Editing Genius The Transgression/Chapter Two: Character Creation

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=====Manes and Beholden:=====
 
=====Manes and Beholden:=====
 
Only geniuses can recover Mania in these ways. Manes that are not Inspired are limited to calculus vampirism or voluntary transfers. Beholden are usually limited to voluntary transfers.
 
Only geniuses can recover Mania in these ways. Manes that are not Inspired are limited to calculus vampirism or voluntary transfers. Beholden are usually limited to voluntary transfers.
 
====Transferring Mania:====
 
Mania manifests as two forms: as energy and as idea. Intelligent creatures (geniuses, beholden, and intelligent manes) transfer Mania by communicating with one-another. This requires a common language and the ability to communicate, either verbally or through the written word. Two beings can transfer a number of points of Mania per turn this way equal to their combined Inspiration scores as a regular action. Range is however far clear communication can be maintained, even over a phone line. Mania cannot be pre-recorded, however, or placed in notes, without using a capacitor. (See Capacitors, Page 295.)
 
 
Artificial things (mundane technology and manes) manifest Mania as a sort of motive force. (Modern geniuses view this "forceful" Mania as much like electricity, though it emphatically is not.) They can transfer Mania through physical contact. If both subjects lack Inspiration scores, they transfer one point of Mania per turn in this way if both take an action to do so.
 
 
A genius can only gain a number of points of Mania per scene from external sources (including capacitors, beholden, and other geniuses, as well as Deep Inspiration, but not when using the Calculus Vampire Merit) equal to her maximum Mania per turn (based on Inspiration). Any more requires an unmada check with a penalty equal to the number of times previously the genius has rolled an unmada check that day.
 
 
====Binding Mania:====
 
Geniuses bind points of Mania to the wonders they create. Certain permanent transformations and
 
enhancements caused by wonders also require bound Mania. A genius cannot possess more Mania than his maximum Mania (determined by Inspiration) minus the number of points of Mania she has bound.
 
 
Only the Inspired can bind Mania. Beholden and unInspired manes can spend Mania, but cannot bind it.
 
 
====Deep Inspiration:====
 
A genius can spend Mania she doesn't have by reaching deep into her psyche. This is a reflexive action. She can channel the normal amount of Mania per turn based on her Inspiration. Upon doing so, she makes an unmada check with a penalty equal to the number of points of Mania channeled.
 
 
These additional Mania points do not add to the genius' total Mania score; they must be spent immediately.
 
 
Illuminated cannot perform Deep Inspiration.
 
 
===="Doing Science To It":====
 
Transferring Mania from a "thinking" source to a "motive" one (such as a genius "feeding" Mania to a wonder) requires that the genius "Do Science To It." This requires physical contact and involved flipping knobs, removing superficial damage, tightening bolts, and other technological activities that are outside the scope of mundane technological activity. Going the other way―a wonder "feeding" stored Mania to a genius―requires "Doing Analysis": analyzing readouts that come out of the machine, measuring it with calipers, and other behavior that makes no sense from the perspective of normal science but that nonetheless gives the genius vital insight, which translates as Mania.
 
 
===Modified Advantage: Obligation (Morality)===
 
The Inspired are extreme creatures, capable of great and terrible transgressions. To fight the corrosive influence of those crimes against the natural order, most geniuses focus on the one thing that still ties them to mundane humanity: their Obligation to it. Their Obligation may be to improve, to protect, or even to punish, but it ultimately ties them to their unInspired brethren.
 
 
Obligation monitors how close a genius is to losing all ties with humanity and becoming a true mad scientist, one of the Illuminated who has lost all concern for the well-being and dignity of others, and who sees humans as we might see laboratory mice. As Obligation falls, the genius becomes less and less able to interact with normal humans, and less and less interested in doing so for any decent reason.
 
 
Geniuses quickly learn that Obligation is more than Morality: it is tied to the standards of sane and normal behavior that humans apply to their fellows. Many acts that a genius can rationalize as for the greater good―or even demonstrate to be beneficial and useful―are transgressions, since they violate the standards of regular human behavior and distance a genius from the mortals in his charge.
 
 
====Transgression:====
 
When a genius acts in a way that violates his Obligation to humanity, he commits a transgression. The genius must make a degeneration roll to see if he loses a dot of Obligation. If an act can be described by two different levels of transgression, use the lower one on the chart.
 
 
Starting geniuses begin with an Obligation of 7. They can buy it down to 5 at character creation, gaining five experience points per lost dot, though a genius buying her Obligation down this way always receives the Derangement keyed to her catalyst.
 
 
A failed degeneration roll means that the genius must make an Obligation roll to avoid acquiring a Derangement, if the genius' (new) Obligation is lower than 7. The new Derangement is linked to the lost dot of Obligation: if the genius' Obligation rises back to its original level, the Derangement is banished.
 
 
Each catalyst has a primary Derangement. Should a genius receive a Derangement due to degeneration, she receives that Derangement automatically, first. Subsequent Derangements are determined like normal.
 
