Editing Genius The Transgression/Chapter Four:Special Rules and Systems

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''"Don't mock me, my friend. It's a condition of mental divergence.''
 
''"Don't mock me, my friend. It's a condition of mental divergence.''
  
''I find myself on the planet Ogo, part of an intellectual elite, preparing to subjugate the barbarian hordes on Pluto. But even though this is a totally convincing reality for me in every way, nevertheless Ogo is actually a construct of my psyche. I am mentally divergent, in that I am escaping certain unnamed realities that plague my life here. When I stop going there, I will be well. Are you also divergent, friend?"''  
+
''I find myself on the planet Ogo, part of an intellectual elite, preparing to subjugate the barbarian hordes on Pluto. But even though this is a totally convincing reality for me in every way, nevertheless Ogo is actually a construct of my psyche. I am mentally divergent, in that I am escaping certain unnamed realities that plague
 +
my life here. When I stop going there, I will be well. Are you also divergent, friend?"''  
  
''--L.J. Washington,'' 12 Monkeys
+
''--L.J. Washington, 12 Monkeys''
  
  
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* Third, a genius may die. The Inspired are not immortal (well, not normally), and even those in selfregenerating god-bodies made of solid iridium can be laid low by a well-placed death ray. When a genius dies, every one of his wonders rolls its rank. Those that roll at least one success become orphans. Those that fail are destroyed. Killing a genius can trigger a catastrophe of exploding and suddenly liberated wonders.
 
* Third, a genius may die. The Inspired are not immortal (well, not normally), and even those in selfregenerating god-bodies made of solid iridium can be laid low by a well-placed death ray. When a genius dies, every one of his wonders rolls its rank. Those that roll at least one success become orphans. Those that fail are destroyed. Killing a genius can trigger a catastrophe of exploding and suddenly liberated wonders.
  
* Fourth, many manes function like wonders of mad science. Inside their bardo, they are stable, but if withdrawn from their native home―if they survive―they become orphan wonders until returned. Animate manes that leave their bardos automatically become orphans, but they do not [[Genius_The_Transgression/Chapter_Four:Special_Rules_and_Systems#Orphan_Mutations:|mutate]] (see below). Inanimate manes removed from their environment roll their rank. Those without a rank (regular or slightly peculiar objects that happen to be manes) roll a chance die. Those that succeed become orphans. Those that fail are destroyed.
+
* Fourth, many manes function like wonders of mad science. Inside their bardo, they are stable, but if withdrawn from their native home―if they survive―they become orphan wonders until returned. Animate manes that leave their bardos automatically become orphans, but they do not mutate (see below). Inanimate manes removed from their environment roll their rank. Those without a rank (regular or slightly peculiar objects that happen to be manes) roll a chance die. Those that succeed become orphans. Those that fail are destroyed.
  
 
* Fifth and finally, an automaton may spontaneously become an orphan if severely threatened or abused, or threatened with destruction, if sufficiently intelligent and willful. This is rare, but has been known to occur.
 
* Fifth and finally, an automaton may spontaneously become an orphan if severely threatened or abused, or threatened with destruction, if sufficiently intelligent and willful. This is rare, but has been known to occur.
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=== Orphan Sustenance: ===
 
=== Orphan Sustenance: ===
  
An orphan does not retain its bound Mania, which normally supplies it with some kind of machine-homeostasis. This means that regardless of how the orphan comes about, the result is the same: the orphan begins to break down unless it can somehow regain Mania.
+
An orphan does not retain its bound Mania, which normally supplies it with some kind of machinehomeostasis. This means that regardless of how the orphan comes about, the result is the same: the orphan begins to break down unless it can somehow regain Mania.
  
 
Every day that passes, an orphan loses one point of Mania. Every day that goes by without any Mania in the orphan's system triggers a Havoc check.
 
Every day that passes, an orphan loses one point of Mania. Every day that goes by without any Mania in the orphan's system triggers a Havoc check.
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''Success:'' The genius can adopt the orphan if she chooses. The spent Mania points are bound into the wonder. If the genius has the Adopted Orphan Merit and enough "space" in that Merit to include the wonder, the orphan's mutations disappear and the effect is permanent. Otherwise the orphan's mutations remain and the effect lasts for one scene, after which time the wonder reverts.
 
''Success:'' The genius can adopt the orphan if she chooses. The spent Mania points are bound into the wonder. If the genius has the Adopted Orphan Merit and enough "space" in that Merit to include the wonder, the orphan's mutations disappear and the effect is permanent. Otherwise the orphan's mutations remain and the effect lasts for one scene, after which time the wonder reverts.
  
''Exceptional Success'': The genius can specify any other genius nearby. If that genius then spends a point of Willpower and binds the required number of Mania points into the orphan, the orphan is loyal to that genius, not the genius who rolled the dice. As with a regular success, the effect is permanent if the genius has the Adopted Orphan Merit and enough "space" for the new orphan; otherwise the effect lasts for one scene. ("Wonder-Whisperers" who can perform this trick reliably are in high demand in some places, as some geniuses like to gift fledgling mad scientists with a loyal orphan.)
+
''Exceptional Success'': The genius can specify any other genius nearby. If that genius then spends a point of Willpower and binds the required number of Mania points into the orphan, the orphan is loyal to that genius, not the genius who rolled the dice. As with a regular success, the effect is permanent if the genius has the Adopted Orphan Merit and enough "space" for the new orphan; otherwise the effect lasts for one scene.
 +
("Wonder-Whisperers" who can perform this trick reliably are in high demand in some places, as some geniuses like to gift fledgling mad scientists with a loyal orphan.)
  
 
''Suggested Modifiers:'' Orphan has been mistreated by geniuses (-2), orphan is hungry (-1), orphan is sated (+1), quiet location (+1), large crowds (-1)
 
''Suggested Modifiers:'' Orphan has been mistreated by geniuses (-2), orphan is hungry (-1), orphan is sated (+1), quiet location (+1), large crowds (-1)
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Different theses can vary enormously in scope, style, and approach. Though they are all designed to teach the genius something about Inspiration and her own abilities, they can take many forms. However, a genius' catalyst often guides the sort of theses she undergoes as her knowledge and power grow. Below are some very general guidelines for what the different catalysts focus on during a thesis.
 
Different theses can vary enormously in scope, style, and approach. Though they are all designed to teach the genius something about Inspiration and her own abilities, they can take many forms. However, a genius' catalyst often guides the sort of theses she undergoes as her knowledge and power grow. Below are some very general guidelines for what the different catalysts focus on during a thesis.
  
A Grimm's thesis is the most direct. He must overcome a challenge, often a threat that infuriates him personally. This danger is a source of direct, personal anger, something visceral: a sexual predator for Grimms who suffered sexual abuse, an Ubermensch infestation for a Grimm whose first collaborative died in a Lunar Nazi assault. Grimm theses are the least connected to Inspiration and to mad science and the most connected to the genius' mundane personality. In fact, many Grimms' theses stipulate that Mania should not play a major role in their completion, or force a Grimm to rely on Skills and abilities other than wonders and mad science. In his thesis, a Grimm pushes himself, physically, mentally, and psychologically, to new limits, simmering slowly as he suffers and struggles, hoping to unleash his rage in a titanic blast that will, ideally, destroy his enemies and lead him to enlightenment. The Grimm's thesis works to channel, hone, and shape his rage, from something mindless and atavistic to the clean, precise surgical instrument of a true genius.
+
A Grimm's thesis is the most direct. He must overcome a challenge, often a threat that infuriates him personally. This danger is a source of direct, personal anger, something visceral: a sexual predator for Grimms who suffered sexual abuse, an Ubermensch infestation for a Grimm whose first collaborative died in a Lunar Nazi assault. Grimm theses are the least connected to Inspiration and to mad science and the most connected to the genius' mundane personality. In fact, many Grimms' theses stipulate that Mania should not play a major
 +
role in their completion, or force a Grimm to rely on Skills and abilities other than wonders and mad science. In his thesis, a Grimm pushes himself, physically, mentally, and psychologically, to new limits, simmering slowly as he suffers and struggles, hoping to unleash his rage in a titanic blast that will, ideally, destroy his enemies and lead him to enlightenment. The Grimm's thesis works to channel, hone, and shape his rage, from something mindless and atavistic to the clean, precise surgical instrument of a true genius.
  
 
The Klagens are the doom-sayers of the Inspired, and their theses focus on warning or protecting people from an upcoming disaster. Cassandras find themselves struggling to stop an onrushing catastrophe. It may be a natural disaster, but often it is a disaster that people (including geniuses) have made for themselves. Klagens find themselves struggling to make people see the doom racing toward them. Some force people to change their ways―through persuasion or threats―while others ignore the voice of those they need to save and rush head-long into protecting them, whether or not they want (or need) the help. Other Klagens merely study the concept of sorrow. This can be the most abstract and least direct of theses, except perhaps those conducted by Staunens, as a Klagen wanders the halls of the sorrowing and ruined, seeks out those whose lives she destroyed―the families of enemy beholden she has killed, for example―and otherwise explores the nature and extent of sorrow, misery, and loss.
 
