. |Everything could be packed into a large moving van in one person-day. |- |ββββ |A mansion atop a hill, an entire large University hall, or a research base; equivalent to nine to 25 rooms. |A hundred geniuses (or beholden) can work comfortably at the same time. |Everything could be packed into a small fleet of moving vans or cargo containers in one person-week. |- |βββββ |An entire university, a skyscraper owned from basement to penthouse; dozens of independent research facilities owned across an entire city or region; countless rooms or chambers. |More geniuses (or beholden) that can feasibly be brought together can work in a laboratory of this size. |It would take a person-year of work to pack everything for transport, and moving it would be a logistical nightmare, requiring coordinated transport of dozens or hundreds of shipping containers. |} ====Equipment:==== Size is useful only insofar as the genius has something interesting to fill that space. That is the laboratory's Equipment, and the rating determines how useful it is. A Lab with no points in Equipment may be pleasantly appointed for visitors, but it has nothing besides empty benches and bare floors for research. Every point of Laboratory Equipment adds a +1 bonus to all rolls made to build, repair, or fiddle with wonders there, provided that the genius has access to the equipment. It can also, at the Storyteller's discretion, provide the same bonus to mundane repair and construction activities. 0: The laboratory is largely empty, except what the genius brings with her. β: Outdated and inefficient equipment, badly organized and poorly protected from the environment; the equivalent of junior chemistry sets and astrolabes. The computers look like something out of the 70s. ββ: Serviceable laboratory equipment that is nonetheless outdated and second-hand; computers are slow and clunky, while samples occasionally risk contamination unless the researchers are careful. βββ: A typical private or university laboratory with a good selection of modern equipment, fast computers with Internet hookups, and reliable technology, but nothing too highly specialized or expensive. ββββ: A deluxe set-up with top-of-the-line computers networked for maximum efficiency, top-shelf apparatus, and enough specialized equipment either available or on loan to perform even the strangest experiments. βββββ: An incredible, world-class lab; if the computers were more advanced, they'd be wonders, while just about any scientific apparatus can be found, built, or ordered in minimum time, and everything works astonishingly well. ====Security:==== Finally, a laboratory should be protected and concealed from prying eyes, or at least able to pass as a normal research institution. Placing dots in Security keeps the laboratory hidden and protected. Laboratories with no dots in Security are public and possess no particular security features except any wonders or beholden the genius devotes to that task. Each dot in Security for a laboratory subtracts two dice from efforts by intruders to find and get into the laboratory, due to concealment or (mundane) security measures like locked doors, pass-key systems, and surveillance. Further, each dot in Security grants a +1 bonus on Initiative for anyone inside against anyone attempting to gain entrance, due to internal security systems and good defensive organization. 0: The laboratory's location and nature are both obvious to anyone who look at it, and it offers no protection against intrusion except whatever the genius directs toward that area in the form of wonders or beholden guards. β: The laboratory's location is still obvious, but it has basic security, such as key-locks, to keep most casual intruders out. Anyone attempting to enter the laboratory subtracts two dice from their roll. Anyone within engaging intruders gains a +1 bonus on Initiative due to clear lines of sight and good defensive layout. ββ: The laboratory is well-hidden, either in some inaccessible area or concealed in plain sight, and possesses more sophisticated defensive mechanisms, including code-locks, security cameras, and alarms. Anyone attempting to enter the laboratory subtracts four dice from their roll. Anyone within engaging intruders gains a +2 bonus on Initiative due to good organization and access to security cameras. βββ: The laboratory is artfully concealed and possesses state-of-the-art counter-intrusion technology: DNA locks, advanced security cameras, motion sensors, and a dedicated security computer. Anyone attempting to enter the laboratory subtracts six dice from their roll. Anyone within engaging intruders gains a +3 bonus on Initiative due to security cameras, flood lights, and other systems that put invaders at a disadvantage. ββββ: The laboratory is basically impossible to find unless the searcher knows what to look for. Protected by advanced technology that borders on the Inspired, the laboratory possesses more security measures than a secret military base. Anyone attempting to enter the laboratory subtracts eight dice from their roll. Anyone within engaging intruders gains a +4 bonus on Initiative due to super-science scanners, protective walls made of incredible alloys, or internal sensor drones. Like a Wonder, this laboratory binds one point of Mania. If Mania is not available, the lab is treated as having only three dots in Security. βββββ: The laboratory is an impregnable fortress, riddled with super-science protective measures. Anyone attempting to enter the laboratory subtracts ten dice from their roll. Anyone within engaging intruders gains a +5 bonus on Initiative due to the incredible systems that protect the laboratory and support those within it. This laboratory binds five points of Mania. If Mania is not available, the lab is treated as having only three dots in Security. ====Sharing Laboratory Space:==== Sharing a laboratory among the collaborative works exactly like sharing beholden. Laboratories need to be large enough to support all the geniuses involved if they plan to work at the same time; geniuses who cooperate to support smaller labs may need to work in shifts.
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