Difference between revisions of "Genius The Transgression"

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== Prologue: Behold, The Secrets of Immortality! ==
 
== Prologue: Behold, The Secrets of Immortality! ==
 
 
== Introduction ==
 
 
''"Silence. I am not interested in your imbecilic mouthings. All of you have demonstrated your lack of vision by demanding my resignation from the faculty. Well, you have accomplished your purpose. You cast me out. You robbed me of everything that I held most dear in life: position, honor, respect. You framed me as a madman, held me up to ridicule before the whole world. But now I'll have my revenge....Now you'll pay for your folly. There's no escape for any of you. You shall die, one by one, at the hands of the scientific marvel that you scoffed at."
 
-Dr. Lorenzo Cameron, The Mad Monster''
 
 
Ever since we bent our minds to technology―not with the computer or the automobile, but with fire and language and visions of tomorrow's hunt―we walked away from the path laid out before us. No longer were we to struggle and die like the other animals. No longer would we be allowed lives defined by a blissful eternal now. We opened our eyes, regretted the past, feared the future, and became fully human.
 
 
But there were some who wished to know more, and to see farther, no matter the price. Mortals accepted into their midst tricksters who delighted in showing the failure of the powerful, visionaries who dreamed of worlds never before seen, fanatics determined to change the world by changing how we thought. The genius stands outside of society and its narrow bounds, whether hailing from some crude some village where no one knows what lies beyond the forest or gleaming metropoli whose inhabitants are bored with walking on the Moon. They bring us marvels, and we make them pay for their transgressions.
 
 
As humanity has always admired and feared its law-givers, it has always admired and feared its law-breakers, its madmen, its geniuses. Every society has stories of those who went too far, who asked too much, and who suffered for it. The mad scientist is new, but the genius is an old dream indeed: the prophet, the trickster-god, the master of techne, the artificer who makes the world, the demiurge who seeks to control, bind, and direct it.
 
 
Genius: The Transgression is a game about those men and women and almost-gods, the ones who went too far in their and hope and spite and fear and arrogance. They are doomed to watch their discoveries dissolve into dust and broken lines of code, to see their inventions rampage out of control. But between that first discovery and their last, when they transgress once too often and the universe wipes them away, they can create wonders.
 
 
=== A Game of Forbidden Science: ===
 
 
Break the rules and you get in trouble. Break the law and you go to jail. Mouth off to your boss and lose your job. Jump off a building and...But it doesn't have to be that way, says that little voice in the back of your head, your personal genius. You ignore it, but you can't silence it. But a genius gives in to that voice, becomes that rules-breaking thing, that maker-trickster-savior, and begins a life of pain and glory unimaginable to mere mortals.
 
 
The genius sees the truth, but she cannot get there. In her heart she knows, but she cannot explain why. She flouts social convention, ignores the sneering voice of authority and dogma, and casts aside the ethical concerns of her peers. She breaks the rules of the universe we know to glimpse the truth of the universe as it must be. But there's a price. There always is. She is not just isolated from the "common man," but from the very discipline that birthed her. In her heart, she knows that what she does is not science, which is ultimately about systems and about cooperation. Alone, she walks a new path, wearing the trappings of her old life but
 
no longer capable of touching its essence.
 
 
Genius: The Transgression takes place in the World of Darkness, a world like ours but with darker nights and deeper stains. People don't connect to one-another as they do in our world. They live in the shadows of ancient conspiracies and the shadows cast by old things, and this infects the geniuses: for every mad scientist working in silicon and plastic, another labors with greasy cogs and steam pumps, while another never left behind the gleaming chrome and atomic dreams of the 1950s. For one of the Inspired, there is no escape from the fetters of superstition and occult dread, the lurking horrors at the edge of consciousness. Though cobbling together elements from our past, the genius ultimately belongs to no place and no time, and walks alone into the future.
 
 
===Theme: Transgression===
 
 
A little knowledge is a hideous thing and it will drive you mad.
 
 
The genius is a rule-breaker, a trickster, a liar, a thief of wonders, and a maker of false dreams. Tenuous threads bind him to the mortal world, and every wonder is a violation of the rules of the universe. On the one hand, Obligation binds a genius to humanity; on the other hand, Inspiration tells him to do things that no sane person would ever want to do. The genius can be humanity's damned savior, destroying himself to safeguard a society that will never know his name and would hate him if they knew what he had done to preserve them.
 
 
A genius is never entirely in control. His inventions are always one step away from freeing themselves and rampaging through his lab, or his city. The ideas and dreams come too fast for him to write down, let alone study and examine. The deadlines are constant, the pressure to find equipment, money, and research time mind-breaking, and humiliation is a constant companion. Mad scientists burn with a passion for their work, and though that passion is glorious and often contagious, the hunger to know and to control consumes them from the inside-out. They cannot obey the rules that normal society has set down for its members. They can only choose what laws they will break, and how they will look at themselves afterward.
 
 
===Mood: Bitter Disappointment===
 
 
The hideous freedom of transgression is matched by the choke-chain of necessity. A genius finds herself surrounded by failure and broken dreams. For every wonder that lurches, blasphemously, beautifully, to life, another turns to smoking scrap in the testing phase, or lies forgotten in a corner, half-made, because the genius couldn't pay for the right permits or find the right materials. This juxtaposition of Inspired triumph and mundane failure defines a genius' life.
 
 
And even if the genius succeeds more often than he fails, he sees dead dreams all around him. Once-great geniuses, their radiance reduced to cinders from a lifetime of crushing defeat and humiliation, stock the shelves at the electronics store in the mall, too ashamed to take up the wrench again. Those Inspired who provide a genius with the supplies he needs are hollow, miserable people, chewed apart by the failure of their philosophies to gain acceptance. And in the end, rare is the genius who makes a measurable impact on the world: no matter how successful a genius might be, his wonders still crumble when exposed to the light of day, reduced to malfunctioning piles of components. Many of the Inspired, after that initial burst of delight, feel the circle of possibilities shrinking around them, until they are little different from before, except that now people who once respected them now snicker behind their back at the "maniac" who cracked under the stress.
 
 
===How to Use This Book:===
 
 
Information on geniuses, what they are, and the world they inhabit is divided into several sections.
 
 
The Prologue: Behold, The Secrets of Immortality! shows the wonder and horror of life as a genius.
 
 
Chapter One: The Cosmos provides information about the world of mad science, from the laws that control it to the societies and organizations the Inspired have created.
 
 
Chapter Two: Character Creation presents rules for creating many types of geniuses, from reclusive librarians to aeronautical adventurers, and descriptions of the wonders that a genius can create.
 
 
Chapter Three: Systems and Foundations describes in detail the rules of a mad scientist's world, explaining how to select a foundation, how to build wonders, and what the different Axioms teach a genius.
 
 
Chapter Four: Special Rules and Systems includes details on a number of situations relevant to being a genius, such as managing beholden, building capacitors, and the terrifying effects of Havoc.
 
 
Chapter Five: Storytelling and Antagonists explains how to run a Storytelling game of forbidden science, focusing on why the Inspired act as they do and what stories you can tell with them. Here are also the enemies of the geniuses: the intelligent cast-offs of abandoned scientific theories called the manes, the orphaned inventions of the geniuses that hunger for power, and the dreaded Clockstoppers, enemies of all Inspiration.
 
 
Appendix One: Sample Wonders offers a rich selection of wonders that a genius might build, to serve as inspiration or to be appropriated directly.
 
 
Appendix Two: The Fellowships outlines the secret thinktanks and programs that the Inspired have created, and what a genius can gain by participating in one.
 
 
Appendix Three: The Seattle of Tomorrow presents the travails and terrors that a genius might find in the West Coast city of Seattle, complete with sample characters and enough story elements to begin a chronicle there.
 
