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''"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:[https://sites.google.com/site/moochava/genius]
 
 
= Genius: The Transgression =
 
 
= Table of Contents =
 
 
==[[Genius_The_Transgression/Introduction|Introduction]]==
 
 
== Prologue: Behold, The Secrets of Immortality! ==
 
 
 
== [[Genius_The_Transgression/Chapter_One:_The Cosmos|Chapter One: The Cosmos]] ==
 
 
== [[Genius_The_Transgression/Chapter_Two:_Character_Creation|Chapter Two: Character Creation]]==
 
 
== [[Genius_The_Transgression/Chapter_Three:Systems_and_Foundations|Chapter Three: Systems and Foundations]] ==
 
 
 
== Chapter Four: Special Rules and Systems ==
 
 
 
== Chapter Five: Storytelling and Antagonists ==
 
 
 
== Appendix One: Samples Wonders ==
 
T’sais said doubtfully: “Yet I have heard Earth is a place of beauty,
 
and I would know beauty, even though I die.”
 
“How will you know beauty when you see it?”
 
“All human beings know beauty... Am I not human?”
 
“Of course.”
 
-The Dying Earth
 
, Jack Vance
 
Though powerful geniuses often build unique, baffling, one-of-a-kind wonders, other common devices recur
 
again and again, either because a genius copies a useful design, or because certain ideas just make sense:
 
flying machines, "ray" weaponry, healing devices, and long-range communicators have been popular with the
 
Inspired for thousands of years, and versions of these wonders have been found that date back to the dawn of
 
civilization.
 
The sample wonders below are just that: samples. It is possible to build more or less powerful versions of
 
these devices, and many geniuses do, gradually upgrading existing wonders as they grow in Inspiration and
 
technical proficiency.
 
All wonders assume an Inspiration equal to the wonder's rank, unless listed otherwise. Wonders of Automata
 
also assume that the genius doing the building possesses or has access to the requisite Skills that the wonder
 
knows.
 
Agonizer
 
:
 
Construction: Lower of Crafts and Science
 
Requires: Katastrofi
 
 
Bound Mania: 1
 
Size: 1 (minimum Strength 1)
 
Damage: 5 Bashing (microwave heat)
 
Range: Melee
 
Roll: Strength + Weaponry +5
 
Initial Cost: 1 Mania to turn on
 
Variables: Melee Weapon, Only Against Organics
 
This sadistic weapon causes tremendous agony while barely leaving any sign of its use. Some geniuses use it as
 
a humane alternative to disintegrating their enemies, though it is most commonly found in the hands of
 
sadistic mad scientists, who use it to keep their beholden and servitors in line.
 
All-Purpose Genetic Recombinizer
 
:
 
Construction: Medicine
 
Requires: Exelixi
 
●●●
 
Bound Mania: 3
 
Size: 2 (stored in a rucksack)
 
Cost per Use: 1 point of Mania per dot added, up to 3
 
Range: Touch
 
Roll: Intelligence + Medicine
 
Variables: Flexible Organic Upgrade
 
This scary-looking device can be injected into the neck of any poor fool who looks eager for a genetic
 
scrambling. A successful Intelligence + Medicine roll grants up to a +3 bonus to any Physical attributes, a three-
 
397
 
dot Merit, or any combination of Merits and Attribute boosts that total three dots. Attributes or Merits cannot
 
be made higher than the genius' maximum, based on Inspiration.
 
Antiphantom Field
 
:
 
Construction: Lower of Occult and Science
 
Requires: Prostasia
 
●●
 
Bound Mania: 2
 
Size: 6 (resembles a huge lantern)
 
Armor: 8 vs. ghosts
 
Initial Cost: 4 Mania per scene to activate
 
Variables: Barrier (ghosts roll Power vs. 9 dice to push through at 5' diameter, vs. 8 dice at 10' diameter, vs. 7
 
dice at 20' diameter, etc.), Charge-up Time (3 turns), Expandable, Increased Mania Cost (+2), Limited
 
Protection (ghosts), Shielding Device
 
A regular mainstay among Karnackis
 
 
Inspired ghost-hunters
 
 
the antiphantom field is a bulky device that
 
usually requires two people to carry into place. However, once activated it creates a powerful hedge to ghostly
 
intrusion. A typical ghost will batter its corpus into a puddle flinging itself at the barrier, allowing the people
 
within to perform experiments or engage in techno-exorcism.
 
Automatic Overdrive
 
:
 
Construction: Crafts
 
Requires: Exelixi
 
●●
 
(Skafoi
 
●●
 
)
 
Bound Mania: 2
 
Size: 2 (tool box)
 
Cost per Use: 2 Mania
 
Range: Touch
 
Roll: Intelligence + Crafts +1
 
Variables: Focused Mechanical Upgrade (Speed only)
 
This wonder can be applied to any kind of vehicle. A successful roll increases the vehicle's Safe Speed (and
 
linked stats, including Maximum Speed and Acceleration) by 40% for the duration of a scene.
 
Burst Boots
 
:
 
Construction: Crafts
 
Requires: Skafoi
 
●●
 
Bound Mania: 2
 
Size: 2 (boots)
 
Initial Cost: 2 Mania
 
Cost per Use: 2 Mania per six hours of travel
 
Safe Speed: 16 mph
 
Maximum Speed: 24 mph
 
Acceleration: 8 mph/turn
 
Handling: Dexterity + (lower of Athletics or Drive) +1
 
Variables: Handling +2/Speed -20%
 
These devices are smaller than a jet pack, allowing them to be stowed more easily, with only a slight loss in
 
speed and maneuverability. They can be used as normal (if bulky) boots, but when activated they can grant a
 
mad scientist the power of flight.
 