 
Transgressions include, from least to most heinous:
 
 
• Actions that imply a lack of respect for the dangerous power of Inspiration,
 
 
• Actions that regular humans find gross, unethical, or "cold" (whether or not they're actually
 
immoral),
 
 
• Actions that physically or psychologically distance the genius from humanity,
 
 
• Actions that display a cold or reckless disregard for civilization and/or the rule of law, and
 
 
• Actions that stem from a genius' willingness to see humans as disposable, replaceable, or beneath consideration.
 
 
The list below is not complete or all-inclusive; the Storyteller is expected to examine questionable actions from a genius to see if they fit with the general pattern of transgressions listed below, and to warn the genius' player of a transgression that the mad scientist is poised to commit.
 
 
{| class="wikitable"
 
|-
 
|Obligation||Transgression||
 
|-
 
|10||Allowing one's wonder to risk Havoc. <br/>Using wonders to accomplish a task when it could have been accomplished just as well with mundane science or skill. <br/>Experimenting on animals.||Roll five dice
 
|-
 
|9||Allowing one's wonder to turn temporarily orphan. <br/>Altering oneself or another person with mad science, even temporarily (not including healing). <br/>Going a day without human contact. <br/>Minor selfish acts. <br/>Performing surgery.||Roll five dice
 
|-
 
|8||Injury to another (accidental or otherwise). <br/>Failing to help a victimized innocent in need. <br/>Triggering an unmada check in oneself. <br/>Emotional manipulation. <br/>Grave-robbing, dissection, or making zombies. <br/>Allowing one's wonder to turn permanently orphan.||Roll four dice
 
|-
 
|7||Petty theft (shoplifting). <br/>Allowing an innocent to die or be seriously injured without making effort to save the person. <br/>Making a person beholden. <br/>Mind control. <br/>Experimenting on willing human subjects (including oneself) where there is some possibility of harm. <br/>Unintentional mass property damage brought about by Inspiration.
 
|Roll four dice
 
|-
 
|6||Grand theft (burglary). <br/>Kidnapping. <br/>"Editing" to gather Mania. <br/>Going a week without human contact. <br/>Creating an intelligent machine (Automata 4+). <br/>Body swapping.||Roll three dice
 
|-
 
|5||Killing an intelligent being. <br/>Intentional, mass property damage (arson, most doom cannons). <br/>Experimenting on willing human subjects (including oneself) where there is a serious possibility of death or harm. <br/>Programming permanent psychological limitations into an intelligent being.||Roll three dice
 
|-
 
|4||Impassioned serious crime (manslaughter). <br/>Sadistic mind control (of the "forcing two friends to fight for your amusement" variety or similar acts of cruelty.) <br/>Permanently and significantly altering your physical form (adding two more arms, etc.)||Roll two dice
 
|-
 
|3||Going a month without human contact. <br/>Planned serious crime (murder). <br/>Slavery. <br/>Experimenting on unwilling human subjects where there is a serious possibility of death or harm. <br/>Permanently and entirely altering your physical form (uploading yourself into a computer or becoming a giant caterpillar).||Roll two dice
 
|-
 
|2||Bringing the dead back to life. <br/>Rape or sexual mind control. <br/>Serial murder. <br/>Spreading massive plague and devastation.||Roll one die
 
|-
 
|1||Mass murder. <br/>Hideous experiments on unwilling human subjects. <br/>Scientific torture. Genocide.
 
|Roll one die.
 
|}
 
 
''"The more we do to you, the less you seem to believe we are doing it."''
 
 
-Dr. Joseph Mengele
 
 
====Obligation and Morality:====
 
Beholden and unInspired manes possess Morality. Geniuses, Inspired manes, and intelligent automata possess Obligation.
 
 
===Benefits of Obligation:===
 
====Paragon Status:====
 
A genius with an Obligation of 7 or higher qualifies as a Paragon. People have difficulty imagining that the genius is up to no good. Even the most maladjusted genius, if he possesses high Obligation, is automatically seen as a trustworthy authority figure by regular mortals, someone to be admired for his intelligence and contributions to humanity. The genius gains a +1 bonus to all Social checks when acting from a position of knowledge or authority. Further, anyone trying to tar the genius' reputation suffers a -3 penalty to the attempt.
 
 
===Drawbacks of Obligation:===
 
====Stunted Social Skills:====
 
The Inspired are often awkward and isolated people, and as Obligation falls, this problem grows worse. A genius with Obligation 5 or higher suffers no penalty. A genius with Obligation 3 or 4 suffers a -1 penalty to all Social checks, while a genius with Obligation 1 or 2 suffers a -2 penalty.
 
 
One of the Illuminated, who has no Obligation, is as charming as any other psychopath and suffers no such caps, though many are so insane they cannot communicate meaningfully. Directors are also immune to this disadvantage when they spend Mania to boost their Social Attributes, which only encourages some to neglect their Obligation further.
 
 
====The Broken Chains:====
 
Should a genius reach zero Obligation, she becomes one of the Illuminated. Freed from all ethical constraints, she becomes an abomination of science and forbidden secrets, able to see humans only as victims and objects.
 