 
An Epilogue: The Answer to Everything, concludes the text.
 
 
===Sources and Inspiration:===
 
 
Mad scientists are everywhere in literature, but many stories either relegate the scientist to a magician dressed in a lab coat, a modern-day Faust with Bunsen burners instead of black candles, or strip him of his horrific element, reducing him to a bumbling Poindexter fool or an ineffectual sidekick to the traditional, physically-oriented hero. Nonetheless, stories in several media contain vibrant and terrifying examples of genius.
 
 
===Books:===
 
 
Doc Savage, originally created by legendary pulp writer Lester Dent, provides a positive example of what a high-Obligation genius might look like. Gifted physically and mentally, the "Man of Bronze" turns his talents to solving crime and keeping the world safe. This untarnished image of the hero-researcher can serve as inspiration for an honorable Paragon, or can be used to cast a pall on the excesses of would-be guardians.
 
 
VALIS. Just about anything by Philip K. Dick deserves mention, from the existential ponderings of Do Androids Dream of Electric Sheep? to the broken regret of A Scanner Darkly, but whole-hog techno-Gnostic insanity calls for VALIS, in which an artificial satellite network orbiting the star Sirius uses pink laser beams to trigger mystical revelations. How much of VALIS is simple fiction and how much of it is Dick's own beliefs given a thin gloss of narrative is never entirely clear.
 
 
H.G. Wells' The Island of Dr. Moreau. Like Dick, several of Wells' works are relevant to mad science, but this tale of bent science focuses on one man's attempt, not only to raise animals to human-like intelligence, but to give them the laws that truly separate man from the beasts, and the tragedy that results.
 
 
Mary Shelley's Frankenstein; or The Modern Prometheus. It's alive! Dr. Frankenstein is one of the earliest and most contemptible of the mad scientists in fiction, and his arrogance, hypocrisy, and foolishness make people like him perfect villains for those Inspired who still remember their Obligation to humanity.
 
 
Neal Stephenson's Baroque Cycle, comprising Quicksilver, The Confusion, and The System of the World, is a grand journey through the history of science and technology that goes back to the murky origins of the scientist (mad or otherwise) as he separates from the alchemists and mystics. The Cycle can provide inspiration for geniuses whose philosophies favor the very ancient or the very strange.
 
 
===Movies:===
 
 
The Fly. Alright, so it's not a very good movie. But it has Jeff Goldblum, it's got weird experiments, and it's much better than Independence Day. Watch the hideous results of a botched teleportation experiment strip a man of his humanity inch by slow inch.
 
 
Metropolis, first released in 1927, mixes cutting-edge (at the time) special effects with a story about the brutality of industrial technology. The story's mad scientist, Dr. Rotwang, creates a robotic duplicate of the woman who is trying to organize the downtrodden machine-workers. The result is revolution and violence between the upper and lower halves of society.
 
 
Pi is one of the defining movies about intellectual obsession, with a protagonist driven mad by his search for mathematical truth. Shot in grainy, numbing black-and-white, with a techno soundtrack that can be cranked up during any mad scientist fight scene.
 
 
===Comics:===
 
 
Akira is idea-fodder for what happens when you mess around with "psychic" science. A story of creeping madness and betrayal set against a backdrop of decaying technological grandeur, with a side order of with a side order of nihilistic punk-culture that shows what happens when regular people take up the philosophy of a low-Obligation genius.
 
 
Batman, from its earliest incarnation, is a story defined as much by its gadgetry as its characterization. And no, we're not talking about the Bat Shark Repellent. As much as Batman himself, his rogue gallery, especially Mr. Freeze and Poison Ivy, show mad scientists deeply obsessed with their catalysts.
 
 
Girl Genius offers a view into a world that never was, a mad science version of 19th century Europe riddled with "Sparks" who can create deranged inventions, and the constant war to control or destroy the most gifted among them. Full of atmospheric elements and concepts as amazing as they are frightening, from Slaver Wasps to the dreaded Jägermonsters, deadly organic automata.
 
 
Bob the Angry Flower follows the misfortunes of a super-genius flower and his struggles against alien invaders, uninterested women, and his own staggering lack of ethical responsibility. Reliably funny; reliably weird, and with plenty of insane ideas that, if taken seriously, would be perfect for showcasing the monstrous acts a genius is capable of performing.
 
 
===Television:===
 
 
The Venture Brothers is not just about mad scientists, but also about failure: the failure both of individuals and of our society's sense of hope for the future. Taking place in a world where the Space Age dreams have crashed down to earth and following the misadventures of a family hopelessly trapped in a more optimistic past, The Venture Brothers is relevant to any genius who sees that her inventions passed their sell-by date before they were even completed.
 
 
Neon Genesis Evangalion is more than just an epic mind-screw that can serve as inspiration for what it's like to lose one's mind; it paints a picture of a world forced to live with the tyranny of a genius with inscrutable goals and visions who nonetheless seems preferable to the monstrousness that lurks outside. A tale of paranoia, disgust, and futility.
 
 
Mystery Science Theater 3000, because not every mad scientist dreams big, or even clearly: some just want to torture a guy with bad movies, and maybe that'll somehow lead to world domination. Look for the early episodes; the "invention exchanges" showcase some of the half-baked ideas that a genius might come up with on an off-day and can serve to lighten the mood in a grim story about creeping madness.
 
 
===Music:===
 
 
Abney Park. A self-styled "steampunk" band, Abney Park's weird Gothic-Victorian lyrics blend eerily with a more traditional industrial sound. Their lyrics focus on alienation, tyranny, and the blending of the old and the new.
 
 
Bjork: Weird beats and a feeling of future-shock characterizes Bjork's work, which can be used to inspire some of the more optimistic notions geniuses might have about mad science.
 
 
Devo. Any band named after a mad science concept―in this case, the notion of human de-evolution―deserves mention, and Devo gains bonus points for its dark, surreal, often bleakly humorous lyrics and its electronic stylings.
 
 
Nine Inch Nails. An old favorite. Trent Reznor offers a relentless industrial cacophony coupled with lyrics of dehumanization, shame, and betrayal, accurately summarizing the feelings of far too many Inspired.
 
 
===Definitions:===
 
 
Apokalypsi: The Axiom of Discovery, used by the Inspired to construct scanners, mind-reading machines, and communication devices.
 
 
Artificer: The foundation of those geniuses who excel at building, tinkering, and fiddling with wonders. Their primary joy is in construction and design.
 
 
Atomist: A genius of the Lemurian baramin that believes the world would be made right if humanity submitted to the unfettered benefits of technological development and/or were ruled by a technological elite. Not necessarily interested in atomic power; the term refers to the promised Utopian benefits of that technology.
 
 
Automata: The Axiom of Independence, used by the Inspired to create independent thoughts in their wonders to produce cogitating computers, clone armies, and slavering zombie hordes.
 
 
Axiom: One of eight branches of super-science, focused on what an invention does rather than what branch of traditional research it would fall under.
 
 
baramin: A five-fold philosophical division among the Lemurians, based on when and how they think humanity went wrong.
 
 
bardo: A pocket reality created from and sustained by Mania. The Hollow Earth and the Crystal Spheres are two well-known bardos.
 
 
beholden: An assistant to a genius, a person devoid of the spark of motivation that drives other mortals and who is given purpose by the genius' Mania. Beholden are able to look upon an Inspired theory or wonder without causing Havoc.
 