Cogitator Overmind
 
:
 
Construction: Lower of Academics and Computer
 
Requires: Automata
 
●●●●
 
Bound Mania: 4
 
398
 
Max Mania: 8
 
Size: 6 (fills a small room)
 
Health: 8
 
Speed: 0
 
Initiative: 5
 
Defense: 0 (would be 2, but it can't move)
 
Obligation: 7 (Paragon)
 
Variables: Cannot Move, No Manipulators
 
Automation Points: 24
 
Mental Attributes: Intelligence 5, Wits 3, Resolve 2
 
Physical Attributes: Strength 1, Dexterity 3, Stamina 2
 
Social Attributes: Presence 3, Manipulation 3, Composure 2
 
Mental Skills: Academics 4, Computer 4, Medicine 3, Science 4
 
Social Skills: Empathy 3, Persuasion 3
 
Merits: Eidetic Memory, Encyclopedic Knowledge
 
The cogitator overmind is an example of a highly intelligent and independent artificial intelligence, capable of
 
problem-solving and analysis. An automaton of this level of sophistication is often used to assist a genius with
 
his work, as its programmed knowledge often exceeds the genius' own merely-human memory. Upgrades to a
 
cogitator can feature an Apokalypsi system: while the current model possesses senses matching those of a
 
regular person's, an integral communicator would allow the wonder to connect to the Internet, massively
 
increasing its potential store of knowledge.
 
Corvid Transformation Chamber
 
:
 
Construction: Lower of Medicine and Science
 
Requires: Metaptropi
 
●●●●
 
(Exelixi
 
 
, Skafoi
 
●●
 
)
 
Bound Mania: 4
 
Size: 6 (phone booth-shaped)
 
Roll: Intelligence + Science +2
 
Range: None
 
Cost per Use: 1 (2 for Size 2, 2 for racial flying speed of 15, 1 for +1 Dexterity, -2 for "no fine manipulators," -1
 
for "only one manipulator"; everything halved for the wonder being a transformation booth)
 
Variable: Specific Transformation (turns flesh into a crow and back again, +2), Transformation Booth
 
This cramped chamber turns any living creature into a crow, or at least a creature that's similar enough to fool
 
casual inspection. This corvid can then be sent on espionage missions: since many cities and wooded areas are
 
full of crows, they are surreptitious almost everywhere.
 
Disguise Kit
 
:
 
Construction: Lower of Medicine and Science
 
Requires: Metaptropi
 
 
Bound Mania: 1
 
Size: 1 (small bag)
 
Roll: Intelligence + Science
 
Range: Touch
 
Cost per Use: 1 Mania per 5 points of Size or fraction thereof
 
Variables: Specific Transformation (disguise only)
 
This simple wonder allows a genius to disguise himself. It can also be used to add significant cosmetic
 
modifications for novelty's sake or to confuse enemies. If the genius is trying to resemble a specific person, a
 
success means the subject gains one automatic success on any disguise attempts for the duration of the scene.
 
399
 
Doom Cannon
 
:
 
Construction: Lowest of Computer, Crafts, and Science
 
Requires: Katastrofi
 
●●●●●
 
(Apokalypsi
 
 
)
 
Bound Mania: 5
 
Size: 30 (immobile)
 
Explosive Force: 6 Aggravated (8-again) (lightning/plasma)
 
Blast Area: 1,000 yards (¼ mile), Secondary Blast Area 2,000 yards (½ mile)
 
Range: Short range 500 miles, medium range 1,000 miles, long range anywhere on Earth
 
Roll: Intelligence + Firearms
 
Initial Cost: 4 Mania to charge up
 
Variables: Charge-up Time (20 minutes), Reduced Range (as heavy artillery), Explosive Weapon (free with
 
Katastrofi 5), Orbital Gun (+40 automatic damage to target, penalty to target anything below Size 30), Variable
 
Explosion
 
This weapon demonstrates the upper bounds of destructive power a genius can muster if sufficiently
 
motivated. This weapon takes some time to charge up, but its attack is devastating, able to wipe away most
 
enemies or level a building. Anything within a quarter-mile typically eats enough Aggravated damage to result
 
in immediate death. Used as an orbital gun, it can take shots at Navy destroyers or other large targets.
 
This weapon is the sort of silly thing that a mad scientist might use to threaten a whole city with destruction.
 
Building this sort of wonder usually draws furious vigilantes, determined strike squads, and pissed-off time-
 
travelers who don't want their favorite vacation spot disintegrated.
 
Presumably a bomb (a one-use wonder) could cause even more devastation, over an even wider area, drawing
 
even more ire from the Inspired community.
 
Earth-Mars Courier Craft
 
:
 
Construction: Lower of Crafts and Science. For the cannons: Lower of Crafts and Science. For the scanner:
 
Computer. For the communicator: Computer.
 
Requires: Skafoi
 
●●●
 
, Apokalypsi
 
●●
 
, Exelixi
 
 
, Katastrofi
 
●●●
 
, Prostasia
 
 
(Automata
 
●)
 
Bound Mania: 14
 
Size: 50
 
Durability: 5 (30 with shields up)
 
Structure: 55 (80 with shields up; after 30 points of "bonus" Structure damage, the shields drop)
 
Initial Cost: 3 Mania to activate
 
Cost per Use: 3 Mania per six hours of operation; after which 4 Mania per week of operation
 
Safe Speed: 18,000 mph
 
Maximum Speed: 27,000 mph
 
Acceleration: 9,000 mph/turn
 
Interplanetary Speed: 3 AU/week
 
Stall Speed: 120 mph
 
Handling: Dexterity + Drive +1
 
Variables: Handling -2/Speed +20%
 
 
Twin Integral Laser Cannons:
 
Katastrofi 3. Size 6 each. Damage 8 Lethal (9-again). Roll Intelligence +
 
Firearms + 7 (9-again). Range 3 miles/6 miles/12 miles. Costs 3 Mania each to activate. Artillery.
 
 
Integral Long-Range Scanners:
 
Apokalypsi 2. Size 6. Range 1,000 miles (1 million miles in space). Roll
 
Wits + Computer +3. Onboard Storage.
 
 
Integral Medium-Range Communicator:
 
Apokalypsi 1. Size 3. Range 1 mile (1,000 miles in space). Roll
 
Wits + Computer +1.
 
 
Integral Energy Shield: Prostasia 1. Size 5. Durability x6. Costs 1 Mania. Shielding device.
 
 
Integral Life Support: Exelixi 1. Size 6. 1 Mania sustains up to 10 people for one day.
 
This is a basic "merchant vessel" that might be used either by human geniuses or Martian Technikers in an
 
400
 
Earth-Mars run. It possesses enough firepower to scare off pirates or deal with ground-based enemies, but its
 
guns lack the firepower to punch through heavy armor plating. Scanners and communicators are only of
 
middling quality in order to make room for additional storage space.
 