The Klagens are the doom-sayers of the Inspired, and their theses focus on warning or protecting people from an upcoming disaster. Cassandras find themselves struggling to stop an onrushing catastrophe. It may be a natural disaster, but often it is a disaster that people (including geniuses) have made for themselves. Klagens find themselves struggling to make people see the doom racing toward them. Some force people to change their ways―through persuasion or threats―while others ignore the voice of those they need to save and rush head-long into protecting them, whether or not they want (or need) the help. Other Klagens merely study the concept of sorrow. This can be the most abstract and least direct of theses, except perhaps those conducted by Staunens, as a Klagen wanders the halls of the sorrowing and ruined, seeks out those whose lives she destroyed―the families of enemy beholden she has killed, for example―and otherwise explores the nature and extent of sorrow, misery, and loss.
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A young Neid's thesis is often simple and may resemble that of a particularly unsubtle Grimm: she seeks restitution for the wrongs done to her, either during her Breakthrough or in her Inspired career. While she rarely dwells on the suffering (real or imagined) she experienced in her earlier life, which distinguishes her from a Grimm, Neids may find themselves continually seeking out enemies to enact plans of revenge, justification, or humiliation upon. But not all Neids are so simple, and as a Wyrm grows in experience, her theses can become some of the most sophisticated and philosophical of all mad scientist's, focusing on the nature of exclusion and inclusion, the paths that acceptance and outsider-status can take, and the trajectory of isolation and abandonment. They never forget their feeling of betrayal and banishment, but they learn to study it with more objectivity than many catalysts can analyze their own archetypal natures.
 
A young Neid's thesis is often simple and may resemble that of a particularly unsubtle Grimm: she seeks restitution for the wrongs done to her, either during her Breakthrough or in her Inspired career. While she rarely dwells on the suffering (real or imagined) she experienced in her earlier life, which distinguishes her from a Grimm, Neids may find themselves continually seeking out enemies to enact plans of revenge, justification, or humiliation upon. But not all Neids are so simple, and as a Wyrm grows in experience, her theses can become some of the most sophisticated and philosophical of all mad scientist's, focusing on the nature of exclusion and inclusion, the paths that acceptance and outsider-status can take, and the trajectory of isolation and abandonment. They never forget their feeling of betrayal and banishment, but they learn to study it with more objectivity than many catalysts can analyze their own archetypal natures.
  
The thesis of a Staunen is based on the Watcher's fascination with the world. It is often a a journey of discovery, a mixed exploration of one's self and one's object of fascination. A Staunen's thesis focuses not just on an engrossing (and perhaps dangerous) aspect of the world that is not entirely understood, but parts of the Staunen's own personality. All geniuses form connections and patterns easier than regular humans, and in his thesis, a Staunen will weave together discoveries of the inside and outside worlds in ways that would baffle most normal people, leading to a final key discovery that transforms his understanding of the Staunen's object of study, and transforms a Grigori's understanding of himself.
+
The thesis of a Staunen is based on the Watcher's fascination with the world. It is often a a journey of discovery, a mixed exploration of one's self and one's object of fascination. A Staunen's thesis focuses not just on an engrossing (and perhaps dangerous) aspect of the world that is not entirely understood, but parts of the Staunen's own personality. All geniuses form connections and patterns easier than regular humans, and in his thesis, a Staunen will weave together discoveries of the inside and outside worlds in ways that would
 +
baffle most normal people, leading to a final key discovery that transforms his understanding of the Staunen's object of study, and transforms a Grigori's understanding of himself.
  
 
Not every thesis is drawn from a genius' catalyst. Theses are intensely personal and can take many forms. Some draw from the mad scientist's foundation: Artificers build new things, Directors explore interpersonal relationships, Navigators engage in exploration and conflict, Progenitors transform and evolve themselves, and Scholastics study riddles and mysteries. Some theses are drawn from much more personal experiences, unanswered questions or unresolved obsessions in a genius' own life. As a genius' Inspiration climbs, she will find herself darting from one inspiration for a thesis to the next, always finding new directions for selfimprovement.
 
Not every thesis is drawn from a genius' catalyst. Theses are intensely personal and can take many forms. Some draw from the mad scientist's foundation: Artificers build new things, Directors explore interpersonal relationships, Navigators engage in exploration and conflict, Progenitors transform and evolve themselves, and Scholastics study riddles and mysteries. Some theses are drawn from much more personal experiences, unanswered questions or unresolved obsessions in a genius' own life. As a genius' Inspiration climbs, she will find herself darting from one inspiration for a thesis to the next, always finding new directions for selfimprovement.
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==== Mixed Prowess Groups: ====
 
==== Mixed Prowess Groups: ====
  
If there are two groups on the same side (for example, some two-dot beholden mixed in with some rank-4 automata), roll the dice for Number, then roll the number of dice for each Prowess rating, but only take the higher result of the second roll. For example, in a mixed group of 20 minions (Number 4), some with Prowess 1 and some with Prowess 3, first roll four dice for the Number. Note the result. Then roll one die for the Prowess 1 minion and three dice for the Prowess 3 minions. Of those two rolls, take the higher result, and add it to the number of successes rolled on the Number dice.
+
If there are two groups on the same side (for example, some two-dot beholden mixed in with some rank-4
 +
automata), roll the dice for Number, then roll the number of dice for each Prowess rating, but only take the
 +
higher result of the second roll. For example, in a mixed group of 20 minions (Number 4), some with Prowess
 +
1 and some with Prowess 3, first roll four dice for the Number. Note the result. Then roll one die for the
 +
Prowess 1 minion and three dice for the Prowess 3 minions. Of those two rolls, take the higher result, and add
 +
it to the number of successes rolled on the Number dice.
  
 
If the tide turns in favor of a mixed-Prowess group, randomly determine which type of minion joins the main battle. Chances for each type to join the main fight are equal.
 
If the tide turns in favor of a mixed-Prowess group, randomly determine which type of minion joins the main battle. Chances for each type to join the main fight are equal.
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The last of the great Space Age dreams, a vision drawn from Clarke, Heinlein, and thousands of other writers during the Golden Age of science fiction, Space Station Colossus is an enormous O'Neill cylinder floating between the Earth and the Moon near the L4 point. It flickered to life in 1984, when science fiction had largely abandoned its starfaring dreams. When it first appeared, Space Station Colossus was a glittering jewel in the heavens, ten miles long and containing fifteen separate counter-rotating sections. Today it is a run-down hole in the sky full of unemployed mane dock workers, bitter Atomists trying to create one Utopia or another, and failing mechanical systems. The air is stale, the lights flicker, and the "futuristic inventions" that litter its interior―vid phones, hover bikes, charming robotic assistants―never work right.
 
The last of the great Space Age dreams, a vision drawn from Clarke, Heinlein, and thousands of other writers during the Golden Age of science fiction, Space Station Colossus is an enormous O'Neill cylinder floating between the Earth and the Moon near the L4 point. It flickered to life in 1984, when science fiction had largely abandoned its starfaring dreams. When it first appeared, Space Station Colossus was a glittering jewel in the heavens, ten miles long and containing fifteen separate counter-rotating sections. Today it is a run-down hole in the sky full of unemployed mane dock workers, bitter Atomists trying to create one Utopia or another, and failing mechanical systems. The air is stale, the lights flicker, and the "futuristic inventions" that litter its interior―vid phones, hover bikes, charming robotic assistants―never work right.
  
Despite its many faults, and despite its control by Lemurians with rather strange plans, Space Station Colossus is a sight to behold. Not only is it one of the best recruiting-grounds for beholden in the known universe, Colossus is a trading-post where Larvae, manes, and stranger things from the distant corners of reality can be found. The "aboveground" markets are bustling and well-run, and if a genius cannot find what she needs there, the deeper levels, close to the station's outer hull, are hives of criminality where anything can be found for the right price.
+
Despite its many faults, and despite its control by Lemurians with rather strange plans, Space Station Colossus is a sight to behold. Not only is it one of the best recruiting-grounds for beholden in the known universe, Colossus is a trading-post where Larvae, manes, and stranger things from the distant corners of reality can be found. The "aboveground" markets are bustling and well-run, and if a genius cannot find what she needs there, the deeper levels, close to the station's outer hull, are hives of criminality where anything can
 +
be found for the right price.
  
 
==== Autocthon, Vulcan, Planet X, and Nemesis: ====
 
==== Autocthon, Vulcan, Planet X, and Nemesis: ====
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An unmada field follows a genius, though it may take time to re-establish the field if the genius moves a lot. If a genius moves outside of his field, his effective Inspiration (for determining area of control and the richness of the maniacal life there) begins at zero and increases at a rate of one dot per week until it reaches its maximum.
 
An unmada field follows a genius, though it may take time to re-establish the field if the genius moves a lot. If a genius moves outside of his field, his effective Inspiration (for determining area of control and the richness of the maniacal life there) begins at zero and increases at a rate of one dot per week until it reaches its maximum.
  
An unmada field is noticeable to geniuses. (See [[Genius_The_Transgression/Chapter_Four:Special_Rules_and_Systems#Detecting_Wondrous_Things:|#Detecting Wondrous Things]], below) Even at low levels, ripples of insanity swirl through a genius' home. Evidence against his world view seems to disappear. Arguments falter, growing confused and unconvincing. As an unmada's power grows, small objects appear that satisfy the unmada's philosophical or aesthetic sense: one might find that the store next to an Etherite's house sells tiny but functional toy electro-guns or more cars with fins tend to drive by, while traditional Oracles find unsavory technology disappearing around them, replaced by simple, well-made machinery. A powerful unmada is basically sovereign inside his own mind, immune to contradictory evidence―which vanishes―and surrounded by eager, fawning servants, happy to feed the echo doctor's delusions back to him. Manes that match the genius' ideas appear constantly, reshaping the unmada field like fairy-tale brownies until it resembles the unmada's ideal environment.
+
An unmada field is noticeable to geniuses. (See [[[[<tvar|detecting-wondrous-things>Chapter_Four:Special_Rules_and_Systems#detecting-wondrous-things</>|Detecting Wondrous Things]]#Detecting Wondrous Things]], below) Even at low levels, ripples of insanity swirl through a genius' home. Evidence against his world view seems to disappear. Arguments falter, growing confused and unconvincing. As an unmada's power grows, small objects appear that satisfy the unmada's philosophical or aesthetic sense: one might find that the store next to an Etherite's house sells tiny but functional toy electro-guns or more cars with fins tend to drive by, while traditional Oracles find unsavory technology disappearing around them, replaced by simple, well-made machinery. A powerful unmada is basically sovereign inside his own mind, immune to contradictory evidence―which vanishes―and surrounded by eager, fawning servants, happy to feed the echo doctor's delusions back to him. Manes that match the genius' ideas appear constantly, reshaping the unmada field like fairy-tale brownies until it resembles the unmada's ideal environment.
  