 
Breakthrough: The moment a person becomes a genius, often a traumatic and dangerous experience involving some great tragedy.
 
 
breeding pool: The most common source for new geniuses, closely linked to the scientific community: mundane scientists, technicians, engineers, and philosophers all make up the breeding pool. Geniuses sometimes trawl the local 'pit looking for new Inspired who have recently catalyzed.
 
 
capacitor: A device able to hold Mania.
 
 
catalyst: How the genius has come to view the world and his work. There are five catalysts, based on rage, jealousy, wonder, hope, and sorrow. Also sometimes a synonym for the Breakthrough; a person is said to have "catalyzed" upon becoming a genius.
 
 
Clockstopper: An agent of stasis opposed to the very idea of genius. Clockstoppers dissolve Mania, spoil wonders, and, at greater levels of power, unmake mundane technology as they seek to wipe Inspiration from the face of the world.
 
 
collaborative: A small group of geniuses who work and cooperate together, often sharing a single laboratory.
 
 
Community (the Consensus): The society of actual (non-mad) scientists, as well as the accumulated body of knowledge and theory currently active at the time. The mental activity of so many people produces an enormous amount of free-roaming Mania.
 
 
Director: Geniuses of this foundation see debate and discussion as the most important part of their researches; Directors are gregarious and social, often even charming, but prone to manipulation at the expense of invention. Directors once served as foils to Lemuria; they still manipulate mortal and Inspired research from their boardrooms and secret message boards.
 
 
echo doctor: A slang turn for an unmada. Though it specifically refers to an unmada rogue, the meaning has broadened to include almost any genius who does not listen to criticism of his methods or morals.
 
 
Epikrato: The Axiom of Control, used by the Inspired to dominate minds and to control the physical and mechanical world.
 
 
Etherite: Member of the Lemurian baramin that believes that humanity made a significant misstep in their scientific development, and that getting back "on track" would result in a new golden age. Most Etherites' wrath is directed at Einstein's Theories of Relativity, hence the name.
 
Exelixi: The Axiom of Restoration, used to repair and improve things both living and mechanical.
 
 
fault: The flaws in a wonder, often manifesting as dangerous and unpredictable problems that can endanger the genius' life or Obligation.
 
 
foundation: Each Inspired falls into one of five foundations of thought based on her area of focus in the world of mad science―tinkering (Artificer), action (Navigator), debate (Director), generation (Progenitor), or theory (Scholastic). Those geniuses that reject the foundations become rogues or join Lemuria.
 
 
genius: A mortal human who has gained the power to break the bounds of the physical world with the power of invention and Inspiration. Or, depending on whom you ask, a superdimensional intellect that has taken up residence in a human's body and mind.
 
 
Grimm: The catalyst of anger and rage, implying a Breakthrough based on fury and disgust with the world as it currently is.
 
 
Havoc: What happens when a wonder gets out of control. Often caused by mere mortals trying to interact with a wonder. Havoc can damage a wonder or temporarily orphan it.
 
 
Hoffnung: The catalyst of hope for a brighter tomorrow, implying a Breakthrough based on a sincere dream of improving the world.
 
 
metanormal: Lemuria's term for "supernatural" creatures and phenomena, also used by the Peerage.
 
 
Igor: A slang term for a beholden.
 
 
Illuminated: A genius whose mind has been overtaken by the raw stuff of genius, losing all humanity and sanity in the process.
 
 
Inspiration: The amount of raw brilliant power that a mad scientist has cultivated; as Inspiration rises, a genius can build more and greater wonders.
 
 
Inspired, the: A common term for geniuses.
 
 
Invisible Empire: Lemuria's preferred term for the Peerage.
 
 
Invisible Wars: The struggles between the Peerage and the Lemurians for control of the destiny of humanity; these battles puttered to a halt in the mid 20th century.
 
 
Jabir: The inability of geniuses, especially those with high Inspiration, to communicate their scientific, philosophical, and technical ideas clearly to unInspired people.
 
 
Juno: An old term for a female Lemurian.
 
 
Karnacki: A genius ghost-hunter. Some Karnackis are interested in communication; others in banishment.
 
 
Katastrofi: The Axiom of Destruction, used by the Inspired to produce death lasers, heat rays, poison gas bombs, and other instruments of devastation.
 
 
Klagen: The catalyst of sorrow and despair, implying a Breakthrough based on personal tragedy, suffering, and loss.
 
 
fellowship: An organization of experienced geniuses working on a specific task and uncovering unique abilities to benefit their work.
 
 
laboratory: The genius' sanctum, where wonders are created and sent into the world.
 
 
larry: A 20th century term for a Lemurian beholden used in a guard capacity.
 
 
larva: An ingredient gathered at great moral cost and used to improve a wonder. There is a rich trade in Larvae among the Inspired.
 
 
Lemurian: A genius who clings to archaic views of the world and believes that his own view most accurately reflects reality; Lemurians have secretly manipulated the history of the world for centuries―or at least tried to.
 
 
lonesome: A genius who is isolated due to lack of awareness of a larger Inspired community, and who may not even be aware that he is Inspired. There are probably more lonesomes than affiliated geniuses.
 
 
mane: Things, creatures, and people borne of Mania, from the jungles of Venus to Antarctic Nazi superweapons to angels that push the planets around.
 
 
Mania: The "energy source" of the Inspired, that allows them to bend the cosmos, and to build and transform their wonders.
 
 
maniac: Slang term for a genius, or occasionally, specifically an unmada.
 
 
Maniac Storm: A sudden shift in the paradigm of the Community, resulting in a mass-unleashing of Mania that at least partially "makes true" what has been proven to be false. The last major Maniac Storm was in 1971, when the Viking landers established Mars indisputably as a barren wasteland devoid of life―instantly, the Mania released created a Martian Empire that tried to subjugate the Earth, and that was stopped only by the loss of countless genius lives.
 
 
mercatus: The outer section of a Lemurian zotheca, where geniuses can buy, sell, and trade Larvae and other scientific components.
 
 
Metaptropi: The Axiom of Transformation, used by the Inspired to perform "alchemical" experiments, to change shape, and to change the appearance of things.
 
 
Mechanist: Member of the Lemurian baramin that believes that the world and everything in it, including people, is ultimately reducible to a handful of simple, mechanical rules that, if followed, would result in Utopia.
 
 
MM: "Mere mortal." Slang for any human who is not a genius, a beholden, or otherwise wildly out of the ordinary.
 
 
Navigator: Geniuses in this foundation are as eager to use wonders as to build them; they are daredevils and adventurers as well as scientists.
 
 
Neid: The catalyst of jealousy and envy, implying a Breakthrough based on frustration and humiliation.
 
 
Obligation: The genius' connection to humanity. Though in a sense he has risen above mortality, most geniuses still feel a pull to better the common man. Those who lose that desire become true mad scientists, performing heinous experiments without heed for who suffers.
 
 
Oracle: Member of the Lemurian baramin that believes humanity was better off before the rise of inductive thought and empiricism; they often affect a mystical appearance and champion revelation and pure reason.
 
 
orphan: A wonder without a master. Orphans are predatory and must seek out sources of Mania to survive.
 
 
Paragon: A genius who believes in his Obligation to humanity and works to preserve and cherish the mortal world in his charge.
 
 
peanut: 20th century slang for a Lemurian beholden, specifically one involved in lab work.
 
 
Peerage: The loose society of free geniuses, including those belonging to the five foundations as well as free rogues; basically, anyone who is not a lonesome, a Lemurian, Illuminated, or an echo doctor.
 
 
Phenomenologist: A member of the Lemurian baramin that rejects all objective concepts of truth in favor of a politically- or philosophically-motivated will to power.
 
 
Pinky: Slang for a useless beholden.
 
 
preta: Any sort of "Maniavore," usually meant to include orphaned wonders and manes not in their bardo.
 
 
Progenitor: The foundation focused on growth, transformation, and the violation of boundaries. Progenitors develop hideous new creations and unleash them upon the world.
 
 
program: A large group of geniuses not affiliated with either the Peerage or Lemuria.
 