Ectoplasmic Locater
 
:
 
Construction: Lower of Computer and Occult
 
Requires: Apokalypsi
 
●●●
 
(Automata
 
 
)
 
Bound Mania: 3
 
Size: 1 (blinking screen)
 
Range: 1 mile
 
Detects: Ghosts, spirits, and gateways to their realms
 
Roll: Wits + Computer +1
 
Cost: None
 
Variables: Narrow Focus (phantom phenomena), Onboard Storage
 
This is a fairly standard "Karnacki sweeper," built to detect various kinds of incorporeal alien interlopers:
 
ghosts, "spirits," spectral minds, and other ethereal phenomena. It possesses recording and playback
 
capabilities, a USB hub, and a tolerably user-friendly interface for analyzing data.
 
Electrochemical Zombie
 
:
 
Construction: Lower of Medicine and Occult
 
Requires: Automata
 
●●
 
Bound Mania: 2
 
Max Mania: 4
 
Size: 5
 
Health: 6
 
Speed: 7
 
Initiative: 1
 
Defense: 0
 
Physical Attributes: Strength 3, Dexterity 1, Stamina 1
 
A fairly typical "goon" automaton, these electrochemical zombies can serve as massed shock troops. Geniuses
 
who specialize in their production (or in the production of similar automata) often take the Assembly Line
 
Merit in order to build up slavering zombie hordes to hurl at their enemies.
 
Electroscanner Goggles
 
:
 
Construction: Computer
 
Requires: Apokalypsi
 
●●
 
Bound Mania: 2
 
Size: 1 (goggles)
 
Range: 10 feet
 
Roll: Wits + Computer -1
 
Cost: None
 
Variables: Goggles
 
These goggles provide a heads-up view of all sorts of strange phenomena that might interest a genius. Typical
 
models feature a simple set of button-controls on the side, allowing the genius to focus on and scan particular
 
targets. Due to their small Size, their range is limited. Many electroscanner goggles employ the "narrow focus"
 
variable to provide data on a specific type of phenomena.
 
Energy Sword
 
:
 
Construction: Lower of Crafts and Science for Katastrofi, Science for Prostasia
 
Requires: Katastrofi
 
●●●
 
, Prostasia
 
 
(Metaptropi
 
 
)
 
401
 
Bound Mania: 4
 
Size: 3 when deployed; 1 when not deployed (minimum Strength 3) (Prostasia is Size 0)
 
Damage: 5 Lethal (9-again) (fire)
 
Range: Melee
 
Roll: Strength + Weaponry + 5
 
Armor: Number of successes +3 on a Dexterity + Weaponry roll when taking an action to defend; otherwise no
 
Armor
 
Variables (Katastrofi): Collapsible, Melee Weapon (no Mania cost)
 
Variables (Prostasia): Integral, Shielding Device, Targeted Deflection
 
Initial Cost: 1 Mania to activate to bring to full Size. 1 Mania to activate for shielding.
 
This is actually two wonders in one. The first part contains a Katastrofi weapon that causes damage to anyone
 
struck with the glowing blade (Size 3, reduced to Size 1 when shrunk). The second part contains a "targeted
 
deflection" Prostasia shield that grants a protective bonus when used actively to defend the wielder (Size 0).
 
Functionally, the object is one unit: a small handle when shrunk, which springs into the form of a five-foot
 
blade of shimmering energy when activated. Activating the wonder is not too expensive, and it causes
 
impressive damage if the genius can get close, and a skilled user can switch between attack and defense as the
 
need arises. Upgrades to this weapon can cause Aggravated damage or add the "reflection" variable to its
 
shielding element.
 
Fear Wave
 
:
 
Construction: Academics
 
Requires: Epikrato
 
●●●
 
Bound Mania: 3
 
Size: 2 (handheld orb)
 
Range: 30 feet
 
Initial Cost: 3 Mania
 
Roll: Manipulation + Academics +1 vs. Composure + Metanormal Trait
 
Variables: One-Purpose Manipulator (fear only)
 
A successful attack with the fear wave subjects the victim to a bout of near-hysterical fear, almost certainly
 
causing him to flee a conflict. Geniuses use devices like this to clear out enemies that they don't necessarily
 
want to kill.
 
Feline Biomatrix Serum
 
:
 
Construction: Lower of Medicine and Science
 
Requires: Metaptropi
 
●●●●
 
(Apokalypsi
 
●,
 
Exelixi
 
 
, Katastrofi
 
 
)
 
Bound Mania: 4
 
Size: 1 (syringe)
 
Range: Touch
 
Roll: Intelligence + Medicine -2
 
Cost per Use: 5 (1 for +1 dot in Strength, 2 for +2 dots in Dexterity, 1 for two-dot Fast Reflexes Merit, 2 for
 
claws, 1 for night vision, reduced Mania -2)
 
Variables: Limited Uses (4), Reduced Mania Cost (-2)
 
This wonder transforms the subject into a cat-like beast, hulking but nimble, with long, curved claws (2 Lethal)
 
and glittering cat-like eyes. The result is enhanced Physical Attributes and the ability to tear apart enemies.
 
This sort of wonder is often used on a genius' beholden before a fight begins, granting them superior combat
 
abilities.
 
Hallucination Engine
 
:
 
Construction: Science
 
402
 
Requires: Metaptropi
 
●●
 
(Automata
 
●●
 
)
 
Bound Mania: 2
 
Size: 2 (stored in a small briefcase)
 
Range: 20 feet
 
Cost per Use: 1 Mania per 5 Size points
 
Roll: Wits + Expression vs. Wits + Composure
 
A genius can unload this wonder just about anywhere and cause havoc with the fully real three-dimensional
 
illusions it generates. An onboard computer brain allows this wonder to function somewhat independently
 
once activated, with convincing illusions that react to stimuli in a simple manner. The illusions cannot, for
 
example, engage in
 
ad hoc
 
conversation, but they respond to events around them in a manner that resembles
 
intelligence. If controlled actively, the hallucination engine can attack people, draining Willpower due to the
 
sheer terror generated by the illusions.
 