 
==Experience Point Costs:==
 
{| class="wikitable"
 
|-
 
|Trait
 
|Experience Point Cost
 
|-
 
|Attribute
 
|New dots x5
 
|-
 
|Skill
 
|New dots x3
 
|-
 
|Skill Specialty
 
|3
 
|-
 
|Merit
 
|New dots x2
 
|-
 
|Inspiration
 
|New dots x8 (and a thesis)
 
|-
 
|Obligation
 
|New dots x3
 
|-
 
|Favored Axiom
 
|New dots x5
 
|-
 
|Non-Favored Axiom
 
|New dots x7
 
|-
 
|Scholarship
 
|3 (and must qualify; see Fellowships, Page 415)
 
|-
 
|Fellowship Syllabus
 
|New dots x4
 
|-
 
|Willpower
 
|8 (only to replace lost dots)
 
|}
 
 
==Merits:==
 
The Inspired can select a variety of Merits that improve their ability to create and control wonders. They also have access to the Merits available to regular humans (with the exception of Unseen Sense).
 
 
Popular Merits include Resources, due to the staggering expense of generating wonders, and Mentor, to represent a more experienced genius who set the mad scientist on her new path. Mental Merits like Eidetic Memory, Encyclopedic Knowledge, Holistic Awareness, and Meditative Mind are popular with geniuses. Inspired who expect trouble may have Quick Draw or Stunt Driver to get out of trouble fast.
 
 
===The Resources Merit:===
 
A genius has more need for Resources than normal people: she needs supplies, equipment, electricity, and space to work, and all of these cost money. There is also the constant risk that a genius might lose access to her supply of Resources, which could threaten the development of her wonders.
 
 
To that end, any genius with dots in the Resources Merit should specify where the money comes from. Each possibility offers drawbacks and the potential for sabotage and catastrophe.
 
Entrepreneurial Inventor: One of the riskiest of the ways a genius can make money, actually selling one's (normal) inventions, allows a genius to "hide in plain sight." To keep the money flowing, the Storyteller may call for a check once a month, either to come up with a good idea (Intelligence + Science), to put together a prototype (Intelligence + Crafts), to try to drum up some enthusiasm for the project (Manipulation + Expression – Jabir) or even to give a live demonstration (Presence + Socialize – Jabir). Failed rolls can result in money falling through for that month, or force a genius to do something risky in order to raise funds.
 
 
====Grant Money:====
 
The genius' money comes from an academic grant designed to support a field of development
 
(that may or may not be related to what the genius does). Since this money is focused on laboratory support, spending it on purchases that can't be justified as a legitimate expense may draw the ire of the grant provider.
 
 
Too many such expenditures (say, more than one per month) may result in grant money being cut or a visit being paid to the genius' laboratory to see what's "really going on." This usually results in a desperate, perhaps futile cover-up by the genius.
 
 
====Parents:====
 
Younger geniuses can get by siphoning huge quantities of money from their rich parents. There are two problems with this. First, the amount of money siphoned requires that the genius' parents either be staggeringly rich (in which case they will probably be insane and/or annoying) or bad with numbers (and theft is a transgression, not to mention a crime that puts the genius at risk). Second, the constant intrusions, the parents wandering around the lab (possibly getting captured by things), and the "Are you on drugs?" speeches can wear on a young genius. Any slip-up may lead to a suspension of allowance. And don't think that having Inspired parents makes it any better: they're just as strapped for cash, and may not be above stealing
 
from their kid's laboratory.
 
 
====Private Sector Job:====
 
The genius has a job that a normal technically-proficient person might have, such as
 
employment as a chemist or a job hawking video games at the local electronics shop. The genius will have to put in time at this job, and probably gets called in at unwanted or unexpected times to cover shifts. Failure to show up may result in termination and a loss of Resources. Assume that the job is part-time and requires at least sixteen hours per week, with the occasional bonus shift thrown in for good measure. (The Storyteller should use the genius' private sector job as a springboard for adventure, not just as a time-sink or an impediment to adventure.)
 
 
====Theft:====
 
Of course, you can always just build giant robots and then rob banks with them. It's not like that's never occurred to mad scientists in the past. But burglary is dangerous and unpredictable, as are related tricks like blackmail and corporate fraud. They're immoral, too. Of course, it doesn't mean that geniuses haven't tried them. Theft is rarely reducible to a single roll: the genius will have to make plans, then get out there and mix it up with local law enforcement and private security―and any other geniuses who notice (and frown on) this kind of behavior.
 
 
====Trust Fund: ====
 
This should be the easiest way for a genius to stay wealthy. Every month a big wad of cash
 
appears, or a lump sum is deposited in the genius' checking account. Of course, it's never that easy, since trust funds come from somewhere and that "somewhere" expects the genius to use those funds to live, not to buy "...50 kilos of Brazilian fertilizer...fifteen solid bronze statues of Spiro Agnew, eleven feet high...three cases of military-grade incendiaries...400 Apple IIe's, painted blue...." In other words, weird purchases (more than one or two wonders built per month) can send up a red flag, triggering an investigation into exactly what the
 
genius is stockpiling, and why.
 