 
Prostasia: The Axiom of Protection, used by the Inspired to create suits of armor, protective shields, and sanctuary screens.
 
 
Race History: The "playbook" for the Lemurian control of humanity, abandoned after the last Invisible War led to the destruction of the Lemurian power base.
 
 
rogue: A genius who belongs to neither a foundation nor a baramin. Many rogues are Illuminated; those that aren't must tread carefully lest madness take them.
 
 
Scholastic: The foundation focused on study, theory, and philosophy. Scholastics are mathematicians, linguists, philosophers, and clever abstract thinkers.
 
 
Secret Masters: The rulers and guides of the Lemurians, dead for over fifty years now.
 
 
Skafoi: The Axiom of Travel, used by the Inspired to create everything from wheeled vehicles to rockets to teleportation devices and dimensional gates.
 
 
snake pit: Slang for a zotheca. Lemurians traditionally feature a serpent, symbolic of the Roman Goddess Juno, at the entrance to their workrooms.
 
 
Staunen: The catalyst of curiosity, amazement, and awe, implying a Breakthrough based on stark amazement.
 
 
Technomancer: A genius who uses metanormal power from other beings in the World of Darkness, such as mages, changelings, or werewolves, to fuel his Inspiration.
 
 
Third Race: One of the ophidian "true" Lemurians created by the appearance of the island of Lemuria in the middle of the 20th century. Now mostly exterminated.
 
 
thesis: A strange personal and philosophical journey that allows a genius to increase in Inspiration.
 
 
transgression: The act of betraying one's Obligation, usually for knowledge or (technological) power.
 
 
unmada: A genius who believes that his manipulation of Mania represents the truth of the world. All Lemurians and Illuminated are unmada, but so are many rogues and some peers.
 
 
Wesley: An underage genius.
 
 
wonder: A work of Inspiration created by a genius.
 
 
zotheca: A Lemurian meeting-place; specifically, the private inner-chambers where the Lemurians gather, distinct from the mercatus. Formally, "zothecae," with each baramin in attendance possessing one zotheca.
 
 
 
----
 
 
 
<code>
 
"What are we doing?" He dropped the half-finished machine on the
 
desk, just hard enough to draw the old woman's attention, but
 
without enough force to damage its delicate mechanisms.
 
 
"We are creating the future," the old woman said. She leafed
 
through a glossy copy of Alloy Blend, frowning at the garish use of
 
color. Danish modern was in again for robots, it said. The picture
 
showed some hulking Rubix Cube-looking monstrosity with two big
 
glass eyes.
 
 
"There's no future here, grandma," the boy said. He poked at the
 
machine, like a kid moving broccoli around his plate. "It's all
 
just mind-tricks, some kind of consensual hallucination. It's not
 
like we can mass-produce this stuff. It'd be like thalidomide
 
crossed with giving kids dynamite."
 
 
"Don't look at the technology, then," she said. She flipped a page.
 
More stuff on Mars: ruins, and girls surrounded by rust wearing too
 
much makeup and too little jewelry-slash-clothing. "Look at the raw
 
science, the knowledge you can accumulate. You have an avenue of
 
discovery that regular people don't have."
 
 
"What's that?"
 
 
"Build something--a flying machine, say--then strip it down. See
 
what's fueled by Mania, what just works. Figure out the principles
 
behind the parts that work normally. Write up said principles in a
 
sane scientific paper. Submit to a sane scientific journal.
 
Profit!"
 
 
"You can do that?"
 
 
"Mm-hmm. Would you want to?"
 
 
"Would I...?"
 
 
"Would you want to tear apart what you've made, hunting for mundane
 
truths that you can sell to Nature like a photojournalist with
 
salacious pictures? Or would you rather do what you're doing now?"
 
 
The boy looked at the machine in front of him for a moment, then
 
picked it up and set to work, delicately adjusting the copper wires
 
that framed the tiny power plant.
 
 
"That's what I thought," the old woman said. "Finish your robot,
 
dear, and then I'll make dinner."
 
</code>
 
 
 
----
 
  
  

Revision as of 19:20, 18 February 2014

"They all laughed at my theories! They called me mad! But now I'll have my revenge!"

If only it were so simple. They laughed because you WERE mad. They laughed because your inventions crumbled when unveiled and your theories turned to gibberish. You wept when you saw your equations riddled with childish errors. But you know what you accomplished: you broke gravity's spell; you programmed a computer to dream; you banished death! These weren't delusions or lies!

Maybe they were right.

Or maybe just one more experiment will show you the truth. You can do everything you said. There's a price to pay, but you can do it. And you're not mad. The things you do...maybe they're not right. Maybe your peers would recoil in horror. But you're not mad. And you'll show them all.


Genius: The Transgression is a fan-made role-playing game for the New World of Darkness. In it, players take on the roles of mad scientists and wonder-workers, driven to the brink of insanity by the secrets they have uncovered. Version 1.1 of the rules is available for free download as a .pdf file:[1]

Genius: The Transgression

Table of Contents

Prologue: Behold, The Secrets of Immortality!

Chapter One: The Cosmos

"Nothing is going on and nobody knows what it is.

Nobody is concealing anything except the fact that he does not understand anything anymore and wishes he could go home."

-Philip K. Dick

A cosmos is not just a universe. It is an ordered universe, one bound by coherent laws and systems. These are the laws the Inspired use; these are the laws the Inspired betray. A genius is not born ex nihilo. All have some great motivation for what they do, that defines how they view the world―their catalyst―and most have a unique way of seeing the world and surviving the ravages of Mania―their foundation.

First Principles

Behold My Genius

A genius is a mortal man or woman gifted with extraordinary insight and technical brilliance. A genius is also a concept, an extra-worldly thing, a muse, an eidolon of imagination and beauty, something that alights for a time upon mortals or, sometimes, buries itself deep in the soul of a person and does not leave.

This double-truth follows a genius through life: are they extraordinary individuals gifted with a touch of the impossible, or are they mere conduits for a greater and inhuman power? This question torments many of the Inspired, and they pore over the accounts of their predecessors and propose monstrous and baffling philosophies in order to learn what they are: gifted mortals, or mere shells for the idea of genius? Every genius must ask herself, at some point, am I real? And they must discover for themselves the origin and true nature of their ideas. Are they Inspired, or are they Inspiration personified? Where do the terrible, beautiful ideas come from, if not from their own mind? Are they, in some sense, worthy of the wonders they make, or are they mere midwives for things more beautiful than they―things in some sense, more real?

As a genius grows in power and experience, traditional notions of causality and responsibility can break down, stripping that question of meaning, but many Inspired fear such a fate. Something burns brightly within them, and it can burn away who they are entirely, eclipsing their own minds with a shining thing, a divine thing, that can hollow them out and use them for their own ends. A genius instead clings to those human questions, those not-transcendent concerns. For every young genius who rails at the chains raised around his ambitions, who spits at the world for denying him respect, equipment, peace of mind, there is a seasoned wonder-worker who has discovered that those pitiful mortal frustrations, the tedium of paying the utility bill, of deflecting accusations from one's unInspired friends, of just getting out of the lab for a night and talking to frail, grubby little humans about frail, grubby human things, is all that limits the luminous thing within from burning through the back of their eyes and pouring out into the world.

Some never learn that lesson. They become Inspiration. Their fate is sad, and sometimes beautiful.