Instant Air Bubble
 
:
 
Construction: Science
 
Requires: Exelixi
 
 
, Prostasia
 
 
Bound Mania: 2
 
Size: 4 (2 for Exelixi, 2 for Prostasia)
 
Cost per Use: 3 for Prostasia shield. For life support, every point of Mania provides air for one person for one
 
day.
 
Variables of Prostasia: Expandable, Integral, Shielding Device
 
Armor: 4 for one person, 3 out to 5', 2 out to 10', 1 out to 20'
 
This cylinder provides a sphere of clean, fresh air in a 20' sphere around its location. Not built for combat, it is
 
instead deployed when mad scientists are underwater or in a hostile atmosphere and, for whatever reason,
 
cannot use environmental suits.
 
Internal Cellular Repair Gland
 
:
 
Construction: Medicine
 
Requires: Exelixi
 
 
Bound Mania: 1
 
Size: 0 (internal)
 
Cost per Use: 1 Mania per level of Lethal damage or two levels of Bashing damage healed
 
Range: Self
 
Roll: Dexterity + Medicine -1
 
Variables: Internalized, Self Only
 
This gland is positioned just below the heart and allows the genius to heal herself with a moment's
 
concentration and internal somatic manipulations. It can only affect the genius, allowing for a quick patch-up
 
in the midst of battle. The wonder heals heals one point of Lethal damage or two points of Bashing damage per
 
success on the Dexterity + Medicine roll.
 
A common modification removes the "Self Only" limitation, allowing the genius to secrete healing fluid from
 
the pores of his fingers. This change increases the check penalty to -2.
 
Invisibility Cape, Version 1
 
:
 
Construction: Academics
 
Requires: Epikrato
 
●●●
 
Bound Mania: 3
 
Size: 4 (cape)
 
Initial Cost: 3 Mania
 
Roll: Manipulation + Academics vs. Wits + Composure
 
403
 
Variables: Many Minds (40' diameter), No Range, One-Purpose Manipulator (Invisibility Only)
 
Anyone wearing this bulky cape triggers a powerful "you don't notice me" reaction in anyone within forty feet.
 
Though the effect is not perfect
 
 
unusually strong-willed people may still notice the wearer
 
 
it is usually
 
enough to get around regular guards, especially when coupled with a bit of regular Stealth.
 
Invisibility Cape, Version 2
 
:
 
Construction: Lowest of Crafts, Medicine, and Science
 
Requires: Metaptropi
 
●●●●●
 
Bound Mania: 5
 
Size: 4 (cape)
 
Cost per Use: 1 Mania/5 points of Size
 
Range: Touch
 
Roll: Intelligence + Science +3
 
Variables: Attached Transformation, Specific Transformation (invisibility only)
 
This device works on entirely different principles from the first version of the invisibility cape, and while it
 
requires considerably more talent to create, it is also much more effective, granting the wearer true
 
invisibility: the wearer cannot be detected by any sort of vision.
 
Kepler-class Aetheric Gunboat
 
:
 
Construction: Lower of Crafts and Science. For the cannons: Lower of Crafts and Science. For the scanner:
 
Computer. For the communicator: Computer.
 
Requires: Skafoi
 
●●●
 
, Apokalypsi
 
●●
 
, Exelixi
 
 
, Katastrofi
 
●●●●●
 
, Prostasia
 
●●●
 
Bound Mania: 20
 
Size: 20
 
Durability: 24
 
Structure: 44
 
Initial Cost: 3 Mania to activate
 
Cost Per Use: 3 Mania per six hours of operation, then 3 Mania per week of operation
 
Safe Speed: 25,000 mph
 
Maximum Speed: 37,500 mph
 
Acceleration: 12,500 mph
 
Interplanetary Speed: 5 AU/week
 
Handling: Dexterity + Drive +5
 
Variables: None
 
 
Integral Twin Devastator Cannons:
 
Katastrofi 5. Size 5 each. Damage 7 Aggravated (8-again). Roll
 
Intelligence + Firearms +7 (8-again). Range 5 mile/10 miles/20 miles. Costs 1 Mania to charge up.
 
Artillery, Railgun (+20 automatic successes, -1 per point of Size difference below 15.)
 
 
Integral Medium-Range Scanners:
 
Apokalypsi 2. Size 3. Range 1 mile (1,000 miles in space. Roll Wits +
 
Computer +1.
 
 
Integral Medium-Range Communicator:
 
Apokalypsi 1. Size 3. Range 1 mile (1,000 miles in space. Roll
 
Wits + Computer +1.
 
 
Integral Nullification Armor:
 
Prostasia 3. Size 2. Durability x6.
 
 
Integral Life Support: Exelixi 1. Size 2. 1 Mania sustains a person for one day.
 
This potent warship is designed to travel interstellar space and destroy enemy vessels, especially vulnerable
 
cargo ships. The craft's whole front end is covered in cannons designed to rip through an unprotected ship's
 
hull: non-Prostasia Durability provides no protection against the devastator cannons' Aggravated-damage
 
attacks. Aetheric gunboats usually feature a crew of three: a pilot, a gunner who handles the cannons, and an
 
engineer to make repairs and navigate.
 
404
 
Future Car
 
:
 
Construction: Crafts. For the Armor: Crafts. For the Commlink: Computer. For the Processor: Computer
 
Requires: Skafoi
 
 
(Metaptropi
 
 
),
 
Apokalypsi
 
 
, Automata
 
 
, Prostasia
 
 
Bound Mania: 4
 
Size: 10
 
Durability: 12
 
Structure: 19
 
Initial Cost: 1 Mania
 
Cost per Use: 1 Mania per six full hours of travel
 
Safe Speed: 75 mph
 
Maximum Speed: 113 mph
 
Acceleration: 38 mph
 
Handling: Dexterity + Drive +1
 
 
Integral Radio Comm:
 
Apokalypsi 1. Size 1 Range 1 mile. Roll Wits + Computer +1. Audio only.
 
 
Integral Prostasia Armor:
 
Prostasia 1. Size 1, Durability x4.
 
 
Integral Automata Processor:
 
Automata 1. Size 1. Cost 2 Mania/use. Max stored Mania 2. Rolls a
 
number of dice to drive equal to the genius' Drive Skill +1.
 