 
=== Going Crazy and Getting Better Again: ===
 
=== Going Crazy and Getting Better Again: ===
A genius becomes an unmada by failing an unmada check. Several types of frantic Maniacal work can trigger an unmada check. (See [[Genius_The_Transgression/Chapter_Two:_Character_Creation#Unmada.2C_Brilliant_Madness:|#Unmada, Brilliant Madness]]) Some geniuses deliberately cultivate madness, repeatedly performing [[Genius_The_Transgression/Chapter_Two:_Character_Creation#Deep_Inspiration:|#Deep Inspiration]] without spending the Mania gained until they lose their minds.
+
A genius becomes an unmada by failing an unmada check. Several types of frantic Maniacal work can trigger an unmada check. (See [#Unmada, Brilliant Madness]], Page 80.) Some geniuses deliberately cultivate madness, repeatedly performing [[#Deep Inspiration]] (see Page 83) without spending the Mania gained until they lose their minds.
  
 
Snapping out of being an unmada is not easy. If the genius is a Lemurian, she must leave her baramin behind, either becoming a rogue or joining the Peerage. This takes a full month for the subscription to run out. Next, she must focus on "stoppering" the flow of Mania. This requires one point of Willpower per day for a number of days equal to the genius' Inspiration. These points must be spent every day, in order, or the genius must start again. During this time, an unmada's resident manes will grow increasingly frantic, attempting to stop her from abandoning her psychological state.
 
Snapping out of being an unmada is not easy. If the genius is a Lemurian, she must leave her baramin behind, either becoming a rogue or joining the Peerage. This takes a full month for the subscription to run out. Next, she must focus on "stoppering" the flow of Mania. This requires one point of Willpower per day for a number of days equal to the genius' Inspiration. These points must be spent every day, in order, or the genius must start again. During this time, an unmada's resident manes will grow increasingly frantic, attempting to stop her from abandoning her psychological state.
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''Success:'' The wonder is installed correctly
 
''Success:'' The wonder is installed correctly
  
''Exceptional Success:'' The wonder is installed correctly. The genius suffers only a single Health Level of Lethal damage. (See "[[Genius_The_Transgression/Chapter_Four:Special_Rules_and_Systems#Recovery:|Recovery]]," below.)
+
''Exceptional Success:'' The wonder is installed correctly. The genius suffers only a single Health Level of Lethal damage. (See "Recovery," below.)
  
 
''Suggested Modifiers:'' Genius engaged in self-installation (-5), genius engaged in self-installation but possesses at least Automata-1 (-2), genius' own beholden performing installation (+1), every grafted or internalized wonder already present (-1)
 
''Suggested Modifiers:'' Genius engaged in self-installation (-5), genius engaged in self-installation but possesses at least Automata-1 (-2), genius' own beholden performing installation (+1), every grafted or internalized wonder already present (-1)
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If a genius is conscious for this procedure (such as engaging in self-installation and not using Automata), all damage received is doubled due to pain and trauma.
 
If a genius is conscious for this procedure (such as engaging in self-installation and not using Automata), all damage received is doubled due to pain and trauma.
  
=== Removing a Badly Installed Wonder: ===
+
=== Removing a Badly Installed Wonder: ====
  
 
If the installation roll is a failure, the wonder can be removed. This requires the exact same roll as installing the wonder.
 
If the installation roll is a failure, the wonder can be removed. This requires the exact same roll as installing the wonder.
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''Success:'' The wonder is removed and the installation can be tried again.
 
''Success:'' The wonder is removed and the installation can be tried again.
  
''Exceptional Success:'' The wonder activates as if a Success had been rolled on the original installation roll. The genius suffers only a single Health Level of Lethal damage. (See "
+
''Exceptional Success:'' The wonder activates as if a Success had been rolled on the original installation roll. The genius suffers only a single Health Level of Lethal damage. (See "Recovery," below.)
[[Genius_The_Transgression/Chapter_Four:Special_Rules_and_Systems#Recovery:|Recovery]]," below.)
 
  
=== Recovery: ===
+
==== Recovery: ====
  
 
Installing internalized wonders, or attempting to remove a badly installed one, is physically taxing on the genius. Upon the conclusion of the operation, the genius suffers as many levels of Lethal damage as the rank of the wonder. The rest of her Health boxes are filled with Bashing damage. If an Exceptional Success is rolled, she suffers only one Health Level of Lethal damage, but the rest of her boxes still fill with Bashing damage.
 
Installing internalized wonders, or attempting to remove a badly installed one, is physically taxing on the genius. Upon the conclusion of the operation, the genius suffers as many levels of Lethal damage as the rank of the wonder. The rest of her Health boxes are filled with Bashing damage. If an Exceptional Success is rolled, she suffers only one Health Level of Lethal damage, but the rest of her boxes still fill with Bashing damage.
  
=== Orphaned Internalized Wonders: ===
+
==== Orphaned Internalized Wonders: ====
  
 
If the internalized wonder is a physical thing within the genius' body, it will attempt to dig its way out of a genius and escape. Every turn, roll a number of dice equal to the wonder's rank. If it fails, the genius suffers one Health Level of Bashing damage. If it succeeds, the wonder rips free (causing ten dice of Lethal damage) and tries to escape. These rules also apply to grafted wonders, except upon tearing free grafted wonders cause one automatic level of Lethal damage per point of Size plus ten dice of Lethal damage.
 
If the internalized wonder is a physical thing within the genius' body, it will attempt to dig its way out of a genius and escape. Every turn, roll a number of dice equal to the wonder's rank. If it fails, the genius suffers one Health Level of Bashing damage. If it succeeds, the wonder rips free (causing ten dice of Lethal damage) and tries to escape. These rules also apply to grafted wonders, except upon tearing free grafted wonders cause one automatic level of Lethal damage per point of Size plus ten dice of Lethal damage.
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Geniuses often need to store, transfer, and trade raw Mania. Fortunately, Mania can be stored in specially-designed devices called capacitors, which hold the energy for future use.
 
Geniuses often need to store, transfer, and trade raw Mania. Fortunately, Mania can be stored in specially-designed devices called capacitors, which hold the energy for future use.
  
Any genius can build a capacitor; its construction is not tied to any Axiom. Building a capacitor works much like building a regular wonder. Science is the key Skill used. Like any other wonder, building a capacitor can benefit from beholden, it can be kitbashed, and so on. (See [[Chapter_Three:Systems_and_Foundations#Creating_a_Wonder|Creating a Wonder]].)
+
Any genius can build a capacitor; its construction is not tied to any Axiom. Building a capacitor works much like building a regular wonder. Science is the key Skill used. Like any other wonder, building a capacitor can benefit from beholden, it can be kitbashed, and so on. (See [[#Creating a Wonder]], Page 136.)
  
 
Capacitors differ from regular wonders in several ways:
 
Capacitors differ from regular wonders in several ways:
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A capacitor holds Mania based on its Size.
 
A capacitor holds Mania based on its Size.
  
{|
+
Max Held Mania Size
|+
+
3 0
|Max Held Mania
+
6 1
|Size
+
10 2-3
|-
+
15 4-5
|3
+
20 6-11
|0
+
25 12-29
|-
+
Indefinite 30+
|6
 
|1
 
|-
 
|10
 
|2-3
 
|-
 
|15
 
|4-5
 
|-
 
|20
 
|6-11
 
|-
 
|25
 
|12-29
 
|-
 
|Indefinite
 
|30+
 
|}
 
 
 
==== Moving Mania: ====
 
 
 
A genius can move Mania into a capacitor as fast as she can normally channel Mania, simply by touching the capacitor. Getting the energy out again is just as easy: by touching the capacitor, the genius can pull a number of points of Mania per turn equal to her normal channeling ability, based on Inspiration.
 
 
 
However, drawing Mania from a capacitor can be dangerous. Every scene, a genius can draw a number of points of Mania from capacitors or other sources equal to her maximum Mania per turn. Beyond that, she must make an unmada check with a penalty equal to the number of extra Mania points channeled that scene. (See [[Genius_The_Transgression/Chapter_Two:_Character_Creation#Unmada.2C_Brilliant_Madness:|Unmada, Brilliant Madness]].)
 
 
 
==== Types of Capacitors: ====
 
 
 
Though the term "capacitor" implies that they hold some kind of electrical charge, that is not necessarily the case. A genius can instead choose to make a codex (made of books and data) with an Academics check, a compressor (made of wound springs of pneumatics) with a Crafts check, or a catabolizer (made with organic material) with a Medicine check. A genius can also build a compounder (stored computer data) with a Computer check―however, since mad science only recently figured out this trick, few geniuses with a Computer score of less than four dots know how to do it.
 
 
 
==== Capacitors and Regular Work: ====
 
 
 
With Automata-1, a capacitor can be used to function like a regular power generator, allowing it to power regular objects with its Mania automatically. In its capacity as a power generator, Mania provided by a capacitor provides power for ten times as long as normal. This power source does not risk damage to the technology. (See [[Genius_The_Transgression/Chapter_Two:_Character_Creation#Spending_Mania:|Spending Mania]].)
 
 
 
=== Encumbrance: An Optional Rule ===
 
 
 
Wonders are heavy and bulky. If characters attempt to carry an exceptional number of wonders on their person, the Storyteller may use this rule to limit a genius' carrying capacity.
 
 
 
A person can always wear regular clothes and wear mundane articles (such as sunglasses or headphones) without difficulty, ignoring their Size. A person can carry a number of Size points worth of other objects (weapons, tools, armor, wonders, miscellaneous equipment or wearables) equal to her Size without difficulty.
 