 
====University Position:====
 
The genius works at a school, teaching and publishing. The teaching doesn't take much time (what else are teaching assistants for?) but the genius will have to survive the constant onslaught of bright, curious people who want to know what she is doing. Once per month the genius will need to make some kind of roll, to publish a paper or fend off an inquiry about what she does―Intelligence + Expression, Manipulation + Subterfuge, etc., with the usual penalties for Jabir―or she may find herself investigated and, unless she has Tenure, tossed out on her ear.
 
 
====Additional effects:====
 
 
Next to where a genius records her Resources, note where that money comes from. Different dots may have different sources: the first dot may come from a private sector job, while the second comes from grant money. Failure to keep the money-lines flowing may result in the genius temporarily losing access to her Resources. Also, enemies may try to cut the genius off at the knees by attacking her funding. The Storyteller should, of course, see the source of the genius' Resources as a way to tell stories, not to sever the genius from her ability to make wonders. While disappointment is part of the game's mood, Genius is about creating wonders, not about being bored, broke, and frustrated. Storytellers should avoid forcing players to experience parts of their characters' lives that they (the players) find boring or uninspiring.
 
 
===Adopted Orphan (● to ●●●●●):===
 
When a genius dies or abandons an experiment, or a wondrous mane escapes its natural home, the result is an orphan, a feral wonder that survives by scavenging or stealing Mania. These creatures are often dangerous, but a genius can instill a sense of loyalty in some such creatures through regular feeding and kindness. Such orphan wonders are said to be "adopted" by a genius.
 
 
This Merit grants a genius one or more such orphan wonders. The genius did not build this wonder. Instead she acquired it. This means that she need not possess the necessary Axioms or training to build the wonder. Many mad scientists seek out complementary orphans in order to begin a symbiotic relationship: the genius provides a regular supply of Mania, while the orphan grants the genius abilities she would not ordinarily possess.
 
 
In order to adopt an orphan, a genius binds a number of points of Mania into the orphaned wonder equal to its rank, just like a regular wonder. This prevents the orphan from consuming its own Mania over time and buys the genius a certain measure of loyalty. It also removes the Orphan's mutations. (See Orphan Mutations, Page 272.) Orphans are never as simply loyal as a genius' own wonders, though: all orphans are intelligent and free-roaming to at least some degree. Orphans cannot be used as Mania-holding units, either: no matter how loyal an orphan is, it will not―it appears psychologically unable to―offer up any stored Mania it possesses for other purposes. Orphans are often dangerous and are always difficult to keep, which is why not
 
all geniuses use them even if they fall into the genius' possession.
 
 
{| class="wikitable"
 
|-
 
|●
 
|The genius possesses a rank-one wonder.
 
|-
 
|●●
 
|The genius possesses one rank-two wonder or two rank-one wonders.
 
|-
 
|●●●
 
|The genius possesses one rank-three wonder or four ranks of rank-two or lower wonders.
 
|-
 
|●●●●
 
|The genius possesses one rank-four wonder or six ranks of rank-three or lower wonders.
 
|-
 
|●●●●●
 
|The genius possesses one rank-five wonder or eight ranks of rank-four or lower wonders.
 
|}
 
 
It's possible, at character creation, to purchase adopted orphans that come pre-grafted or pre-internalized. Many manes (see the Mane Merit, below) possess these kinds of adopted orphans, which represent natural, internal abilities of their mane breed.
 
 
An orphan possesses one persistent fault. If an orphan does not possess faults, its effective rank increases by one for the purpose of determining its cost.
 
 
====Rule of Inspiration:====
 
Generally, for adopted orphans as well as miscellaneous orphans and other found wonders, the Inspiration used to build a wonder is equal to the wonder's rank. So, if a genius possess a rank-3 supersonic jet as an orphan, the builder's Inspiration is treated as three dots for purposes of determining the wonder's speed and other derived scores. In general, if the Inspiration of the wonder's builder is not otherwise listed, assume that it equals the wonder's rank.
 
 
===Assembly Line (● to ●●●●●)===
 
The genius possesses a method for quickly duplicating her work, which reduces the Mania cost when creating many identical wonders. Ordinarily, a genius binds a number of Mania equal to the wonder's rank for every wonder he builds. With an assembly line, the genius doubles the amount of (identical) wonders she can create and control with that amount of Mania.
 
 
{| class="wikitable"
 
|-
 
|Rank in This Merit
 
|Number of Identical Wonders
 
|-
 
|●
 
|2
 
|-
 
|●●
 
|4
 
|-
 
|●●●
 
|8
 
|-
 
|●●●●
 
|16
 
|-
 
|●●●●●
 
|32
 
|}
 
 
For example, a typical "experimental jet" is a Skafoi 3 wonder and so would bind three Mania. But if the genius possessed one dot in this Merit, she would be able to build and maintain two experimental jets for three Mania. If she had two dots in the Merit, she would be able to build and maintain four experimental jets for those three Mania, and so on. With the five-dot version of the Assembly Line, the genius could have 32 such jets―a veritable air fleet―for just three points of Mania.
 
