Genius The Transgression

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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:[1]

Genius: The Transgression

Table of Contents

Introduction

Prologue: Behold, The Secrets of Immortality!

Chapter One: The Cosmos

Chapter Two: Character Creation

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