 
 
She is considered Unencumbered. Carrying more than one's Size, up to one's Size + Strength, means one is Encumbered and suffers a -2 penalty to Move. Carrying more than one's Size + Strength, up to one's Size + Strength + Stamina, means one is Heavily Encumbered and suffers a -1 penalty to all Physical Attributes in addition to the -2 penalty to Move. Carrying more than one's Size + Strength + Stamina means on is Extremely Encumbered and suffers a -2 penalty to all Physical Attributes in addition to a -2 penalty to Move.
 
 
 
The maximum amount of stuff someone can carry and still move at all is left to the Storyteller's discretion, but double one's Size + Strength + Stamina is a good guess. The Storyteller can also adjudicate based on how the genius intends to carry all his equipment, though for most geniuses, rigging up harnesses and belts is no problem.
 
 
 
Objects that must be worn to be used, such as goggles and armored suits, should be treated as half their regular Size when worn.
 
  
 +
Moving Mania:
 +
A genius can move Mania into a capacitor as fast as she can normally channel Mania, simply by touching the
 +
capacitor. Getting the energy out again is just as easy: by touching the capacitor, the genius can pull a number
 +
of points of Mania per turn equal to her normal channeling ability, based on Inspiration.
 +
However, drawing Mania from a capacitor can be dangerous. Every scene, a genius can draw a number of
 +
points of Mania from capacitors or other sources equal to her maximum Mania per turn. Beyond that, she
 +
must make an unmada check with a penalty equal to the number of extra Mania points channeled that scene.
 +
(See Unmada, Brilliant Madness, Page 80.)
 +
Types of Capacitors:
 +
Though the term "capacitor" implies that they hold some kind of electrical charge, that is not necessarily the
 +
case. A genius can instead choose to make a codex (made of books and data) with an Academics check, a
 +
compressor (made of wound springs of pneumatics) with a Crafts check, or a catabolizer (made with organic
 +
material) with a Medicine check. A genius can also build a compounder (stored computer data) with a
 +
Computer check―however, since mad science only recently figured out this trick, few geniuses with a
 +
Computer score of less than four dots know how to do it.
 +
Capacitors and Regular Work:
 +
With Automata-1, a capacitor can be used to function like a regular power generator, allowing it to power
 +
regular objects with its Mania automatically. In its capacity as a power generator, Mania provided by a
 +
capacitor provides power for ten times as long as normal. This power source does not risk damage to the
 +
technology. (See Spending Mania, Page 81.)
 +
Encumbrance: An Optional Rule
 +
Wonders are heavy and bulky. If characters attempt to carry an exceptional number of wonders on their
 +
person, the Storyteller may use this rule to limit a genius' carrying capacity.
 +
A person can always wear regular clothes and wear mundane articles (such as sunglasses or headphones)
 +
without difficulty, ignoring their Size. A person can carry a number of Size points worth of other objects
 +
(weapons, tools, armor, wonders, miscellaneous equipment or wearables) equal to her Size without difficulty.
 +
She is considered Unencumbered. Carrying more than one's Size, up to one's Size + Strength, means one is
 +
Encumbered and suffers a -2 penalty to Move. Carrying more than one's Size + Strength, up to one's Size +
 +
Strength + Stamina, means one is Heavily Encumbered and suffers a -1 penalty to all Physical Attributes in
 +
addition to the -2 penalty to Move. Carrying more than one's Size + Strength + Stamina means on is Extremely
 +
Encumbered and suffers a -2 penalty to all Physical Attributes in addition to a -2 penalty to Move.
 +
The maximum amount of stuff someone can carry and still move at all is left to the Storyteller's discretion, but
 +
double one's Size + Strength + Stamina is a good guess. The Storyteller can also adjudicate based on how the
 +
genius intends to carry all his equipment, though for most geniuses, rigging up harnesses and belts is no
 +
problem.
 +
Objects that must be worn to be used, such as goggles and armored suits, should be treated as half their
 +
regular Size when worn.
 
The Strong Back Merit grants a +2 bonus to the character's effective Size for this purpose.
 
The Strong Back Merit grants a +2 bonus to the character's effective Size for this purpose.
 +
Encumbrance penalties to Attributes cannot reduce an Attribute below one dot, but they still reduce Speed as
 +
if that Attribute were lower. The chart below lists the total penalties, including penalties to Move based on the
 +
reduction in Physical Attributes.
 +
Stuff Carried Encumbrance Physical Attribute
 +
Penalty Total Move Penalty
 +
Up to Size Unencumbered None None
 +
> Size to Size + Strength Encumbered None -2
 +
> Size + Strength to Size
 +
+ Strength + Stamina Heavily Encumbered -1 -4
 +
> Size + Strength +
 +
Stamina
 +
Extremely
 +
Encumbered -2 -6
 +
Damage and Healing:
 +
A genius is physically human, meaning that the Inspired get injured and recover from injuries much as
 +
humans do, barring the employment of wonders to protect or heal. Since a genius is a living being, she can
 +
also suffer from deprivation, poisoning, and anything else that can affect a regular person.
  
Encumbrance penalties to Attributes cannot reduce an Attribute below one dot, but they still reduce Speed as if that Attribute were lower. The chart below lists the total penalties, including penalties to Move based on the reduction in Physical Attributes.
+
Geniuses don't have any specific vulnerabilities. However, internalizing faults may produce vulnerabilities to
 
+
specific substances, such as lightning or fire, causing attacks from those sources to cause Aggravated damage.
{|
+
Life Span:
|+
+
A genius has a normal human life span. The only way to avoid a natural death is through preserving one's
|Stuff Carried
+
body with Exelixi, creating a clone body with Automata, transferring one's consciousness with Epikrato, or
|Encumbrance
+
similar mad science tricks.
|Physical Attribute Penalty
+
Exelixi automatically extends a genius' lifespan by some amount: the genius gains 20 years of additional life
|Total Move Penalty
+
per dot of Exelixi. However, this only delays the inevitable. True immortality requires advanced (and often
|-
+
unscrupulous) wonder-working.
|Up to Size
+
Aesthetics:
|Unencumbered
+
How a wonder looks can be as important to a genius as what it does. This is not just a matter of style or
|None
+
fashion; a genius' view of the world shapes what he creates, and what he can create. To many geniuses, the
|None
+
artistry behind their creations is as important as their function.
|-
+
Of course, some of a genius' aesthetic is just style. The ezine Alloy Blend is a popular online destination for
|Size to Size + Strength
+
geniuses interested in the latest mad science fashions (and for completely mundane people who don't realize
|Encumbered
+
how over-their-heads they are), and many smaller circulations exist for different styles and aesthetics.
|None
+
Popular aesthetics change over time, but to geniuses, these aren't just fashion statements: an aesthetic is
| -2
+
everything a genius wants to be true and real and good about the wonders she creates.
|-
+
To an unmada, an aesthetic is even more important. It is a picture of their philosophy, of what they think is
|Size + Strength to Size
+
true. A medical Etherite who rejects the vulgar fallacies of modern genetic science simply cannot build a
|Strength + Stamina Heavily Encumbered
+
wonder that resembles a modern genetic research lab: if he tried, his Inspiration would leave him.
| -1
+
Mechanically, attempts by an unmada to "disguise" a wonder, to make it resemble someone else's aesthetic or
| -4
+
a different aesthetic entirely, incurs a -1 penalty in the building phase. If the aesthetic fundamentally violates
|-
+
the genius' approach to Inspiration or wonder-working, the penalty becomes -5 and building the wonder also
|Size + Strength + Stamina
+
requires a dot of Willpower.
|Extremely Encumbered
+
Geniuses are welcome to select one of the aesthetics below or to create their own. Some geniuses combine
| -2
+
different styles, while others try to stick with functional creations, and others still are defined more by their
| -6
+
"medium"―something like "sonics" or "mirrors"―than by a formal aesthetic.
|}
+
Alembic:
 
+
Sometimes called Technomancer, this aesthetic replaces the normal trappings of science and technology with
=== Damage and Healing: ===
+
a "magical" look, ranging from traditional alchemical laboratories (hence the term) to glowing "runes of
 