A useful wonder for a genius on the go, this car has a good supply of integral equipment, some protective
 
armor, and solid handling. It makes a good starter package for a new genius and can be upgraded with new
 
integral equipment or superior speed and handling. Most geniuses prefer to build these wonders at Inspiration
 
2 (at which point their performance is immediately superior to almost anything on the road), but the jalopy
 
above is a bare-minimum version.
 
The one dot in Automata allows the car to come when called vocally by the genius.
 
Knockout Gas Gun
 
:
 
Construction: Lower of Academics and Crafts
 
Requires:
 
Katastrofi
 
●●
 
Bound Mania: 2
 
Size: 2 (heavy pistol; minimum Strength 3)
 
Explosive Force: 2
 
Blast Area: 10 feet, Secondary Blast Area 20 feet
 
Range: 20/40/80
 
Roll: Dexterity + Firearms
 
Initial Cost: 2 Mania
 
Variables: Explosive Weapon (10' diameter), Continuing Damage, Increased Mania Cost (+1), Lingering Area
 
Damage (turns), Slow Reload (1 turn)
 
This bulky weapon fires gas pellets that can knock people out. The combination of continuing damage and
 
lingering area damage can bring down even tough foes in time.
 
Lightning Gun
 
:
 
Construction: Lower of Crafts and Science
 
Requires: Katastrofi
 
●●●
 
Bound Mania: 3
 
Size: 3 (rifle; minimum Strength 2)
 
Damage: 4 Lethal (9-again) (electricity)
 
Range: 300/600/900
 
Roll: Dexterity + Firearms +4
 
Variables: Variable Damage
 
Initial Cost: 3 Mania. Damage can be tuned down, overcharged, or can be converted to Bashing damage.
 
Initial Cost: 3
 
405
 
Cost per Use: If desired, additional Mania can be spent to increase damage: 1 Mania for 5 damage, 2 Mania for 6
 
damage, and 3 Mania for 7 damage, per shot.
 
A "lightning gun" is a type of ray gun that causes electrical damage to anyone targeted by it. This model
 
features a damage-variance switching, allowing the weapon to be "set to stun" and to be overclocked to cause
 
additional damage. This is a handheld model, about the Size (and usually the shape) of a bullpup rifle. Other
 
models might be pistol-Sized (Size 1, same damage but no variable damage possible) or backpack rigs (Size 4,
 
5 Lethal damage).
 
Love Potion
 
:
 
Construction: Academics
 
Requires: Epikrato
 
●●●
 
Bound Mania: 3
 
Size: 1 (small vial)
 
Range: Personal
 
Cost: 3 Mania
 
Roll: Manipulation + Academics +1 vs. Composure + Metanormal Advantage
 
Variables: In Pill Form, One-Purpose Manipulator (love only)
 
This handy if rather unethical device causes the subject to experience feelings of love toward the first person
 
he sees after drinking the concoction. The effect lasts for the duration of the scene, and can trigger anything
 
from an Obligation-8 to an Obligation-2 transgression, depending on what the genius and the victim do in that
 
time.
 
Mechanical Wings
 
:
 
Construction: Crafts
 
Requires: Skafoi
 
●●
 
Bound Mania: 2
 
Size: 5 (large folded wings)
 
Initial Cost: 2 Mania
 
Cost per Use: 2 Mania per six hours of travel
 
Safe Speed: 20 mph
 
Maximum Speed: 30 mph
 
Acceleration: 10 mph/turn
 
Variables: Hovering
 
Handling: Dexterity + (lower of Athletics and Drive)
 
These enormous wings stretch twenty feet across when fully unfurled. An ancient design, mechanical wings
 
are often made of brass, ivory, or bamboo, and sometimes feature real or synthetic feathers. The genius uses
 
his body to turn and maneuver.
 
Modifications to mechanical wings might make them entirely organic, requiring Medicine. Wings such as this
 
are often grafted to beholden.
 
Mole Machine
 
:
 
Construction: Crafts. For the bore: Lower of Crafts and Science. For the armor: Crafts. For the communicator:
 
Computer. For the life support: Medicine.
 
Requires: Skafoi
 
●●
 
, Apokalypsi
 
 
, Exelixi
 
 
, Katastrofi
 
●●●
 
, Prostasia
 
 
Bound Mania: 8
 
Size: 16
 
Durability: 16
 
Structure: 32
 
Initial Cost: 2 Mania
 
406
 
Cost per Use: 2 Mania per six hours of travel
 
Safe Speed: 15 yards per turn
 
Cruising Speed: 1500 (1,027 mph)
 
Handling: Dexterity + Drive + 3
 
 
Integral Earthshredder Bore:
 
Katastrofi 3. Size 4 (drill). Damage 6 Aggravated. Roll Dexterity +
 
Weaponry +6. Costs 3 Mania. Armor-Piercing 3. Melee. Railgun (+20 automatic successes, -1 per point
 
of Size difference below 15.)
 
 
Integral Armor Reinforcement:
 
Prostasia 1. Durability x4.
 
 
Integral Long-range Communicator:
 
Apokalypsi 1. Size 4. Range 1,000 miles. Charge-up time 3 turns.
 
 
Integral Life Support.
 
Exelixi 1. Size 1. One point of Mania sustains one person for 12 hours.
 
This is a fairly typical mole-machine with a useful set of equipment for exploring the Hollow Earth and places
 
beneath the soil. Mole machines like this have a somewhat shadowy reputation. This design, with few
 
variations, is used by Hollow Earth Nazis for conducting surface raids as well as certain Inspired bank robbers
 
for attacking banks and other institutions from below the ground.
 
Multi-Tool
 
:
 
Construction: Lower of Crafts or Science
 
Requires: Epikrato
 
 
, Exelixi
 
 
Bound Mania: 2
 
Size: 1 (Epikrato 0, Exelixi 1; a single tool resembling a large screwdriver)
 
Initial Cost: 1 (Epikrato)
 
Cost per Use: 1 Mania per 5 Structure points restored (Exelixi) or 1 Mania (Epikrato)
 
Range: 10 feet (Epikrato only)
 
Variables of Epikrato: Integral
 
Roll: +1 to any mundane repair check; or Dexterity + Crafts -2 for Exelixi repairs; or Intelligence + Science for
 
Epikrato
 
This wonder is actually two wonders (requiring two points of bound Mania) in one package: a basic repair tool
 
and a "mechanical manipulator" based on Epikrato. A handy all-purpose device popular among many geniuses,
 
the multi-tool allows for hasty repairs as well as short-range manipulation. (Note that the genius cannot
 
perform repairs at range with this device; the level of Epikrato is sufficient only for basic manipulation of an
 
object). The wonder's small Size means that it is not tremendously precise.
 