 
Note that these wonders must be precisely identical, down to their persistent faults (or not having a persistent fault and binding twice the regular Mania) in order to benefit from this Merit.
 
 
The assembly line does not allow the genius to build these wonders all at once, only to sustain them all with the same points of bound Mania. This Merit cannot be applied to kitbashed wonders. It also cannot be applied to Larval wonders (see Larvae, Page 141).
 
 
===Beholden (● to ●●●●●; special)===
 
A beholden, sometimes called an "Igor" or just an assistant, is more than a loyal servant. There is a howling storm inside every genius that Mania fills, but inside a beholden there is only stillness. Beholden may be brilliant, funny, or capable, but they possess a personality that falls naturally into the worldview of another.
 
 
They latch onto Inspired, basking in the glow of reflected Mania.
 
 
When a person becomes beholden, she loses the ability to recover Willpower when indulging her Virtue or Vice. Instead she recovers one point of Willpower per day so long as she is assisting her master. If she helps her master complete a wonder (that is not an orphan) or succeeds in dirty work (see Dirty Work, Page 280), she can gain up to one additional point of Willpower that day. A genius can transfer Mania into beholden. This works just like transferring Mania into a capacitor. He can also draw it out, and beholden can transfer Mania they hold or draw Mania from a capacitor. Storing Mania in a beholden lets them use wonders. Beholden can hold a maximum number of Mania points equal to their Intelligence + Resolve.
 
 
The advantage of a beholden is that they can assist with the creation of wonders without causing Havoc. (Hence one rumored origin of the term: "Gentlemen...Behold!") They are also often gifted in their own right, but they cannot become truly great on their own: they are touched by the genius' Inspiration, almost feeding upon it, and lack the drive and capacity for independent thought that characterizes a scientist, mad or sane.
 
 
The beholden Merit is broken down into three conditions: Number, Ability, and Prowess. At least one dot must be spent on Number.
 
 
====Number:====
 
Number determines how many loyal minions a genius has. The exact number might fluctuate due to
 
casualties, abandonment, or new recruits, but the general benefits remain the same except under egregious circumstances.
 
 
Having many beholden reduces the time taken to build a wonder. See below. This cannot reduce the time taken for a non-kitbashed Wonder to less than one day.
 
 
Having more beholden allows more attempts at dirty work. See Prowess, below, for more information on that mechanic.
 
 
Coupled with the Assembly Line Merit, having many beholden allows you to produce many identical wonders at the same time. The genius still benefits from the time reduction, meaning that many beholden can build wonders from an Assembly Line so fast only the most powerful geniuses have spare Mania to bind to all of them. A genius with three dots in beholden Number and at least three dots in the Assembly Line Merit, for example, could build up to eight identical wonders at once, with the same roll, and building all eight wonders would take half the time it would take a similar genius without those Merits to build a single such wonder.
 
 
{| class="wikitable"
 
|Rating||Number ||Time Reduction ||Dirty Work ||With Assembly Line
 
|-
 
|● ||One beholden ||One step ||One attempt per chapter||Make two wonders at once with Assembly Line ●+
 
|-
 
|●●||Two to five beholden ||Two steps||Two attempts per chapter||Make four wonders at once with Assembly Line ●●+
 
|-
 
|●●●||Up to a dozen beholden ||Three steps ||Three attempts per chapter||Make eight wonders at once with Assembly Line ●●●+
 
|-
 
|●●●●||Up to thirty beholden ||Four steps ||Four attempts per chapter||Make sixteen wonders at once with Assembly Line ●●●●+
 
|-
 
|●●●●●||More than thirty beholden, perhaps more than a hundred||Five steps ||Five attempts per chapter||Make 32 wonders at once with Assembly Line ●●●●●
 
|}
 
 
====Ability:====
 
While a genius can find a use for mop-pushing slobs, highly trained specialists in relevant scientific fields make the ideal beholden, since they grant so many useful benefits. The Ability rating of a beholden or group of beholden determines the bonus they grant to wonder-working due to their own familiarity with scientific and technical fields.
 
 
{| class="wikitable"
 
|-
 
|Rating || Description || Wonder-working Bonus
 
|-
 
|0 || Barely fit to clean the test tubes || None
 
|-
 
|● ||Familiar with laboratory work ||+1
 
|-
 
|●● || Experienced lab assistant or researcher || +2
 
|-
 
|●●● || Professional scientist || +3
 
|-
 
|●●●● || Renowned scholar || +4
 
|-
 
|●●●●● || World-famous talent || +5
 
|}
 
 
====Prowess:====
 
Without dots in this rating, a genius' beholden are scholars, researchers, scientists, and laboratory specialists, but they're not trained to work outside the lab. Prowess, however, turns some or all of a genius' beholden from meek technicians into an elite force capable of acting independently from the genius. The Prowess of a group of beholden determines their usefulness for dirty work. (See Dirty Work, Page 280.)
 