The Breakthrough

At Last I Understand

A genius' Breakthrough―the moment she stops being a normal mortal, however naturally gifted, and becomes Inspired―is often a traumatic experience, though it is rarely sudden. Over the course of weeks, months, or even years, a mortal's perspective begins to change. Ideas that once made sense become dubious, unintuitive, even suspicious, while new notions seem to leap unbidden into the person's mind. These might be dismissed as madness, if the ideas don't work, or unexpected leaps of intuition, if somehow they do, but the nagging suspicion remains that the ideas are coming from Outside, that somehow they are not one's own.

Most reasonable people, at this point, retreat from the strange revelations: they shut themselves down, force themselves to go about their day-to-day lives, and if they're lucky or determined, they won't experience a Breakthrough at all. They will live out their little lives like the rest of us. But some rush headlong toward these new experiences, while others cannot or will not escape them, perhaps seeing answers there that have eluded them before. This is how a genius is born.

The first few months after the Breakthrough are traumatic and infuriating: Inspiration, for all its brilliance, fears the light of day. Answers that seem so obvious as the genius labors by night in rented laboratory space turn to nonsense when shown to one's fellows. Many geniuses think they are going mad. Their friends almost certainly think so. Isolation and madness set in as the Breakthrough drags on: the genius is Inspired, but lacks any ability to produce something. He is not yet a maker of wonders.

The First Axioms

Pinning the Butterfly

Eventually things must change. Some remain isolated. Some Inspired are picked up by the Lemurians. There they are told the great Lemurian truth: that they are right, that everyone else is wrong, and that they are the natural leaders of the mortal world, gifted with genius to redefine the world in their image. Others go completely mad, becoming Illuminated, devoured by the light within.

The rest join that loose organization called the Peerage, the society of independent mad scientists. An established peer, or a whole collaborative of researchers, might find a lone genius and teach her how to channel her Inspiration. Others make their own independent discoveries by reading scientific and mathematical texts that are gibberish to the sane but how-to programs for the Inspired. Regardless of how he learns, most geniuses who do not go mad stumble upon the Axioms: "channels" of mad science that apply some modicum of order to the genius' chaotic thoughts, and which can be used to create wonders.

The Axioms are not reliable, by any means, let alone consistent. A genius can imagine them as knots of cohesion floating in a vast illuminated sea of Idea, little islands where things almost make sense, though the shoreline shifts fractally with every passing second. Even if a genius doesn't know the names and histories of the Axioms, she sees something solid there, a foundation upon which she can build the scaffolding of something wondrous. She is no longer a flailing half-genius whose equations are gibberish and whose projects sublimate before the eyes of her peers. She has laid claim to a system. She is now a genius in full.

Mad Scientist Population Demographics

So Who Here Is A Genius?

The Inspired really are good at statistics. So, who becomes a mad scientist?

According to Genius: A Complete Psychological Breakdown, published by Ayako Von Schreber and Bob "Doc" Sandwich in 2005, the Inspired are primarily drawn from the scientific, academic, and educational fields. It should come as no surprise that almost nine in ten Inspired work or worked in such fields: they are or were scientists, researchers, philosophers, sociologists, professors, mathematicians, engineers, technicians, medical doctors, or computer experts. Many others are drawn from related fields: Inspired populations boast many librarians, historians, field guides, teachers, explorers, mechanics, architects, and all-purpose scholars. This is what geniuses call the breeding pool, the usual "spawning ground" for new geniuses.

Of those geniuses with their origins in mortal science, about 60% came to Inspiration naturally, in the course of independent study. The rest were deliberately guided and spent time as beholden. Either this was a period of apprenticeship before the inchoate geniuses were allowed to embrace their full power, or they were intended to remain as mere servants and technicians, but grew Inspired of their own accord.

About 12% of geniuses become Inspired though they possess no particular scientific or technical background, nor formal training time under another genius. The old term for such a person was a raudus, a raw "lump" of genius. They possess no training, but they have raw talent and some kind of frantic drive that pushes them into a Breakthrough. The beat cop who sees one crime too many and decides to mess around with an armored suit, the mother whose children are menaced by mysterious underground machines and who ransacks libraries to find out how to stop them, the laborer who watches a loved one wither of untreatable cancer, and who starts asking around about "impossible" cures...all these people are geniuses for whom the Breakthrough comes first and mundane knowledge comes later.

One genius in three has a PhD or equivalent. (Two geniuses in three will claim to have a PhD or equivalent, or will put "Doctor," "Doc," or "Professor" in their names and not feel guilty about it.) This means that the Inspired population is an educated one. However, not every genius comes to her new life in the "traditional" manner of being a scientist and then going mad. Many, perhaps most, are hobbyists and come to Inspiration through those hobbies: amateur astronomers who see something they can't explain and are consumed with obsession, computer geeks whose machines start doing things that don't make sense, or graphic artists who stumble upon a color palette that produces impossible effects.

Many Inspired do not know what they are. It is estimated that between 30% and 50% of all geniuses have no idea that they are geniuses. Though many of these are noticed and introduced to the Peerage or Lemuria within a few years of their Breakthrough, some might go their whole lives entirely unaware of the larger communities in their midst. These are called lonesomes, and a genius is likely to encounter a few during her career. Most work alone; a few form isolated groups disconnected from the Peerage or Lemuria. Lonesomes are becoming increasingly rare in an increasingly connected world.

Of those geniuses who have connected with their colleagues, 45% belong to Lemuria, though that number is dropping, as Lemuria today sees few replacements. 35% are peers and belong to one of the foundations (or are rogues belonging to a collaborative made up of peers). The rest are rogues or belong to an unaffiliated program, either operating independently or in groups that have no connection to or interest in the politics of Lemuria or the Peerage.

There are a lot of Inspired, a fact that startled the Peerage when it was first discovered. Estimates are as high as one person in five thousand being a genius, though many are lonesomes with no idea of what they are. More conservative estimates make Inspired rarer, but there are still a good number of them in any major metropolitan area.

According to the available demographics, the Inspired are 56% male, 40% female, and 4% not answering to either gender identity, with those numbers equalizing slowly but steadily; male-female parity should occur around 2030 according to projections. This is an astonishing change from a 1913 questionnaire that indicated 71% of the Inspired population was male. This disparity is usually explained by the larger numbers of men in the technical sciences and other traditional sources of new geniuses. Among the different foundations, the Navigators are the most male-dominated (at 62%), while Directors, who draw more often from the humanities or "soft" sciences like sociology and psychology, have slightly more women (58%).

"Kid geniuses" aren't as common as many people think. (Though they are often as annoying as people think.) Minors make up 14% of the Inspired population, with one genius in 50 being under the age of 13. These "Wesleys" show a slight proclivity for computer science, with dimensional research also being popular.

Geniuses skew toward higher income levels, with few poor people or people in the Third World capable of affording the equipment and education level necessary even to begin the process of a Breakthrough. There are exceptions, however, to this grim economic determinism: sometimes people in desperate straits manage incredible Breakthroughs and escape their former lives in a burst of Inspiration.

Other than a touch of madness and a burning desire to create, though, geniuses today have less and less in common with one-another. They are no longer drawn from the traditional demographics of educated upper-class white males that dominated the Peerage in the 19th century. Even the traditional spawning grounds of the physical and computer sciences are growing proportionately thin. Breakthroughs now come from almost anywhere, and with the world more connected than it ever has been, a loose international community has formed among the Peerage, joining together people from all over the world and from entirely different walks of life.

Obligation

From Up Here They Look Like Ants

A genius' Breakthrough, once she has mastered his first Axioms and created her first wonders, is often accompanied by a godlike feeling of invincibility and of escape from the fetters of the mundane world. But a genius cannot escape humanity, at least while keeping his humanity intact.

Instead, a genius is bound to humanity by ties of Obligation. The genius can never again be part of everyday humanity, or return to his old life. He can never again walk among his former peers as equals, at least not without danger to himself and to them. But the genius cannot simply be a watcher. Instead he must become a monitor, a guardian of his world from both his own wonders and horrors and those unleashed by others. Often dispassionate, but never disinterested, the genius becomes a protector of common humanity.