+
power." The latter was considered half-baked before it premiered by many older geniuses, though the
A genius is physically human, meaning that the Inspired get injured and recover from injuries much as humans do, barring the employment of wonders to protect or heal. Since a genius is a living being, she can also suffer from deprivation, poisoning, and anything else that can affect a regular person.
+
traditional "dirty mortar and pestle" look is popular with some Progenitors and Scholastics. Geniuses with a
 +
specific cultural or ethnic identity or a specific interest in ancient cultures focus on specific Alembic styles,
 +
such as Egyptian or ancient Chinese. It is also the most common Oracle aesthetic, alongside Crystal Future.
 +
Some geniuses who favor this style sincerely believe in the unity of science and "magic" (however they define
 +
it); others are playing around with semiotics and what it means to be a wonder-worker.
 +
Black Plastic:
 +
A modern organic style that came about around the same time as Digital Chrome, Black Plastic encourages an
 +
organic look to its technology (even the non-organic stuff), usually casting everything in asymmetric black
 +
rubber that is designed to unsettle viewers. Black Plastic is a perennial favorite, with its popularity oscillating
 +
but remaining fairly constant in the Peerage. Progenitors are very fond of this aesthetic; they often
 +
incorporate insect motifs into their creations. A combination of Black Plastic and Trash Praxis has recently
 +
become popular; its most common nickname is Crawling Rusty Meat.
 +
Brutalist:
 +
An outgrowth of the Functionalist anti-movement of the 70s, which basically said "Stop dressing up your
 +
fucking wonders and just make sure they work," the Brutalist doctrine goes one step further, encouraging a
 +
deliberately functional and inelegant look. Wonders in this school are made from pre-fab parts, if possible,
 +
because that's cheaper, or unpainted (or camouflage) custom parts if necessary. Components look strippeddown,
 +
ugly, and exposed. The Brutalist style is popular with Navigators and some Mechanists, and with many
 +
militaristic and survivalist geniuses. Exposed metal and clashing combinations of alloys and polymers are
 +
common in this style.
 +
Clockwork:
 +
One of the oldest aesthetics that is self-consciously an aesthetic, clockwork is exactly like it sounds: geniuses
 +
who adhere to this style favor mechanical devices if at all possible, using springs and muscles for power and
 +
intricate assemblages of gears for moving parts. For Axioms where this maxim might seem inapplicable, such
 +
as Apokalypsi, Inspired employ clever mirrors and prisms. This aesthetic is of course most popular with
 +
Mechanists, though it is also popular with many older and more traditional Inspired. An older variant, called
 +
Baroque, mixes Clockwork with rococo fashions; it is little-practiced today.
 +
Crystal Future:
 +
"Crystal Future" refers to the images of the future or of "lost" but advanced civilizations popular from the
 +
19th century well into the mid or late 20th. In this Utopian vision, the streets are clean, machinery is powered
 +
by crystals or other nebulous sources, and everyone wears togas and seems very calm all the time. Its
 +
practitioners are an equal mix of sincere devotees and snickering parodists. This aesthetic is still popular in
 +
Lemuria, especially among Oracles, as well as certain Etherites and those Mechanists focused on Apokalypsi
 +
or Katastrofi. Among the Peerage, this aesthetic has a faintly sinister reputation, despite its squeaky-clean
 +
appearance, as many of Lemuria's Secret Masters maintained this style before they were wiped out.
 +
Extropic:
 +
The current "far future" style, with the hard edge of reality coupled with the optimistic vision of a transhuman
 +
future, is termed Extropic. In this aesthetic, the genius focuses on advanced speculative science such as
 +
nanotechnology, gene-line body alteration, and digital consciousness. Extropy is as much a philosophy as an
 +
aesthetic, and the actual appearance of wonders varies, though effort is put into making technology appear
 +
elegant, unobtrusive, and functional. But the core of the Extropic aesthetic is not the appearance, but an
 +
approach to technology that focuses on cutting-edge research and the blurring of the concept of "human."
 +
Macedon:
 +
Another perennial aesthetic, dating back at least to 15th century Italians imagining what Aristotle's wonders
 +
might have looked like, Macedon sees surges in popularity every few decades. The current return to the
 +
spotlight is probably the fault of "Greek-punk" movies and video games, just as the previous jump began
 +
during Hollywood's Golden Age of sword-and-sandal flicks. The Macedon aesthetic uses as its starting-point
 +
the steam-powered machines of Hero of Alexandria. Stylistic elements include the use of bronze instead of
 +
more advanced metals, Hellenic friezes, and intricate mirrors to engage in long-distance communication and
 +
298
 +
attack. Variant styles, based on the ancient bronze-steam-and-glass wonders of Persia, Egypt, and India have
 +
also seen intermittent popularity; these styles are distinguished from their Alembic equivalents by being
 +
more explicitly technological, often sporting exposed Antikythera-style clockwork.
 +
Digital Chrome:
 +
"Cyberpunk" stylings are called Digital Chrome by mad scientists. Typical affectations include heavy chrome
 +
or plastic cybernetics, thick plugs bolted into flesh, and chunky, bulky communication devices, coupled with
 +
bright colors, neon, and vinyl. Digital Chrome was the look back in the 80s, though it has since declined in
 +
popularity. It now sits between modern and properly retro, and has few new adherents, though geniuses who
 +
catalyzed in the midst of that era (now in middle age) still sport the look. The colonization of the Grid may see
 +
a resurrection of the style.
 +
Oscilloscope:
 +
A popular style during the "golden age of science fiction" and a little bit beyond―from the late 40s to the late
 +
70s―"Oscilloscope" was the first aesthetic that actually received a name, rather than "that style that the
 +
geniuses in California are into now" or whatever. Oscilloscope style focuses on plastic, aluminum, chrome,
 +
atomic power, jets, and radio technology. Expect big computers, angular machinery in that off-beige "old PC"
 +
color, and track suits. It is deeply uncool among modern geniuses, and practically marks one as an Atomist, for
 +
whom the Jet Age and Space Age dreams have yet to die. A few young geniuses have begun wearing this style
 +
ironically, or mixing it with Extropic, but the Oscilloscope aesthetic is still associated with earlier generations.
 +
Home Grown:
 +
While this aesthetic got its start among underwater-themed geniuses, it has spread onto land with the rise of
 +
modern biotechnology. The Home Grown look features organic components, subtle curves, and
 +
bioluminescent illumination, giving it a warmer and more humane appearance than Black Plastic. It is popular
 +
among ecologically-minded geniuses in the Peerage as well as some Oracles, and is well-regarded among
 +
geniuses for whom the biological sciences are of primary interest. Experiments with overlapping Home
 +
Grown and Alembic led to a short-lived fad that is now referred to (contemptuously) as Fairy Princess.
 +
Pod People:
 +
This term was originally an insult, though many of its practitioners have co-opted the term as their own. Pod
 +
People aesthetic includes a sleek, refined look, usually in all-white or some other solid color, with rounded
 +
edges, a "finished" appearance (in contrast to the rough appearance of many wonders), and a user-friendly
 +
interface with as few buttons, gadgets, and doo-dads as possible. (A one-panel comic in Alloy Blend shows the
 +
standard Pod People ray gun: a smooth-cornered hand-held white rectangle with a single black button
 +
labeled "Kill.") This aesthetic also favors small, elegant devices, and practitioners often try to make handheld
 +
wonders as small and unobtrusive as possible. Pod People aesthetic is sometimes held in low regard,
 +
especially by Steampunks and Functionals; its adherents are thought to spend too much time polishing their
 +
devices to look pretty, and not enough time working out the bugs. The style is most popular among Directors
 +
and some Progenitors; it is extremely rare in Lemuria.
 +
Ray Gun:
 +
The most common term for the "retro-future" look that dominated mad science (and some sane science) from
 +
the 1930s to the 1950s. Common elements of Ray Gun styling include fins and "fiddly bits" on Skafoi devices,
 +
Jacob's ladders, big cylindrical robots, and a focus on electricity and chemistry. (Chrome and atomic power
 +
are generally considered late Ray Gun or Oscilloscope) Ray gun fashions are, of course, huge among Etherites,
 +
though it also has many adherents among Directors, who favor the classic image of power and confidence it
 +
299
 +
provides. Googie is a sort of West Coast "beachfront" ray gun style in pastel colors and eye-assaulting fonts;
 +
Raygun Gothic mixes the classic Ray Gun look with baroque spires and exposed metal.
  
Geniuses don't have any specific vulnerabilities. However, internalizing faults may produce vulnerabilities to specific substances, such as lightning or fire, causing attacks from those sources to cause Aggravated damage.
+
Steampunk:
 
+
If Oscilloscope is not quite retro and Digital Chrome is just past its sell-by date, Steampunk is the current toocool-for-school
=== Life Span: ===
+
"big thing." All the kids are doing it: brass goggles, clanking mechanical servants, radium guns,
 
+
and rivet-covered work uniforms are currently all the rage among the postgrads. (The Martian Empire is
A genius has a normal human life span. The only way to avoid a natural death is through preserving one's body with Exelixi, creating a clone body with Automata, transferring one's consciousness with Epikrato, or similar mad science tricks.
+
confused, but happy, that they are now "totally hip"). Steampunk is deliberately retro and it reflects a past
 
+
that never was: even the geniuses who lived in the Victorian era dressed practically or in traditional fashion,
Exelixi automatically extends a genius' lifespan by some amount: the genius gains 20 years of additional life per dot of Exelixi. However, this only delays the inevitable. True immortality requires advanced (and often unscrupulous) wonder-working.
+
rather than the "brass rivet" look, and many wonders from that era actually affected a Baroque look (which
 
+
was, in its own time, deliberately retro and reflecting a 17th century aesthetic that also never existed).
== Aesthetics: ==
+
Steampunk aesthetic is popular in the Peerage, particular among Scholastics. In Lemuria, it has begun to
 
+
eclipse Ray Gun styles for Etherites.
How a wonder looks can be as important to a genius as what it does. This is not just a matter of style or fashion; a genius' view of the world shapes what he creates, and what he can create. To many geniuses, the artistry behind their creations is as important as their function.
+
Trash Praxis:
 
+
First appearing in the 80s, Trash Praxis (named after the now-defunct magazine of the same name) is the
Of course, some of a genius' aesthetic is just style. The ezine Alloy Blend is a popular online destination for geniuses interested in the latest mad science fashions (and for completely mundane people who don't realize how over-their-heads they are), and many smaller circulations exist for different styles and aesthetics.
+
name for a style based on scavenging whatever one can in order to build one's wonders. Trash Praxis is
 
+
popular among geniuses in impoverished nations (though they aren't making a damn fashion statement) and
Popular aesthetics change over time, but to geniuses, these aren't just fashion statements: an aesthetic is everything a genius wants to be true and real and good about the wonders she creates.
+
with the poor, the disaffected, and the self-styled punks of the modern world. The Dumpster Diver Merit is
 
+
nearly a prerequisite for this aesthetic. It is rare in Lemuria, but many Artificers and no-nonsense Navigators
To an unmada, an aesthetic is even more important. It is a picture of their philosophy, of what they think is true. A medical Etherite who rejects the vulgar fallacies of modern genetic science simply cannot build a wonder that resembles a modern genetic research lab: if he tried, his Inspiration would leave him.
+
like the brutal effect of a wonder built out of trash and discarded normal machinery.
 