 
{| class="wikitable"
 
|-
 
|Rating ||Description ||Similar To ||Dirty Work Dice Pool
 
|-
 
|0 ||Regular people ||Untrained civilians ||Cannot use Dirty Work
 
|-
 
|●||Goons with basic self-defense training ||Neighborhood watch ||1 die
 
|-
 
|●● ||Thugs who know how to fight ||Police officers ||2 dice
 
|-
 
|●●●||Capable and deadly minions ||Army recruits ||3 dice
 
|-
 
|●●●●||Lethal henchpersons with extensive training||SWAT team ||4 dice
 
|-
 
|●●●●●||Elite super-scientific task force ||Elite special forces ||5 dice
 
|}
 
 
====Sharing Beholden:====
 
Beholden can be shared among members of a collaborative. To share beholden, two or more characters simply have to be willing to pool their dots for greater capability. A shared rating in the beholden Merit cannot rise higher than five dots in Number, Ability, or Prowess.
 
 
Note that shared beholden cannot be used at the same time: if one genius needs two Igors for a research experiment, they cannot simultaneously be sent by another genius to explore the bottom of the ocean. Some type of time-sharing program may need to be arranged.
 
 
If a character leaves the collaborative for any reason, whether it be death, banishment, or a grudge that cannot be resolved, the dots he contributed are removed from the pool. The character who leaves does not get all the dots back for his own purposes. He gets one fewer dot than he originally contributed. If all members who have combined to share beholden points agree to part ways, they all lose one dot from what they originally contributed. The loss of beholden points can represent several things, as determined by the Storyteller. Maybe the best and most capable beholden leave for more stable masters. Maybe the infighting reduces their loyalty. Maybe some just walk away, looking for better opportunities.
 
 
Note that a genius who belongs to a collaborative need not share his beholden dots. Further, he can choose to split his beholden dots, maintaining a personal stable of assistants while also contributing to the beholden pool.
 
 
To record shared beholden on your character sheet, put an asterisk next to the name of the Beholden Merit and fill in the total dots that your character has access to thanks to his partnership. In order to record his original contribution, write it in parentheses along with the Merit's name.
 
 
===Calculus Vampire (●●):===
 
The genius can drain Mania or knowledge in order to fuel her abilities. All manes and orphaned wonders possess this ability automatically.
 
 
If targeting a single person or thing, either a mundane scientist, one of the Inspired, or even a wonder, the genius must have the subject immobilized (either tied down or help in a grapple) and make an Intelligence + Resolve check vs. the subject's Composure + Metanormal Advantage.
 
 
''Dramatic Failure:'' The vampire botches the job, losing half his remaining Mania and taking one point of Aggravated damage. The genius cannot use this Merit again for the rest of the day.
 
Failure: The vampire gets nowhere. The genius cannot attempt to drain Mania for the rest of the scene.
 
 
''Success:'' Every Success allows the vampire to drain one point of Mania from the target and gain that Mania for himself. If the subject has no Mania (or no remaining Mania), every success allows the vampire to drain one dot of any Mental skill from the target, converting it to one Mania. Note that a genius cannot affect any other metanormal creature so long as it has at least a single point of "power" (Vitae, Pyros, etc.) unless the genius is also a Technomancer, in which case he can drain another metanormal being's power source, gaining Mania on a one-for-two basis. The genius cannot gain more Mania than his maximum, based on Inspiration.
 
 
''Exceptional Success:'' The vampire drains all the subject's Mania and/or Mental skills, or whatever fraction thereof he wants. He still cannot gain more Mania than his maximum. He can, however, siphon any excess off to capacitors, beholden, or Inspired allies without making an additional roll.
 
 
''Suggested Modifiers:'' Subject is thoroughly restrained or unconscious (+1), subject is beaten, degraded, or psychologically destabilized (+2), subject is unmada (+1).
 
 
Attacking an unwilling intelligent target this way is a Obligation-3 transgression. Even targeting a willing intelligent subject is an Obligation-5 transgression if the vampire is draining Skills instead of Mania. Draining any type of creature, willing or not, intelligent or not, is an Obligation-8 transgression.
 
 
Drawing Mania in this way does not risk an unmada check.
 
 
Skill ranks recover at a rate of one dot per day. The victim can choose which Skills she regains and in what order.
 
 
Calculus Vampires use a variety of methods to get at their prey, but their activity always requires physical contact. Some have veins or needles that convert plundered cerebrospinal fluid into raw Mania, while others whisper mathematical secrets and listen for the "blowback," absorbing the Mania produced by insane thought; others still use hypnotic patterns to extract Mania.
 
 
===Dumpster Diver (●):===
 
The genius is unusual adept at finding useful components in the most unlikely places. His Resources Merit is treated at two higher than it is for purposes of determining Resources-based penalties for building wonders. This even applies when kitbashing (giving the genius a functional Resources of two dots when kitbashing), provided the genius has some kind of "dumpster"-like thing to dive into.
 