That's the ideal, and few Inspired live up to it. Even peers are willing to use mortals as subjects, servants, and pawns, while Lemuria sees itself as their natural rulers. Those Paragons who retain their sense of Obligation are rare, especially as the pressure of finding test subjects, grant money, and a place to work grows more fierce as a genius grows in ability and Inspiration. Powerful geniuses often see themselves more as conduits for the raw stuff of Inspiration than as people who happen to be Inspired, and behave accordingly. Those acts that violate a genius' sense of Obligation are called transgressions. Too many, too often, with too little regard for their consequences, can drive a genius into true madness.

Types of Insanity

I'm Not Mad!

"Involvement with Bizarro transcends words producible by mere tongue, teeth and lips. If my lumbar ganglia could talk, maybe you'd have your answer, Barry. As for my 'position,' well, I'm not sure if such simplistic polarities as hither and yon obtain in our peculiar quadrant of hypospace. But the address of my bungalow is somewhere on the opposite side of Bizarroville from Speculative Boulevard, and diametrically across from Irreal Avenue. Sometimes late at night they sneak across the tracks, infiltrate my neighborhood, and make unusual mouth noises outside my window. It's taxing emotionally."

-Tom Bradley

A genius should get used to being called mad. Most that don't crack in their first few months learn to take it in stride, for unlike regular researchers, many mad scientists know exactly how insane they are. But a genius can slip and fall to true madness. These become the unmada. Too much Maniacal activity, too fast, can result in the genius cracking as Inspiration overrides parts of her thinking mind. When this happens, the genius becomes an unmada: the raw energy of Mania echoes her own thoughts, confirming her prejudices and beliefs. Those beliefs then reinforce her Inspiration, which produces more bent Mania, producing a hall-of-mirrors or echo-chamber effect where the genius' own subconscious continually validates her opinions while wiping away contradictory data. Some geniuses escape this fate; others revel in it.

The term "maniac" (as a slang term for the unmada) is thrown around rather casually in mad society, but it has a very specific meaning for the Peerage, and there are three sorts of unmada that generally concern the Inspired.

The first are the independent unmada, sometimes called echo doctors. Most are lonesomes or isolated rogues, vulnerable to the phantasms generated by their own Mania because they lack a model to explain their wonders. Others belong to the Peerage and are tolerated despite their eccentricities. These lone madmen are often pitied by the Peerage, and attempts are made to reach and rehabilitate them.

The most common unmada are the Lemurians, who insist that they are quite sane, thank you. But Lemuria is based on the idea that a genius' own Inspiration provides a totally accurate view of the world―that everyone else is peering through their scanners darkly, not the genius. Lemurians rationalize the obvious contradictions in different members' interpretations of the world by invoking the Archweltanschaaung of Lemuria, which states that each Lemurian's worldview really is true, but that a "higher" truth maintains them all...or perhaps will maintain them all at some future point, when the Lemurians' work is completed. The details of the Archweltanschaaung are unclear to all but devoted students of Lemurian epistemology.

Many Lemurians spend their lives, like Aquinas reconciling Aristotle and the Church, finding "occult" compatibilities among different Lemurian philosophies. The Lemurians, in the end, are thoroughly cracked, but they have created a system that allows them to function, for all their cruelty and madness. Most geniuses who become Lemurians join them―or more accurately, are recruited by them―within the first few months after their Breakthroughs, Some seek them out so that their broken visions might receive validation; others are granted the "truth" by a Lemurian who discovers a lonesome teetering on the edge of dangerous madness. There is the occasional trickle between the Peerage and Lemuria, but this is negligible: most Inspired remain on one side of the fence or another for life.

The Illuminated are not fooled by Mania: they are Mania. The Illuminated have been consumed by their own Inspiration. That alien light burns away their personalities, leaving nothing but a swirling vortex of Mania and alien logic. It's estimated that about 20% of all fall to Illumination eventually: 10% more or less immediately and 10% over the course of their lives. Most of the latter are Lemurians, but no one is entirely safe. An Illuminated becomes "genius," rather than remaining an individual genius. As a mad scientist succumbs to Illumination, raw Inspiration swallows up the genius' personality. He becomes something amazing and terrible, entirely devoid of human feelings or thoughts, a mere conduit for the deranged energy of genius as it floods into the world. The Illuminated are dangerous and magnificent, transcendental mathematical intellects wrapped in the guise of mortal flesh, their actions unpredictable and dangerous. Whatever motivates the Illuminated, they are often as beautiful as they are cruel, capable of composing grand and monstrous projects, as Maniacal light from another world spills from their eyes.

The Consensus

I Still Remember The Scorn of My Peers

Two geniuses in every three come from some kind of "scientific" background, and one of the first things they learn is that, after their Breakthrough, they can never return to their former lives. Their mere existence disrupts research, clouds statistics, and makes a mockery of the scientific method. A genius is not a scientist; a genius is a wonder-worker whose miracles are technological in nature. Because of this, the life of a genius is a lonely one. Other Inspired can be allies, but are more often competitors for the same meager resources. Mortals can turn a wonder into a pile of scrap with a moment's handling, and the insightful nature of those mortals geniuses most want to associate with―fellow scientists and thinkers―merely hastens the process of disintegration. Those mortals who have embraced the genius' worldview, her beholden, embrace it with such feverish devotion and faith that, whatever their other merits, they are no more than echo chambers for the genius' thoughts.

So the Inspired walk a lonely road, isolated from their assistants, often conspiring against their fellows, and risking ridicule from the general public, unable to return to their own lives; sustained, it seems, by the burning light of Inspiration alone.

Collaboratives

I'll Trade You "Buy Groceries" for "Clean The Zombie Trap"

About half of all members of the Peerage are independent, working on their own or perhaps with a few beholden. They are not necessarily hermits, but they lack the ability or interest to cooperate with other geniuses. Some are engaged in work that is too esoteric or dangerous for anyone else, while others are just not very sociable. Their connections to their foundation is through correspondence and the transfer of money, research data, and resources.

Other geniuses band together in groups of three to ten, pooling their resources in a collaborative. This grants them a measure of protection against both the dangers of their chosen careers (orphan wonders, pissed off Lemurians, the Illuminated, furious mobs) and from the moral, psychological, and economic dangers of being a lone researcher. Funding for non-mad science is cutthroat enough, but trying to scrounge up money for wonders is a tangled mess, as Inspired draw on their trust funds, struggle to find regular jobs to pay for laboratory space, and plead for grant money from the foundations and fellowships that hold the purse strings of the Peerage. It's vicious business, and a collaborative allows its members to trust at least a few of their fellows.

Collaboratives are usually metropolitan in extent, though modern technology and super-science has resulted in the appearance of entirely digital collaboratives. Feuds between collaboratives are considered poor form in the Peerage, but they can get vicious, especially if two collaboratives lay claim to the same mundane source of funding and neither will back down.

No One Is In Charge

Much of Earth's scientific history is due to subtle manipulation by Lemuria. It is unclear how much control this group had, and it has become increasingly obvious that Lemuria had far less influence on the development of the mortal world than they often boast. But what is clear is that for centuries―millennia, perhaps―they kept a rein on the progress of science, mad and otherwise. Their program for the development of humanity, the Race History, stamped out innovation and development wherever it appeared, replacing it with developments spoon-fed to humanity by the Lemurians. Free geniuses were converted or killed.