Night on the Town Serum
 
:
 
Construction: Medicine (Exelixi), lower of Medicine and Science (Metaptropi)
 
Requires: Exelixi
 
●●●
 
, Metaptropi
 
 
Bound Mania: 4
 
Size: 0 (Internalized)
 
Roll: Intelligence + Medicine for disguise; Merit boost is automatic
 
Cost per Use: 1 Mania per 5 points of Size for disguise, 2 Mania for Merit boost
 
Shared Variables: Internalized, Self Only
 
Metaptropi Variables: Specific Transformation
 
This internalized gland is a combination wonder allows a genius to change her appearance, generally making
 
herself more attractive and assertive in the process, to make her more appealing to potential mates. The genius
 
gains two dots in the Striking Looks Merit, but other than that can appear however she desires, gaining three
 
automatic Successes to any disguise check.
 
More advanced versions of this modification might add dots in Composure or Presence, or replace or
 
supplement Exelixi with Epikrato, allowing for direct control of a person's emotional state.
 
407
 
Petrification Beam
 
:
 
Construction: Lowest of Crafts, Medicine, and Science
 
Requires: Metaptropi
 
●●
 
(Katastrofi
 
 
)
 
Bound Mania: 2
 
Size: 2 (heavy pistol; minimum Strength 3)
 
Range: 20/40/80
 
Roll: Wits + Katastrofi +1, then Intelligence + Science +5 – target's Stamina + Metanormal Trait
 
Cost per Use: 1 Mania to activate for a scene, then 1 Mania per 5 points of Size or fraction thereof
 
Variables: Metaptropi Ray, Specific Transformation (flesh to stone)
 
This wonder is designed to turn an enemy to stone, petrifying the target. If at least one success is rolled, the
 
subject is turned to stone for the duration of the scene. An Exceptional Success can result in permanent
 
transformation.
 
Portable Flame Screen
 
:
 
Construction: Science
 
Requires: Prostasia
 
●●●
 
Bound Mania: 3
 
Size: 4 (backpack)
 
Armor: 12 Health Levels of ablative armor vs. fire over a five-foot diameter
 
Initial Cost: 1 Mania per Health Level of ablative armor activated or restored
 
Variables: Expandable, Limited Protection (fire), Shielding Device
 
A useful device for geniuses who expect to be on fire at some time in their careers (hint: that's likely), the flame
 
screen creates a variable-diameter buffer around the genius that hedges out heat and flames. While continual
 
exposure to fire will eventually chew through the ablative force field, a genius with a steady supply of Mania
 
can remain safe in all but the worst blazes for several turns. Once fed with Mania (every point of Mania adds
 
one Health level), the portable flame screen loses protective Health level at a rate of one per day.
 
Powered Battle-Suit with Integral Energy Cannon and HUD Visor
 
:
 
Construction: Crafts. For the cannon: Lower of Crafts and Science. For the visor: Computer.
 
Requires: Prostasia
 
●●
 
, Katastrofi
 
●●
 
, Apokalypsi
 
●●
 
Bound Mania: 6
 
Size: 5 (heavy suit of armor)
 
Armor: 5
 
Cost: None
 
Variable: Heavy Armor (-2 to Speed, -1 to Defense, minimum Strength 2)
 
 
Integral Energy Cannon:
 
Katastrofi 2. Size 1. Damage 5 Lethal (energy). Roll Dexterity + Firearms +5.
 
Range 20/40/80. 2 Mania to charge up.
 
 
Integral HUD Visor:
 
Apokalypsi 2. Size 1. Range 100 feet. Goggles. Roll Wits + Computer.
 
This is a fairly typical "starter" battle suit for geniuses who have learned the basics of the relevant Axioms. It
 
includes a wrist-mounted blaster and a helmet visor with benefits such as low-light vision. Its solid design also
 
provides enough armor to deflect small arms fire, though it requires some Strength to move around
 
comfortably.
 
Powered Battle Suit with Integral Exoskeletal Rig and Jet Pack
 
:
 
Construction: Crafts. For the cannon: Lower of Crafts and Science. For the visor: Computer. For the jet pack:
 
Crafts.
 
Requires: Prostasia
 
●●●●
 
, Katastrofi
 
●●●
 
, Apokalypsi
 
●●
 
, Exelixi
 
●●
 
, Skafoi
 
●●●
 
Bound Mania: 14
 
Size: 5 (heavy suit of armor)
 
Armor: 7
 
408
 
Variables: Heavy Armor (-2 to Speed, -1 to Defense, minimum Strength 4)
 
Cost: None
 
 
Integral Plasma Cannon:
 
Katastrofi 3. Size 1. Damage 4 Lethal (9-again). Roll Dexterity + Firearms +4.
 
Range 40/80/160. Autofire. Costs 3 Mania to charge up.
 
 
Integral HUD Visor:
 
Apokalypsi 2. Size 1. Range 100 feet. Roll Wits + Computer.
 
 
Integral Exoskeletal Reinforcement:
 
Exelixi 2. Grants +2 to Strength, +1 to Dexterity, and +1 to Stamina
 
(maximum score based on genius' Inspiration). 4 Mania/scene.
 
 
Integral Jet Pack:
 
Skafoi 3. Size 5. Safe Speed 2,000 mph, Maximum Speed 3,000 mph, Acceleration
 
1,000 mph/turn. Handling Dexterity + (lower of Athletics and Drive) +2. Hovering. 3 Mania to activate.
 
3 Mania/six hours of operation.
 
This kind of combat suit is the sort of thing that powerful Inspired with a lot of money and drive end up
 
producing after years of experimentation. Able to fly and equipped with an incinerating cannon that can
 
reduce enemies to slag, this suit is heavy enough that many people need to activate the integral Strength boost
 
in order to move around easily.
 