 
===Energy Channeler (● or ●●):===
 
The genius can channel Mania to empower or damage conventional technology, or to move Mania between herself and a capacitor or another genius, at range, rather than by touch or communication. The one-dot version of this ability gives a range of about ten yards, while the two-dot version gives a range out the the genius' line of sight; however, anything past ten yards requires a Wits + Athletics or Wits + Firearms check to hit. Failure means that the Mania is lost.
 
 
===Generator (● to ●●●●●):===
 
The genius possesses an object that generates Mania. These extraordinary devices are found, not made, and represent peculiar relics of mad or sane-but-terrifying science: alien elemental dynamos, self-transforming equations scribbled in forgotten notebooks, mundane objects "imprinted" with the energy of scientific breakthroughs, highly radioactive atomic piles, and radios for talking to God. These strange one-off devices exist partly in our world and partly in the realm of Idea, and some have been fought over by mad scientists for generations or millennia.
 
 
The amount of Mania generated per day and the maximum amount of Mania it can store depends on the Generator's Size and rank.
 
 
{| class="wikitable"
 
|-
 
|Rank||Size 0* ||Size 1 ||Size 2-3 ||Size 4-5 ||Size 6-11 ||Size 12-29 ||Size 30+
 
|-
 
|Rank ● ||NA ||NA ||1 ||2 ||3 ||4 ||5
 
|-
 
|Rank ●● ||NA ||1 ||2 ||3 ||4 ||5 ||6
 
|-
 
|Rank ●●● ||1 ||2 ||3 ||4 ||5 ||6 ||8
 
|-
 
|Rank ●●●● ||2 ||3 ||4 ||5 ||6 ||8 ||12
 
|-
 
|Rank ●●●●● ||3 ||4 ||5 ||6 ||8 ||12 ||20
 
|}
 
 
* If Size 0, the Generator may be internalized automatically if desired.
 
 
Drawing Mania from a Generator works like drawing it from a capacitor. (See Capacitors, Page 295.) Given the risk of unmada, larger and better Generators are often employed by several geniuses at once.
 
 
===Kitbasher (●●):===
 
The genius is unusually adept at kitbashing a wonder into existence. The genius suffers no penalty for kitbashing wonders. Her kitbashed wonders still fall apart normally, and she still suffers a penalty because of Resources. She does not ignore penalties from other time-reducing shortcuts (such as hastily repairing or modifying a wonder), only when building it.
 
 
===Laboratory (● to ●●●●●; special):===
 
The genius has access to a laboratory. This is not just a place where she performs her research; it is a refuge and safe haven away from the cruelty and caprices of the mundane world. All laboratories have three factors that determine their utility: Size, Equipment, and Security.
 
 
====Size:====
 
Size indicates how much physical space the laboratory takes up and how long it takes to transport (assuming normal labor).
 
 
{| class="wikitable"
 
|Rating||Area||Capacity||Transport
 
|-
 
|0
 
|A lab with no size is barely more than a closet with a work bench.
 
|It can support one genius at a time, but it is cramped and inconvenient, and has limited supplies, meaning it can only be used every other day.
 
|Everything within can be packed into a big suitcase (Size 5) with one person-hour of work.
 
|-
 
|●
 
|A small apartment or computer lab.
 
|One genius can work comfortably and use the lab's equipment at a time.
 
|Despite being larger than a Size-0 lab, layout is smarter, and everything can be packed into a small suitcase (Size 5) with thirty person-minutes of work.
 
|-
 
|●●
 
|The size of a small house or some rented office space with a small storage room in back.
 
|Three geniuses (or beholden) can work comfortably at the same time.
 
|Everything can be packed into a few steamer-trunks (about a 5'x'5x5' cube) or a small moving van in six person-hours.
 
|-
 
|●●●
 
|Big enough to be a warehouse, a town library, the wing of a University, or a large "cubicle farm"; from five to eight rooms, or a single large enclosure.
 
|Ten geniuses (or beholden) can work comfortably at the same time.
 
|Everything could be packed into a large moving van in one person-day.
 
|-
 
|●●●●
 
|A mansion atop a hill, an entire large University hall, or a research base; equivalent to nine to 25 rooms.
 
|A hundred geniuses (or beholden) can work comfortably at the same time.
 
|Everything could be packed into a small fleet of moving vans or cargo containers in one person-week.
 
|-
 
|●●●●●
 
|An entire university, a skyscraper owned from basement to penthouse; dozens of independent
 
research facilities owned across an entire city or region; countless rooms or chambers.
 
|More geniuses (or beholden) that can feasibly be brought together can work in a laboratory of this size.
 
|It would take a person-year of work to pack everything for transport, and moving it would be a logistical nightmare, requiring coordinated transport of dozens or hundreds of shipping containers.
 
|}
 
 
====Equipment:====
 
Size is useful only insofar as the genius has something interesting to fill that space. That is the laboratory's Equipment, and the rating determines how useful it is. A Lab with no points in Equipment may be pleasantly appointed for visitors, but it has nothing besides empty benches and bare floors for research.
 