This system never worked perfectly, and by the 17th century it had begun to unravel. Lemuria took centuries to die, and it fought for every second of life, crushing intellectual revolutions that threatened to destroy its hegemony. But new ideas swept across the world, and the Lemurians could not hold them back. Their techniques grew more severe and unyielding, their philosophy more intransigent, and when they moved to "set back the clock" in a series of wars that would have left humanity a burned-out shell, the free Inspired were moved to action: they confronted the Lemurians in open battle, chased down and killed the Secret Masters that controlled them, and ruined the careful planning behind the Race History. By the middle of the 20th century, humanity was free...and no one was in charge.

No one is in charge now, either. That, say many Inspired, is why we didn't get the future with the flying cars and the "televisors" and the moon bases: those things were in the works, all set for the Lemurians to hand them down to us like manna from heaven, and we were supposed to accept them and let our betters maintain them while we lived our happy, comfortable lives. But Lemuria got its ass kicked, and has your life ever been comfortable? It hasn't, say many in the Peerage, because humanity is off the rails, free from control or intellectual extortion.

So no one is in charge of humanity, mundane or Inspired. We've been forging our own path for fifty years―or 500 years, depending on how you count it. It's been a terrible mess, but it's been our mess. There are no Secret Masters, no answers hidden by centuries-old secret societies―well, not anymore―no Golden Age in the past, no Utopia in the future, no free rides, no easy answers, and no one at the wheel. It's just humanity, some of whom can create fifty-foot-tall robots, trying to get by.

And No One Has Any Money, Either

But Lemuria didn't just curl up like an entomologist and die. One of the bitterest truths of mad science is that Inspiration doesn't pay the bills, and even as the nastiest parts of Lemuria―the eugenic breeding programs and the deranged race theories and the monstrous power games―were being put to the sword, the Peerage realized that Lemuria offered an invaluable service: it provided a screen for mad scientists. The Lemurians had entire networks and cartels dedicated to keeping geniuses safe and supplied.

Even after the destruction of Lemuria, these organizations remained, and the Peerage lacked the personnel and expertise to replace them with its own people. So the Lemurians persisted as administrators and support specialists for those rickety networks.

Picture the Registry of Motor Vehicles. Not the real one; picture it like something out of a caricature of a Libertarian's most fevered nightmares. Now add Stalinist-level paranoia, the bitterness of a lost war, and staff it by people who believe―literally believe―that the Earth is flat, or something equally bizarre. And many of them can whip up a pack of flying monkeys to tear out your eyes inside fifteen minutes. That's Lemuria today. And they hold the purse.

Want to hold down a job better than "sales rat at the electronic store"? Do you want to teach? Do you want grant money? What about―Fermat help you―tenure? Then you need to talk to Lemuria. Foundations and collaboratives can help a little, but when things go wrong and a genius' need is dire, for the "I need five kilos of selenium right now" and for "I need an advance or they'll cut my power and spoil the cryonics," there's Lemuria. It's a rotting hulk riddled with bitter failures dreaming of past glory, but its supply catalog is second-to-none.

And it's not easy to escape Lemuria. A few geniuses make do in their parents' basements, cobbling together whatever they can from stolen components. A few have trust funds or other forms of wealth that might last for a time. The lucky ones can manage a steady supply of resources, such as tenure or a lucrative government job, but even then, one slip and the genius is revealed as a lunatic, a crank with crazy ideas whose inventions break down every time they're tested. Lemuria is always waiting.

The Monorail of Broken Dreams

Mania is the energy of Inspiration; if Inspiration is the generator, Mania is the electricity. But Mania is a strange phenomenon. It is not generated by geniuses alone. Instead, all kinds of mortal thought can generate low amounts of Mania, with scientific or mathematical thought generating more, and the sort of thought one might call "revolutionary" (politically, scientifically, ethically, it doesn't matter) generating the most.

Mania windfalls occur during times of revolutionary scientific development, especially when an old idea is rejected and supplanted by a new one. These "Maniac Storms" have two effects. First, they birth new geniuses, as regular scientists (or just normal people with a touch too much curiosity) grow obsessed with the new revelations about the world. Second, they generate manes, which are places, things, and even creatures birthed from pure Mania.

When dreams, plans, and revolutions appear, or when they break down in neglect and failure, Maniac Storms sweep across the world. The twentieth century was practically one big Maniac Storm, and no one knows if it's over. (Brief periods of peace, such as immediately after World War Two and the Vietnam War, were shattered by events as momentous as Sputnik and the computer revolution.) These storms leave the world littered with bardos, false realms brought into existence by their own disproof. Bardos and the manes within them feed on Mania, and even the most hopeful, Utopian bardo either decays into nothingness or finds some way, however brutal, to steal Mania from the real world.

Genius in History and Legend

"3. And Jesus made of that clay twelve sparrows, and it was the Sabbath. And a child ran and told Joseph, saying: Behold, thy child is playing about the stream, and of the clay he has made sparrows, which is not lawful. And when he heard this, he went, and said to the child: Why dost thou do this, profaning the Sabbath? But Jesus gave him no answer, but looked upon the sparrows, and said: Go away, fly, and live, and remember me."

-The Infancy Gospel of Thomas, Roberts-Donaldson Translation (Second Greek Form)

The history of Inspiration is shrouded in myths, tall tales, and botched attempts at time travel. What is clear is that there have been geniuses for nearly as long as there has been civilization. The oldest orphans―wonders whose creators have disappeared or died―were found in Irem in the 1980s and dated to around 2500 BCE, and rumors of even older Egyptian orphans and ones of unknown origin are common. Wonders have been found from ancient Egypt and China, Babylon, Mesoamerica, and the Indian subcontinent. The remnants, no longer functional, of Greek, Roman, Persian, and Medieval Muslim wonders are common collector's items among the Inspired, and many orphans from the Renaissance and early industrial period are still in working order, and treated as status symbols by powerful geniuses.

It is also clear that very few of history's great philosophers, savants, and scientists were geniuses. The Inspired are characterized by an inability to express their ideas in universal and comprehensible terms that shape the technological development of the world. Of history's great scientists and thinkers, only Leonardo da Vinci, Nikola Tesla, and Robert Hooke were certainly geniuses. (If reports are to be believed, da Vinci was a rogue who opposed Lemuria, Nikola Tesla was an Etherite, and Hooke belonged to the Invisible College.) Cases have been made for a number of other thinkers having been Inspired (or beholden), including Hero of Alexandria, Paracelsus, Gottfried Leibniz, Benjamin Franklin, Lady Ada Lovelace, Josef Mengele, Amelia Earheart, Philip K. Dick, and countless others, but evidence for these claims is spotty at best. No one involved in the Manhattan Project was a genius or a beholden, almost certainly: the Peerage and Lemuria both watched every scientist involved very closely for fear of what horrors contamination with Mania could cause. In general, history's greatest scientists, from Lavoisier to Darwin to Einstein to Turing, were defined by their ability to communicate universal concepts about the world in clear and unambiguous language to the majority of interested and educated human beings, a feat that very few geniuses are capable of replicating, and a task that would not interest most of them even if they could.

History before the Italian Renaissance―Inspired scholars favor the arbitrary date of 1452, the year of Leonardo da Vinci's birth―is largely obscured by Lemurian propaganda. Early history appears mostly to have been one of relentless Lemurian control, with independent geniuses being either entirely local or, if they made contact with their far-flung peers, suffering destruction at the hands of Lemuria. Tantalizing hints of exceptions to that rule, such as rumors of the Syntaxis League during Alexander the Great's Empire, and the Scholars of Contradiction who were said to have spread across and outside the Muslim world during the 8th century AD, remain elusive. Lemurian records during ancient Rome are extensive, but contradictory, with clear and believable accounts of everyday life mixed with impossible nonsense and murky parables. Many peers consider Rome the origin of Inspiration, but this is incorrect. If Inspiration has any single origin point, it is India; the traditions of genius likely spread from India westward shortly after the death of Alexander the Great. The East may have had a separate Inspired tradition originating in China, though many scholars cite ancient trade in secrets and technologies between Egypt and China as evidence of a fundamentally Mediterranean origin for all Inspiration.