+
Universal:
Mechanically, attempts by an unmada to "disguise" a wonder, to make it resemble someone else's aesthetic or a different aesthetic entirely, incurs a -1 penalty in the building phase. If the aesthetic fundamentally violates the genius' approach to Inspiration or wonder-working, the penalty becomes -5 and building the wonder also requires a dot of Willpower.
+
Named for the movie studio, not any sense of universal style, this aesthetic dates from an era before geniuses
 
+
thought much about "aesthetics" and just used what was at hand. In fact, it was nearly the last such style
Geniuses are welcome to select one of the aesthetics below or to create their own. Some geniuses combine different styles, while others try to stick with functional creations, and others still are defined more by their "medium"―something like "sonics" or "mirrors"―than by a formal aesthetic.
+
before the 20th century ushered in a new sort of self-awareness among the Inspired. Resembling
 
+
Frankenstein's laboratory from the movies (hence the name), this bubbling, crackling, cluttered look was
=== Alembic: ===
+
common in the 19th and early 20th centuries, especially among remote geniuses who were forced to use and
 
+
re-use specimens. An elegant aesthetic for a more civilized age, Universal has mostly been usurped by
Sometimes called Technomancer, this aesthetic replaces the normal trappings of science and technology with a "magical" look, ranging from traditional alchemical laboratories (hence the term) to glowing "runes of power." The latter was considered half-baked before it premiered by many older geniuses, though the traditional "dirty mortar and pestle" look is popular with some Progenitors and Scholastics. Geniuses with a specific cultural or ethnic identity or a specific interest in ancient cultures focus on specific Alembic styles, such as Egyptian or ancient Chinese. It is also the most common Oracle aesthetic, alongside Crystal Future.
+
Steampunk, Alembic, and other deliberately "retro" stylings on one side, and more modern functional
 
+
aesthetics like Oscilloscope or Brutalist on the other. Nonetheless, it was so common in Europe and America
Some geniuses who favor this style sincerely believe in the unity of science and "magic" (however they define it); others are playing around with semiotics and what it means to be a wonder-worker.
+
for so long that old labs (some labs have been in continuous use for centuries) still feature the stitched
 
+
homunculi, sizzling Jacob's ladders, and stained beakers that came to symbolize "mad science" in the minds of
=== Black Plastic: ===
+
a century of movie-goers.
 
+
Time Travel:
A modern organic style that came about around the same time as Digital Chrome, Black Plastic encourages an organic look to its technology (even the non-organic stuff), usually casting everything in asymmetric black rubber that is designed to unsettle viewers. Black Plastic is a perennial favorite, with its popularity oscillating but remaining fairly constant in the Peerage. Progenitors are very fond of this aesthetic; they often incorporate insect motifs into their creations. A combination of Black Plastic and Trash Praxis has recently become popular; its most common nickname is Crawling Rusty Meat.
+
...is almost always a bad idea. But that hasn't stopped many masters of Skafoi from building time machines.
 
+
And time travel is possible. It's not even all that difficult for a powerful genius, but it is phenomenally
=== Brutalist: ===
+
dangerous.
 
+
Now, we're all grownups here and we all know what time travel is and what it does, but the question is, what
An outgrowth of the Functionalist anti-movement of the 70s, which basically said "Stop dressing up your fucking wonders and just make sure they work," the Brutalist doctrine goes one step further, encouraging a deliberately functional and inelegant look. Wonders in this school are made from pre-fab parts, if possible, because that's cheaper, or unpainted (or camouflage) custom parts if necessary. Components look stripped down, ugly, and exposed. The Brutalist style is popular with Navigators and some Mechanists, and with many militaristic and survivalist geniuses. Exposed metal and clashing combinations of alloys and polymers are common in this style.
+
happens when I screw with the past?
 
+
What used to happen (and here the past tense gets in a bit of trouble), is that you got your ass kicked by the
=== Clockwork: ===
+
transsapient gods who lived at the end of time. The Terminals, as they were called, didn't like any timetraveling
 
+
blunderers whose actions might have prevented them from existing.
One of the oldest aesthetics that is self-consciously an aesthetic, clockwork is exactly like it sounds: geniuses who adhere to this style favor mechanical devices if at all possible, using springs and muscles for power and intricate assemblages of gears for moving parts. For Axioms where this maxim might seem inapplicable, such as Apokalypsi, Inspired employ clever mirrors and prisms. This aesthetic is of course most popular with Mechanists, though it is also popular with many older and more traditional Inspired. An older variant, called Baroque, mixes Clockwork with rococo fashions; it is little-practiced today.
+
They were right to worry, because apparently someone annihilated them from the timeline. Now it's a kind of
 
+
temporal free-for-all, with mad scientists and arch-magicians and alien psychics from the black hole in the
=== Crystal Future: ===
+
center of the Galaxy all running about history, mucking things up. However, this did not (and again, the past
 
+
tense would like to apologize) last long. A détente settled into place, agreed to by various powerful factions
"Crystal Future" refers to the images of the future or of "lost" but advanced civilizations popular from the 19th century well into the mid or late 20th. In this Utopian vision, the streets are clean, machinery is powered by crystals or other nebulous sources, and everyone wears togas and seems very calm all the time. Its practitioners are an equal mix of sincere devotees and snickering parodists. This aesthetic is still popular in Lemuria, especially among Oracles, as well as certain Etherites and those Mechanists focused on Apokalypsi or Katastrofi. Among the Peerage, this aesthetic has a faintly sinister reputation, despite its squeaky-clean appearance, as many of Lemuria's Secret Masters maintained this style before they were wiped out.
+
and enforced by a group calling itself the Guardians of Forever, the Terminals' former servants. This
 
+
group―not a fellowship, as it includes much more than just mad scientists―allows others to "blow off steam"
=== Extropic: ===
+
by permitting minor changes to the timeline: a murdered wife rescued here, a genius' wretched younger
 
+
brother striking it rich there. The idea is that the relentless enforcement of absolute causal stasis is what
The current "far future" style, with the hard edge of reality coupled with the optimistic vision of a transhuman future, is termed Extropic. In this aesthetic, the genius focuses on advanced speculative science such as nanotechnology, gene-line body alteration, and digital consciousness. Extropy is as much a philosophy as an aesthetic, and the actual appearance of wonders varies, though effort is put into making technology appear elegant, unobtrusive, and functional. But the core of the Extropic aesthetic is not the appearance, but an approach to technology that focuses on cutting-edge research and the blurring of the concept of "human."
+
eventually forced the rebellion against the Terminals that resulted in their destruction.
 
+
Nonetheless, the Guardians of Forever enforce the unfolding of the grand sweep of history: the dinosaurs
=== Macedon: ===
+
must perish, whether by an asteroid or a plague or a volcanic apocalypse. Rome will fall, as will the Spanish
 
+
Empire and the Eternal Terran Dynasty of Yao Ming. The Guardians' solution is simple and expedient:
Another perennial aesthetic, dating back at least to 15th century Italians imagining what Aristotle's wonders might have looked like, Macedon sees surges in popularity every few decades. The current return to the spotlight is probably the fault of "Greek-punk" movies and video games, just as the previous jump began during Hollywood's Golden Age of sword-and-sandal flicks. The Macedon aesthetic uses as its starting-point the steam-powered machines of Hero of Alexandria. Stylistic elements include the use of bronze instead of more advanced metals, Hellenic friezes, and intricate mirrors to engage in long-distance communication and attack. Variant styles, based on the ancient bronze-steam-and-glass wonders of Persia, Egypt, and India have also seen intermittent popularity; these styles are distinguished from their Alembic equivalents by being more explicitly technological, often sporting exposed Antikythera-style clockwork.
+
whenever a major shake-up occurs, they travel back in time to shortly after the event (or sometimes during, if
 
+
they cannot fix the problem afterward) and juggle events around so things unfold as they always have. When
=== Digital Chrome: ===
+
a furious genius went back in time and killed Helmut Schenk, the cruelest genocidal mastermind of the 20th
 
+
century, as a child, the Guardians of Forever went back and elevated the art student Adolf Hitler to that same
"Cyberpunk" stylings are called Digital Chrome by mad scientists. Typical affectations include heavy chrome or plastic cybernetics, thick plugs bolted into flesh, and chunky, bulky communication devices, coupled with bright colors, neon, and vinyl. Digital Chrome was the look back in the 80s, though it has since declined in popularity. It now sits between modern and properly retro, and has few new adherents, though geniuses who catalyzed in the midst of that era (now in middle age) still sport the look. The colonization of the Grid may see a resurrection of the style.
+
role.
 
+
It's not like they enjoy doing that. In fact, the genius who made the above "swap" committed suicide a week
=== Oscilloscope: ===
+
later. But the Guardians have discovered that the Terminals were not acting entirely out of self-interest: the
 
+
timeline that leads to the Terminals' existence, despite its horrors, produces a universe of boundless life and
A popular style during the "golden age of science fiction" and a little bit beyond―from the late 40s to the late 70s―"Oscilloscope" was the first aesthetic that actually received a name, rather than "that style that the geniuses in California are into now" or whatever. Oscilloscope style focuses on plastic, aluminum, chrome, atomic power, jets, and radio technology. Expect big computers, angular machinery in that off-beige "old PC" color, and track suits. It is deeply uncool among modern geniuses, and practically marks one as an Atomist, for whom the Jet Age and Space Age dreams have yet to die. A few young geniuses have begun wearing this style ironically, or mixing it with Extropic, but the Oscilloscope aesthetic is still associated with earlier generations.
+
richness. It may be the best of all possible timelines.
 