Rather Tedious But Polite Robot Butler
 
:
 
Construction: Lower of Computer and Crafts
 
Requires: Automata
 
●●●
 
Bound Mania: 3
 
Max Mania: 6
 
Size: 5
 
Health: 7
 
Speed: 7
 
Initiative: 5
 
Defense: 2
 
Automation Points: 9
 
Mental Attributes: Intelligence 1, Wits 2, Resolve 1
 
Physical Attributes: Strength 2, Dexterity 2, Stamina 2
 
Social Attributes: Presence 1, Manipulation 1, Composure 3
 
Physical Skills: Drive 3
 
Social Skills: Socialize 3
 
Some variation on this model is
 
de rigeur
 
for Inspired looking to entertain their fellows. Generally humanoid in
 
appearance, robot butlers can be used for social events when called upon or for manual tasks. They are fairly
 
clever, making them useful around the lab ("zombies" tend to make stupid mistakes that can prove fatal during
 
an experiment), and they can speak a few hundred words, allowing them to entertain guests and offer amusing
 
anecdotes during social calls. Robot butlers are not clever or innovative, but they have good memories and can
 
usually remember to deliver a message. More intelligent versions (Automata 4) are loaded up with superior
 
social Skills and proficiency with several million forms of communication.
 
Shrink Ray
 
:
 
Construction: Lowest of Crafts, Medicine, and Science
 
Requires: Metaptropi
 
●●●
 
(Katastrofi
 
 
)
 
Bound Mania: 3
 
Size: 1 (pistol; minimum Strength 1)
 
Range: 30/60/120
 
Cost per Use: 1 Mania to activate, then 1 Mania per 2 Size points shrunk (maximum 3 Size points shrunk)
 
Roll: Wits + Firearms, then Intelligence + Science +5 - Stamina + Metanormal Advantage
 
Variables: Metaptropi Ray, Specific Transformation (shrinking only)
 
This wonder, if it hits, can shrink a target to any degree desired. Shrink rays are more than just popular novelty
 
items: they can be used to eliminate a threat without having to kill anyone. Since it looks like a gun (with
 
409
 
Metaptropi, it can literally look exactly like a Colt .45 or something similar at no additional cost), just pointing
 
it at someone can stop a fight. It can also be turned on one's allies, shrinking them for use in espionage. The
 
shrink ray's effects normally last for one scene.
 
Storm Generator
 
:
 
Construction: Science
 
Requires: Epikrato
 
●●●●
 
Bound Mania: 4
 
Size: 6 (back of a Winnebago)
 
Range: 1 mile away from wonder per point of Mania
 
Roll: Intelligence + Science +4
 
Cost per Use: 1 Mania per step of wind or precipitation; 1 Mania per additional ¼-mile of diameter
 
Variables: Storm Machine (+2)
 
This destructive machine can spread chaos over a city, demonstrating a mad scientist's power. For that reason,
 
most wonders like this are closely watched by the Peerage, which does not smile upon Maniacal lightning
 
storms.
 
Subdermal Communicator
 
:
 
Construction: Lower of Computer and Medicine
 
Requires: Apokalypsi
 
 
Bound Mania: 1
 
Size: 0 (Internalized)
 
Range: 10 feet (cellular plan)
 
Roll: Intelligence + Computer -1
 
Cost: None
 
Variables: Internalized, One-Medium Communicator (audio only)
 
A useful wonder for the surreptitious genius, this hidden communicator is implanted surgically below the ear.
 
The communicator remains hidden even during active communications, allowing a genius to send messages
 
without being noticed. The tiny wonder usually employs a cell phone plan, since otherwise its range is very
 
poor.
 
Super-Grappler
 
:
 
Construction: Crafts
 
Requires: Skafoi
 
 
(Katastrofi
 
 
)
 
Bound Mania: 1
 
Size: 2 (handheld grapple-gun)
 
Initial Cost: 1 Mania to activate
 
Cost per Use: 1 Mania per 6 hours of use
 
Range: 20 feet horizontally and 10 feet vertically
 
Roll: Dexterity + Athletics
 
Variables: Bouncing, Clinging, Increased Bouncing Range
 
Whether it uses a diamondoid tip or sticky glue launched from a central reservoir, the super-grappler is
 
designed to move a genius around quickly, and is best used to make escapes or to suddenly change one's
 
elevation. Many geniuses build a matched pair, allowing them to brachiate around a vertical environment,
 
alternately shooting and sticking. (A clinging, hopping wonder cannot hop while clinging, meaning that using
 
just one results in a fall.) This wonder's range is increased by requiring a check to aim and fire the device.
 
Telekinetic Gauntlet
 
:
 
Construction: Science
 
Requires: Epikrato
 
●●
 
410
 
Bound Mania: 2
 
Size: 1 (fits over one hand)
 
Range: 20 feet
 
Initial Cost: 2 Mania
 
Roll: Normally. Can move Size 0 objects at 4 yards/turn, Size 1 objects at 2 yards/turn, and Size 2-3 objects at 1
 
yard/turn. In contested actions, Intelligence + Science + 1 vs. Strength + Dexterity.
 
Variables: Charge-up time (3 turns), Fragile
 
This mechanical glove fits over the user's hand and allows him to engage in almost any kind of telekinetic
 
manipulation. These basic versions are delicate and not particularly powerful, but they fit right over a single
 
hand.
 
Teleportation Gate
 
:
 
Construction: Science
 
Requires: Skafoi
 
●●●●
 
Bound Mania: 4
 
Size: 15 (fills up a room)
 
Cost per Roll: 1 Mania per 5 points of Size
 
Roll: Intelligence + Science +4; number of successes depends on distance unless teleporting to another
 
transporter
 
Variables: Transporter
 
Teleportation gates allow a genius to get around the world easily. Keeping one at home also allows for easy
 
escape when things go wrong.
 
Throne of the Dark Lord
 
:
 
Construction: Computer
 
Requires: Apokalypsi
 
●●●●●
 
Bound Mania: 5
 
Size: 12
 
Cost: None
 
Range: Anywhere on Earth
 
Roll: Wits + Computer +3
 
This enormous throne contains scanning equipment that can detect any conceivable sort of phenomena, at
 
instantaneous rates of speed, through any kind of material. It is used by masterminds and paranoids to keep an
 
eye on nearly anything that occurs.
 