Due to this murkiness, history (as opposed to legend) really starts with the Renaissance. The rapid spread of knowledge resulted in too many mortal mechanics, philosophers, and experimenters for Lemuria to monitor, and countless Breakthroughs. Improved roads led to better communication, and in no time, it seemed, there was a community of Inspired chattering eagerly with one-another, and not interested at all in Lemuria's promises or threats. A similar thing happened in China at nearly the same time. The Lemurians, fearing an ascendant and organized Inspired population in China, ruthlessly annihilated almost all traces of that society.

Their work was so thorough that by the mid 17th century, not even their name was known.

But Lemuria had neglected (comparatively backward) Europe, and geniuses had spread everywhere―and worse, mortal thinkers had gotten all sorts of ideas into their heads, something that had not happened as extensively in the East. Attempts at repairing the damage with promises or violence proved futile, and Lemuria was forced to activate the next phase of its Race History early.

The result was several centuries of failure for Lemuria, interspersed with spasms of genocidal violence: every time Lemuria focused its efforts on eradicating the Peerage, mortal thinkers made new discoveries; every time they tried to drive the clock back in the mortal world, free geniuses spread and prospered. The loose alliance of free Inspired continued to grow in power, despite constant pressure from Lemuria, until, in the 20th century, Lemuria began an open war that resulted in its near-total defeat.

The last half-century has been bewildering for geniuses, whatever their political allegiance: there used to be something to "push against," a plan that could be embraced or ignored or even harmed, but there isn't a plan now. The Peerage flailed about for a time, directionless. It took the development of the Internet to change that.

Estimates of the genius population before 1990 or so guessed that one person in a million was a genius, giving a total world genius population of a few thousand. That was wrong: once the Inspired got online, superior communication allowed for a revised estimate: there were, probably, at least a million geniuses out there, and many of them wanted to talk to one-another. The Internet was a revolution, and it continues to be so: there are now a million Inspired online (though many probably have no idea what they are), with estimates of the total genius population being anywhere from twice to ten times that. Since the arrival of the Internet, the life of a genius has changed considerably: the days of laboring in isolation are over, unless a genius chooses to live that way, and while funding and lab space are always at a premium, a genius now knows that a community of peers is no farther away than the nearest connection. How this will ultimately change Inspired society is still uncertain.

Fundamentals

Sometimes it seems like the modern world is all about brand identity. The ancient one was, too.

Even if it doesn't matter―especially if it doesn't matter―it's important for humans to have tribes, to divide themselves into us and them, and to maintain nested dolls of familiarity and distance. A genius might be walking around with an entire universe in his head, but he's still a human being and possesses the same needs and impulses as any other.

But the foundations―the divisions of the Inspired―do more than just give geniuses a team to root for. They provide a set of core assumptions that a genius needs to not go mad. Foundations provide axioms as well as Axioms, setting the genius on the path to understanding Inspiration, Mania, Obligation, and the wider world into which she has emerged. Further, each foundation offers a clear focus and identity. This is part of a deliberate effort by the Peerage to help a new genius quickly find a place and a purpose before she succumbs to one form of insanity or another.

The Artificers are the tinkerers, the kitbashers, and the compulsive builders and fiddlers. They focus on mad engineering. The least likely of the peers to possess a formal scientific education, Artificers are nonetheless gifted mechanics, architects, roboticists and (increasingly) computer hackers. Anything that can be torn apart and rebuilt delights the Artificers. An old but loosely-organized group, Artificers are united in seeing the creation of the new wonders as primary: theory and application are secondary concerns to the unfettered joy of creation.

The Directors see themselves as the peers' organizational head; the other foundations' opinion on this matter are mixed. Directors study mad psychology. Among their numbers can be found Utopian visionaries, malevolent hypnotists, techno-voyeurs, diabolical masterminds, benevolent despots, and powers behind many thrones. This foundation possesses a sinister air―other geniuses imagine smoke-filled back rooms and secret meetings―but newer Directors are more interested in managing research teams than ruling obscure foreign nations.

The Navigators are travelers, explorers, and adventurers, as willing to use wonders as to create them. They are students of mad physics, producing hideous energy weapons, vehicles of all sizes and purposes, and dimensional gates. Navigators might be soldiers of science, crime-fighting guardians, or twisted researchers who explore the far reaches of space and time. Their origin in the fires of the Last Invisible War gives them a militaristic cast that can trouble the other foundations.

The Progenitors are the youngest of the foundations, having recently undergone a bloody and horrific purge. Their focus is on mad biology: transplant surgeons, cloners, animal uplifters, toxicologists, and genetic researchers make up their ranks. The organization preceding them was annihilated after the rest of the Peerage discovered the extent of their corruption; the reformed group is intrigued by self-transformation and by becoming the philosophies they embody.

The Scholastics are philosophers and questioners, as interested in what Mania is than what it can produce. The oldest extant foundation, these proud descendants of Europe's Invisible College focus on mad philosophy, from cutting-edge mathematics and experimental philosophy to the darkest, most ancient secrets of long-dead occultists. Younger Scholastics view themselves as trickster-figures and take on the guise of Loki, Coyote, Prometheus, Lucifer, or other light-bringers, demiurges, or riddlers. Older Scholastics find the younger generation's penchant for riddles and games insufferable, twee, or even blasphemous.

The organization for each foundation is loose and non-hierarchical, which was the intent of the original organizers of the Peerage: they wanted to escape the cliquishness and power-jockeying found in the Inspired salons of Europe and replace them with egalitarian orders that anyone could join.

Instead of ranks and hierarchies, each foundation instead offers an organon: a book (or, nowadays, a series of downloadable files) that contains useful information about the foundation. This is enough for a new genius to master his first Axioms. It also provides valuable information about regular science and technology, and―most importantly―how to convert that information to the development of wonders. The foundations are intended to give the genius a loose sense of belonging and gives him a go-to point for questions, while not stifling him with protocol and an oppressive sense of membership and obligation.

Despite this loose organization, each foundation is riddled with internal divisions between young and old, tradition and revolution. Even mad scientists have their traditions and their customs, passed down from the earliest days of the Peerage, and as the generation that cast down Lemuria gives way to a new, mercurial group, raised in a technological landscape that 20th century peers could only imagine, the tranquil edifice of the Peerage is starting to crack. Lemuria's baramins are structured differently, with a stricter hierarchy and more ideological trappings. Their groupings―Atomist, Etherites, Mechanists, Oracles, and Phenomenologists―are based on when and where the genius thinks mortal society went wrong. They offer no organon, but rather direct tutoring in the philosophies and doctrines of the baramin.

"The Word EARTH indicates One, Entity or Singularity, but Earth is not an Entity, for the Half of Earth seen from Space cannot exist without the Opposite Half NOT SEEN - existing only as opposites with a plus & minus zero existence. As an Entity, the Opposites will cancel each other out to nothing. Teaching that Earth is an Entity equates to a Doomsday induced by Educaters upon Humanity. Earth is not a Singularity, it is composed of Opposites."

-Navigator Organon: "Introduction to Skafoi" (aka "Time Cube Volume 1 of 36")

Chapter Two: Character Creation

Chapter Three: Systems and Foundations

Chapter Four: Special Rules and Systems

Chapter Five: Storytelling and Antagonists

Appendix One: Samples Wonders

Appendix Two: The Fellowships

Appendix Three: The Seattle of Tomorrow

Epilogue: The Answer to Everything