+
However, there appears to be no going back to the way things were: the future is unstable, with constant
=== Home Grown: ===
+
subtle shifts producing enormous effects, despite the best efforts of the Guardians, and scholars of time fear
 
+
that things will grow worse, as the eagerness of explorers to travel back in time outstrips the resources of
While this aesthetic got its start among underwater-themed geniuses, it has spread onto land with the rise of modern biotechnology. The Home Grown look features organic components, subtle curves, and bioluminescent illumination, giving it a warmer and more humane appearance than Black Plastic. It is popular among ecologically-minded geniuses in the Peerage as well as some Oracles, and is well-regarded among geniuses for whom the biological sciences are of primary interest. Experiments with overlapping Home Grown and Alembic led to a short-lived fad that is now referred to (contemptuously) as Fairy Princess.
+
those determined to maintain the timeline. Even with an agent placed (it sometimes seems) once every ten
 
+
years, the Guardians of Forever are losing control of the universe.
=== Pod People: ===
+
So, can you travel back in time and kill Hitler? Yes. He's been killed six times: the Guardians gave up finding
 
+
new candidates and have just started cloning him. (There's a facility outside Hamburg in 1921, actually. Feel
This term was originally an insult, though many of its practitioners have co-opted the term as their own. Pod People aesthetic includes a sleek, refined look, usually in all-white or some other solid color, with rounded edges, a "finished" appearance (in contrast to the rough appearance of many wonders), and a user-friendly interface with as few buttons, gadgets, and doo-dads as possible. (A one-panel comic in Alloy Blend shows the standard Pod People ray gun: a smooth-cornered hand-held white rectangle with a single black button labeled "Kill.") This aesthetic also favors small, elegant devices, and practitioners often try to make handheld wonders as small and unobtrusive as possible. Pod People aesthetic is sometimes held in low regard, especially by Steampunks and Functionals; its adherents are thought to spend too much time polishing their devices to look pretty, and not enough time working out the bugs. The style is most popular among Directors and some Progenitors; it is extremely rare in Lemuria.
+
free to drop by. They give tours.) Can you go back in time and ask out that pretty girl? Yes, and when you
 
+
come back to the present, you might be married to her. However, make sure that you come back to exactly the
=== Ray Gun: ===
+
point where you left, or you'll find that the other you is married to her. And of course, even if you merge back
 
+
perfectly, you won't have the set of memories from the timeline.
The most common term for the "retro-future" look that dominated mad science (and some sane science) from the 1930s to the 1950s. Common elements of Ray Gun styling include fins and "fiddly bits" on Skafoi devices, Jacob's ladders, big cylindrical robots, and a focus on electricity and chemistry. (Chrome and atomic power are generally considered late Ray Gun or Oscilloscope) Ray gun fashions are, of course, huge among Etherites, though it also has many adherents among Directors, who favor the classic image of power and confidence it provides. Googie is a sort of West Coast "beachfront" ray gun style in pastel colors and eye-assaulting fonts; Raygun Gothic mixes the classic Ray Gun look with baroque spires and exposed metal.
+
You can travel backwards in time, but you better have a good reason and/or take excellent care of the local
 
+
causality, or there's a good chance that a very angry Guardian will show up, while you're there or when you
=== Steampunk: ===
+
get back, explaining to you what she will do to you the next time you go to "show the kids some dinosaurs"
 
+
and accidentally step on a bug.
If Oscilloscope is not quite retro and Digital Chrome is just past its sell-by date, Steampunk is the current too cool-for-school "big thing." All the kids are doing it: brass goggles, clanking mechanical servants, radium guns, and rivet-covered work uniforms are currently all the rage among the postgrads. (The Martian Empire is confused, but happy, that they are now "totally hip"). Steampunk is deliberately retro and it reflects a past that never was: even the geniuses who lived in the Victorian era dressed practically or in traditional fashion, rather than the "brass rivet" look, and many wonders from that era actually affected a Baroque look (which was, in its own time, deliberately retro and reflecting a 17th century aesthetic that also never existed). Steampunk aesthetic is popular in the Peerage, particular among Scholastics. In Lemuria, it has begun to eclipse Ray Gun styles for Etherites.
+
Fortunately for minor blunders, though, time is pretty stable. The Terminals appeared to have created much
 
+
of our current timeline as a kind of "causality trench," and screwing things up requires a lot of effort.
=== Trash Praxis: ===
+
You can go forward in time, too, but that's the least stable of all, and for a very good reason: the moment you
 
+
travel forward in time, you disappear from the timeline, and the future where you emerge is one where you
First appearing in the 80s, Trash Praxis (named after the now-defunct magazine of the same name) is the name for a style based on scavenging whatever one can in order to build one's wonders. Trash Praxis is popular among geniuses in impoverished nations (though they aren't making a damn fashion statement) and with the poor, the disaffected, and the self-styled punks of the modern world. The Dumpster Diver Merit is nearly a prerequisite for this aesthetic. It is rare in Lemuria, but many Artificers and no-nonsense Navigators like the brutal effect of a wonder built out of trash and discarded normal machinery.
+
ceased to exist. Since you're a genius, and you probably changed the world in some important, if small way,
 
+
you cannot travel to your own future, since you won't have been there.
=== Universal: ===
+
And yes, if you kill your own grandmother before your father is born, you will cease to exist. The universe, it
 
+
turns out, doesn't care that much if your grandmother gets shot in the head and there's no shooter. You still
Named for the movie studio, not any sense of universal style, this aesthetic dates from an era before geniuses thought much about "aesthetics" and just used what was at hand. In fact, it was nearly the last such style before the 20th century ushered in a new sort of self-awareness among the Inspired. Resembling Frankenstein's laboratory from the movies (hence the name), this bubbling, crackling, cluttered look was common in the 19th and early 20th centuries, especially among remote geniuses who were forced to use and re-use specimens. An elegant aesthetic for a more civilized age, Universal has mostly been usurped by Steampunk, Alembic, and other deliberately "retro" stylings on one side, and more modern functional aesthetics like Oscilloscope or Brutalist on the other. Nonetheless, it was so common in Europe and America for so long that old labs (some labs have been in continuous use for centuries) still feature the stitched homunculi, sizzling Jacob's ladders, and stained beakers that came to symbolize "mad science" in the minds of a century of movie-goers.
+
go poof. Ditto if you bring your past self into the future. (If your past self is in the future, he can't become your
 
+
present self, now can he?) Ditto if you kill your past self, or your presence gets him killed.
== Time Travel: ==
+
Other than that, though, you won't suffer too many directly dangerous effects from journeying in the past:
 
+
your memories won't be overwritten, and you won't simply "pop" out of existence―there seems to be some
...is almost always a bad idea. But that hasn't stopped many masters of Skafoi from building time machines. And time travel is possible. It's not even all that difficult for a powerful genius, but it is phenomenally dangerous.
+
kind of system in place that makes it very unlikely for the beating of the chaos butterfly's wings to knock a
 
+
genius out of existence, unless you accidentally kill off the entire human race or something.
Now, we're all grownups here and we all know what time travel is and what it does, but the question is, what happens when I screw with the past?
+
The Cost of Making Changes:
 
+
"The gods had given me almost everything. I had genius, a distinguished name, high social position, brilliancy,
What used to happen (and here the past tense gets in a bit of trouble), is that you got your ass kicked by the transsapient gods who lived at the end of time. The Terminals, as they were called, didn't like any timetraveling blunderers whose actions might have prevented them from existing.
+
intellectual daring; I made art a philosophy, and philosophy an art: I altered the minds of men and the colour of
 
+
things: there was nothing I said or did that did not make people wonder." -Oscar Wilde, De Profundis
They were right to worry, because apparently someone annihilated them from the timeline. Now it's a kind of temporal free-for-all, with mad scientists and arch-magicians and alien psychics from the black hole in the center of the Galaxy all running about history, mucking things up. However, this did not (and again, the past tense would like to apologize) last long. A détente settled into place, agreed to by various powerful factions and enforced by a group calling itself the Guardians of Forever, the Terminals' former servants. This group―not a fellowship, as it includes much more than just mad scientists―allows others to "blow off steam" by permitting minor changes to the timeline: a murdered wife rescued here, a genius' wretched younger brother striking it rich there. The idea is that the relentless enforcement of absolute causal stasis is what eventually forced the rebellion against the Terminals that resulted in their destruction.
+
Whether it was the work of the Terminals in creating a "causality trench," as many temporal scholars say, or
 
+
whether time is just naturally inelastic and inertial, causing changes is exhausting. To cause a change, a genius
Nonetheless, the Guardians of Forever enforce the unfolding of the grand sweep of history: the dinosaurs must perish, whether by an asteroid or a plague or a volcanic apocalypse. Rome will fall, as will the Spanish Empire and the Eternal Terran Dynasty of Yao Ming. The Guardians' solution is simple and expedient: whenever a major shake-up occurs, they travel back in time to shortly after the event (or sometimes during, if they cannot fix the problem afterward) and juggle events around so things unfold as they always have. When a furious genius went back in time and killed Helmut Schenk, the cruelest genocidal mastermind of the 20th century, as a child, the Guardians of Forever went back and elevated the art student Adolf Hitler to that same role.
+
must "fuel" it with his own Inspiration.
 
+
Making most minor changes that affect a single person (rescuing your grandfather, fixing your friend up with
It's not like they enjoy doing that. In fact, the genius who made the above "swap" committed suicide a week later. But the Guardians have discovered that the Terminals were not acting entirely out of self-interest: the timeline that leads to the Terminals' existence, despite its horrors, produces a universe of boundless life and richness. It may be the best of all possible timelines.
+
that pretty blond) costs one point of Willpower and ten points of Mania. If the subject to be manipulated is
 
+
metanormal in any way, it costs one point of Willpower, as well as ten points of Mania per dot of the relevant
However, there appears to be no going back to the way things were: the future is unstable, with constant subtle shifts producing enormous effects, despite the best efforts of the Guardians, and scholars of time fear that things will grow worse, as the eagerness of explorers to travel back in time outstrips the resources of those determined to maintain the timeline. Even with an agent placed (it sometimes seems) once every ten years, the Guardians of Forever are losing control of the universe.
+
Metanormal Advantage.
 