UV "Sungun" Lamp
 
:
 
Construction: Lowest of Crafts, Occult, and Science
 
Requires: Katastrofi
 
●●
 
Bound Mania: 2
 
Size: 4 (backpack rig; minimum Strength 3)
 
Damage: 4 Lethal (sunlight; only damages vampires, so 4 Aggravated vs. vampires)
 
Blinding: 3 dice are rolled to blind enemies; roll vs. Stamina + Metanormal Advantage. This can affect mortals,
 
too, and is treated as a "Lethal" attack for determining healing time
 
Range: 20/40/60
 
Roll: Dexterity + Firearms +4
 
Initial Cost: 2 Mania
 
Variables: Reduced Range, Only Against Specific Material; in this case, the weapon will only damage vampires
 
and other creatures vulnerable to sunlight
 
Many geniuses extend their Obligation to humanity to protecting it from the predation of "aliens" and
 
411
 
"mutants." To deal with a hemophage infestation, geniuses break out a weapon like this. It resembles a two-
 
handed flashlight with twin batteries mounted on the shoulders, and though it's nearly harmless to humans
 
(though there is an off-chance of blinding or dazzling one), it is fatal to blood-suckers, able to turn them to
 
cinders after a few sweeps. These weapons are favored over flame-throwers, another popular way of removing
 
a hemophage nest, since they are less likely to damage the surrounding environment.
 
Handheld versions are also common. These are Size 1. They cause 2 damage, but still roll 3 dice to blind.
 
Vat-Grown Hunter
 
:
 
Construction: Medicine. For Claws: Medicine. For Wings: Medicine. For Armor: Medicine.
 
Automata
 
●●●
 
(Apokalypsi
 
 
), Katastrofi
 
●●
 
, Prostasia
 
 
, Skafoi
 
●●
 
Bound Mania: 8
 
Max Mania: 6
 
Size: 3
 
Health: 6
 
Speed: 8
 
Initiative: 3
 
Defense: 2
 
Armor: 4
 
Automation Points: 11
 
Variables: Biological, Decentralized Anatomy, Limited Battery Life (rest 16 hours/day), Low-Light Vision
 
Strength 3, Dexterity 2, Stamina 3
 
Intelligence 1, Wits 2, Resolve 1
 
Presence 1, Manipulation 1, Composure 1
 
Skills: Brawl 3, Athletics 3, Stealth 3
 
 
Integral Claws:
 
Katastrofi 2. Size 3 (two claws). Damage 7 Lethal (melee). Roll 13 dice. 2 Mania to
 
sprout claws.
 
 
Integral Membrane-Wings:
 
Skafoi 2. Size 3. Safe Speed 30 mph, Max Speed 45 mph, Acceleration 15
 
mph/turn. Handling +0. Roll 5 dice. Hovering. Reduced Mania Cost (-2; no Mania cost to operate).
 
 
Integral Scale Armor:
 
Prostasia 1. Armor 4.
 
This is the sort of monster that a genius might keep on a leash in case he makes enemies: it can be ordered to
 
seek out and kill enemies, and it does that very well, though it must rest frequently. These creatures are
 
normally built for function over form, and display a hideous combination of organic components from the
 
scattered corners of the animal world: fangs, claws, wings of different sorts of creatures, and a compact,
 
chitinous body that can deflect blows or absorb gunfire. Vat-grown hunters rarely speak, but they possess a
 
cruel, malevolent intelligence and are usually eager to do their master's bidding in exchange for Mania and
 
fresh meat. At this level of ability, they are best sent out in swarming packs; more powerful ones are effective
 
as solitary slayers.
 
Walking Eye
 
:
 
Construction: Lower of Computer and Crafts. For the Cannon: Lower of Crafts and Science. For the Scanner:
 
Computer. For the Armor: Crafts.
 
Requires: Automata
 
●●●
 
, Katastrofi
 
●●
 
, Prostasia
 
 
, Apokalypsi
 
●●
 
Bound Mania: 8
 
Max Mania: 6
 
Size: 5
 
Structure: 9
 
Speed: 9
 
Initiative: 5
 
Armor: 5
 
Defense: 2
 
Variables: No Fine Manipulators
 
412
 
Automation Points: 11
 
Physical Attributes: Strength 2, Dexterity 4, Stamina 4
 
Mental Attributes: Intelligence 1, Wits 2, Resolve 1
 
Social Attributes: Presence 1, Manipulation 1, Composure 1
 
Physical Skills: Firearms 3, Brawl 3
 
 
Integral Pulse Cannon:
 
Katastrofi 2. Size 3. Damage 6 Lethal. Roll 13 dice. Range 300/600/1200. Costs
 
2 Mania to charge up.
 
 
Integral Scanner Unit:
 
Apokalypsi 2. Size 1. Range 100 feet. Roll Wits + Computer.
 
 
Integral Deflector Shield:
 
Prostasia 1. Armor 5. Costs 1 Mania. Shielding Device.
 
A standard combat support unit capable of assault, reconnaissance, and patrol, the walking eye resembles a big
 
sphere on top of many spindly legs. It has excellent senses, though it is sometimes too stupid to make the most
 
use out of them, and the cannon stored just beneath its central eye is deadly accurate.
 
Wonder Forge
 
:
 
Construction: Lowest of Computer, Crafts, and Science
 
Requires: Automata
 
●●●●●
 
Size: 10
 
Cost per Use: 4 Mania per rank of the wonder at a rate of one Size point per hour (5 Mania/minute, 6
 
Mania/turn)
 
Variables: Dynamic Factory (anything)
 
This incredible device can create any wonder that can be built with only the Computer, Crafts, and Science
 
Skills. (The wonder forge is literally a forge; a "wonder-womb" might include Medicine or other Skills.) It
 
requires schematics to build from in order to create a wonder. The forge can build wonders of up to Size 10. It
 
requires appropriate raw materials, though these can be stored outside the wonder itself. The wonder forge
 
can also create all sorts of mundane items, though without Medicine, it cannot create living t
 
 
== Appendix Two: The Fellowships ==
 
 
 
== Appendix Three: The Seattle of Tomorrow ==
 
 
 
== Epilogue: The Answer to Everything ==
 

Latest revision as of 23:37, 31 March 2016