+
More significant changes, from "family line" up to "village" requires an expenditure of one dot of Willpower,
So, can you travel back in time and kill Hitler? Yes. He's been killed six times: the Guardians gave up finding new candidates and have just started cloning him. (There's a facility outside Hamburg in 1921, actually. Feel free to drop by. They give tours.) Can you go back in time and ask out that pretty girl? Yes, and when you come back to the present, you might be married to her. However, make sure that you come back to exactly the point where you left, or you'll find that the other you is married to her. And of course, even if you merge back perfectly, you won't have the set of memories from the timeline.
+
and ten points of Mania. If anyone in the affected area is metanormal, this costs ten points of Mania per dot of
 
+
Metanormal Advantage of the creature with the highest Advantage, plus 20 points of Mania and a Willpower
You can travel backwards in time, but you better have a good reason and/or take excellent care of the local causality, or there's a good chance that a very angry Guardian will show up, while you're there or when you get back, explaining to you what she will do to you the next time you go to "show the kids some dinosaurs" and accidentally step on a bug.
+
dot.
 
+
"Village" or "off-world colony" is about as large an area as the Guardians of Forever will tolerate before they
Fortunately for minor blunders, though, time is pretty stable. The Terminals appeared to have created much of our current timeline as a kind of "causality trench," and screwing things up requires a lot of effort.
+
go back and fix things (and possibly kick your ass). Sometimes exceptions are made if the area has no longterm
 
+
viability (if you want to transport a whole doomed planet into the past, the Guardians won't care if the
You can go forward in time, too, but that's the least stable of all, and for a very good reason: the moment you travel forward in time, you disappear from the timeline, and the future where you emerge is one where you ceased to exist. Since you're a genius, and you probably changed the world in some important, if small way, you cannot travel to your own future, since you won't have been there.
+
planet burns up in the supernova or disappears five minutes beforehand, as long as the survivors don't affect
 
+
the timeline as they live out their lives). If permitted, these larger changes, up to redirecting the timeline of a
And yes, if you kill your own grandmother before your father is born, you will cease to exist. The universe, it turns out, doesn't care that much if your grandmother gets shot in the head and there's no shooter. You still go poof. Ditto if you bring your past self into the future. (If your past self is in the future, he can't become your present self, now can he?) Ditto if you kill your past self, or your presence gets him killed.
+
whole world, cost one dot of Inspiration, one dot of Willpower, and 100 points of Mania.
 
+
.
Other than that, though, you won't suffer too many directly dangerous effects from journeying in the past: your memories won't be overwritten, and you won't simply "pop" out of existence―there seems to be some kind of system in place that makes it very unlikely for the beating of the chaos butterfly's wings to knock a genius out of existence, unless you accidentally kill off the entire human race or something.
+
Failure to pay this cost to the timeline in short order will result in the regular timeline reasserting itself:
 
+
"rescued" people get killed off, relationships that the genius built that weren't there to begin with fall apart,
=== The Cost of Making Changes: ===
+
and generally things slide back to the way they were.
 
+
Alternatively, sometimes Guardians will crawl all over a site because of minor changes that might "jump the
"The gods had given me almost everything. I had genius, a distinguished name, high social position, brilliancy, intellectual daring; I made art a philosophy, and philosophy an art: I altered the minds of men and the colour of things: there was nothing I said or did that did not make people wonder." -Oscar Wilde, De Profundis
+
trench" and produce significant future deviations. What triggers a butterfly effect in the timeline is never
 
+
clear, but occasionally a seemingly minor change will result in a lot of pissed Guardians popping out of the
Whether it was the work of the Terminals in creating a "causality trench," as many temporal scholars say, or whether time is just naturally inelastic and inertial, causing changes is exhausting. To cause a change, a genius must "fuel" it with his own Inspiration.
+
temporal stream to stop a genius' plan.
 
+
The Temporal Tithe:
Making most minor changes that affect a single person (rescuing your grandfather, fixing your friend up with that pretty blond) costs one point of Willpower and ten points of Mania. If the subject to be manipulated is metanormal in any way, it costs one point of Willpower, as well as ten points of Mania per dot of the relevant Metanormal Advantage.
+
Maintaining the timeline costs money, and this comes in the form of the tithe for any change. This temporal
 
+
tithe is distinct from the cost paid to make changes; the former arises naturally from the nature of time and
More significant changes, from "family line" up to "village" requires an expenditure of one dot of Willpower, and ten points of Mania. If anyone in the affected area is metanormal, this costs ten points of Mania per dot of Metanormal Advantage of the creature with the highest Advantage, plus 20 points of Mania and a Willpower dot.
+
time travel; the latter is a tax leveled by one's fellow beings. Geniuses who make changes will be visited by
 
+
one or more Guardians shortly after their change, who expect payment in the form of Mania. This is usually
"Village" or "off-world colony" is about as large an area as the Guardians of Forever will tolerate before they go back and fix things (and possibly kick your ass). Sometimes exceptions are made if the area has no longterm viability (if you want to transport a whole doomed planet into the past, the Guardians won't care if the planet burns up in the supernova or disappears five minutes beforehand, as long as the survivors don't affect the timeline as they live out their lives). If permitted, these larger changes, up to redirecting the timeline of a whole world, cost one dot of Inspiration, one dot of Willpower, and 100 points of Mania.
+
ten times the amount the genius had to expend to make the actual change. The Guardians of Forever are in no
 
+
rush to receive payment, but refusal to pay can result in the Guardians going back and changing things or just
Failure to pay this cost to the timeline in short order will result in the regular timeline reasserting itself: "rescued" people get killed off, relationships that the genius built that weren't there to begin with fall apart, and generally things slide back to the way they were.
+
killing the offending genius. Picking a fight with a Guardian of Forever is usually a bad idea: they're
 
+
frighteningly powerful, and if there's trouble, they travel in groups.
Alternatively, sometimes Guardians will crawl all over a site because of minor changes that might "jump the trench" and produce significant future deviations. What triggers a butterfly effect in the timeline is never clear, but occasionally a seemingly minor change will result in a lot of pissed Guardians popping out of the temporal stream to stop a genius' plan.
+
However, it's becoming increasingly clear that not all Guardians of Forever are honest, and not all who claim
 
+
that title are who they say they are. Temporal protection rackets, con jobs, and shakedowns have been
=== The Temporal Tithe: ===
+
reported "recently" all over the timeline. The Guardians seem to be losing their grip on their owner members,
 
+
as well as the timeline as a whole.
Maintaining the timeline costs money, and this comes in the form of the tithe for any change. This temporal tithe is distinct from the cost paid to make changes; the former arises naturally from the nature of time and time travel; the latter is a tax leveled by one's fellow beings. Geniuses who make changes will be visited by one or more Guardians shortly after their change, who expect payment in the form of Mania. This is usually ten times the amount the genius had to expend to make the actual change. The Guardians of Forever are in no rush to receive payment, but refusal to pay can result in the Guardians going back and changing things or just killing the offending genius. Picking a fight with a Guardian of Forever is usually a bad idea: they're frighteningly powerful, and if there's trouble, they travel in groups.
+
Really Stupid Time Travel:
 
+
Messing about with yourself from a previous time travel jaunt is about the stupidest thing you can do without
However, it's becoming increasingly clear that not all Guardians of Forever are honest, and not all who claim that title are who they say they are. Temporal protection rackets, con jobs, and shakedowns have been reported "recently" all over the timeline. The Guardians seem to be losing their grip on their owner members, as well as the timeline as a whole.
+
a death ray and a bottle of tequila. Whatever quantum coherence you naturally maintain is enough to keep
 
+
you in existence while you're operating in the same time frame as a previous jaunt, but it doesn't feel good.
=== Really Stupid Time Travel: ===
+
While in any past time frame you function much like a mane, and can go up in a puff of Havoc if not careful.
 
+
In ordinary past or future time frames, this isn't a danger. However, when in a previously visited past time
Messing about with yourself from a previous time travel jaunt is about the stupidest thing you can do without a death ray and a bottle of tequila. Whatever quantum coherence you naturally maintain is enough to keep you in existence while you're operating in the same time frame as a previous jaunt, but it doesn't feel good.
+
frame, the danger is there. Merely being in that time frame causes you to suffer from a severe Derangement as
 
+
your memories get overwritten and scrambled. You must make a Havoc check (using your Inspiration as a
While in any past time frame you function much like a mane, and can go up in a puff of Havoc if not careful. In ordinary past or future time frames, this isn't a danger. However, when in a previously visited past time frame, the danger is there. Merely being in that time frame causes you to suffer from a severe Derangement as your memories get overwritten and scrambled. You must make a Havoc check (using your Inspiration as a dice pool) if you directly interact with your past echo in any way, or if your past echo sees or otherwise
+
dice pool) if you directly interact with your past echo in any way, or if your past echo sees or otherwise
 
clearly detects you.
 
clearly detects you.
 
+
This experience is worse than mere physical discomfort. Interacting with your previous time-traveling self is
This experience is worse than mere physical discomfort. Interacting with your previous time-traveling self is a hideously traumatic experience, as memories and ghost-thoughts tumble through your head, trying to sort themselves out. Even the maddest scientist knows not to interact with his previous time-traveling self, even if interacting with his younger self is perfectly fine.
+
a hideously traumatic experience, as memories and ghost-thoughts tumble through your head, trying to sort
 +
themselves out. Even the maddest scientist knows not to interact with his previous time-traveling self, even if
 +
interacting with his younger self is perfectly fine.
  
 
----
 
----
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</code>
 
</code>
  
==[[Genius_The_Transgression/Chapter Three: Systems and Foundations|Previous]]==
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==[[Genius_The_Transgression/Chapter Three: Systems and Foundations|previous]]==

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