 
Every point of Laboratory Equipment adds a +1 bonus to all rolls made to build, repair, or fiddle with wonders there, provided that the genius has access to the equipment. It can also, at the Storyteller's discretion, provide the same bonus to mundane repair and construction activities.
 
 
0: The laboratory is largely empty, except what the genius brings with her.
 
 
●: Outdated and inefficient equipment, badly organized and poorly protected from the environment; the equivalent of junior chemistry sets and astrolabes. The computers look like something out of the 70s.
 
 
●●: Serviceable laboratory equipment that is nonetheless outdated and second-hand; computers are slow and clunky, while samples occasionally risk contamination unless the researchers are careful.
 
 
●●●: A typical private or university laboratory with a good selection of modern equipment, fast computers with Internet hookups, and reliable technology, but nothing too highly specialized or expensive.
 
 
●●●●: A deluxe set-up with top-of-the-line computers networked for maximum efficiency, top-shelf apparatus, and enough specialized equipment either available or on loan to perform even the strangest experiments.
 
 
●●●●●: An incredible, world-class lab; if the computers were more advanced, they'd be wonders, while just about any scientific apparatus can be found, built, or ordered in minimum time, and everything works astonishingly well.
 
 
====Security:====
 
Finally, a laboratory should be protected and concealed from prying eyes, or at least able to pass as a normal research institution. Placing dots in Security keeps the laboratory hidden and protected. Laboratories with no dots in Security are public and possess no particular security features except any wonders or beholden the genius devotes to that task. Each dot in Security for a laboratory subtracts two dice from efforts by intruders to find and get into the laboratory, due to concealment or (mundane) security measures like locked doors, pass-key systems, and surveillance. Further, each dot in Security grants a +1 bonus on Initiative for anyone inside against anyone attempting to gain entrance, due to internal security systems and good defensive organization.
 
 
0: The laboratory's location and nature are both obvious to anyone who look at it, and it offers no protection against intrusion except whatever the genius directs toward that area in the form of wonders or beholden guards.
 
 
●: The laboratory's location is still obvious, but it has basic security, such as key-locks, to keep most casual intruders out. Anyone attempting to enter the laboratory subtracts two dice from their roll. Anyone within engaging intruders gains a +1 bonus on Initiative due to clear lines of sight and good defensive layout.
 
 
●●: The laboratory is well-hidden, either in some inaccessible area or concealed in plain sight, and possesses more sophisticated defensive mechanisms, including code-locks, security cameras, and alarms. Anyone attempting to enter the laboratory subtracts four dice from their roll. Anyone within engaging intruders gains a +2 bonus on Initiative due to good organization and access to security cameras.
 
 
●●●: The laboratory is artfully concealed and possesses state-of-the-art counter-intrusion technology: DNA locks, advanced security cameras, motion sensors, and a dedicated security computer. Anyone attempting to enter the laboratory subtracts six dice from their roll. Anyone within engaging intruders gains a +3 bonus on Initiative due to security cameras, flood lights, and other systems that put invaders at a disadvantage.
 
 
●●●●: The laboratory is basically impossible to find unless the searcher knows what to look for. Protected by advanced technology that borders on the Inspired, the laboratory possesses more security measures than a secret military base. Anyone attempting to enter the laboratory subtracts eight dice from their roll. Anyone within engaging intruders gains a +4 bonus on Initiative due to super-science scanners, protective walls made of incredible alloys, or internal sensor drones. Like a Wonder, this laboratory binds one point of Mania. If Mania is not available, the lab is treated as having only three dots in Security.
 
 
●●●●●: The laboratory is an impregnable fortress, riddled with super-science protective measures. Anyone attempting to enter the laboratory subtracts ten dice from their roll. Anyone within engaging intruders gains a +5 bonus on Initiative due to the incredible systems that protect the laboratory and support those within it. This laboratory binds five points of Mania. If Mania is not available, the lab is treated as having only three dots in Security.
 
 
====Sharing Laboratory Space:====
 
Sharing a laboratory among the collaborative works exactly like sharing beholden. Laboratories need to be large enough to support all the geniuses involved if they plan to work at the same time; geniuses who cooperate to support smaller labs may need to work in shifts.
 
 
===Mane (● to ●●●):===
 
The genius is a mane, not a natural-born human being. She may be a clone, an orphan automaton, or just a normal-seeming person born in a bardo, or she may be something much stranger. Manes suffer from two disadvantages. First, they require one point of Mania per day to sustain themselves―this point cancels out the point of Mania a genius receives automatically upon waking every day. (See Manes, Page 284.) Second, manes are susceptible to Havoc. (See Havoc, Page 270.)
 
 
However, manes gain a significant advantage over mortal geniuses: they can spend Mania to heal damage as a reflexive action. Every point of Mania heals one point of Lethal damage (or Structure, if non-biological) or two points of Bashing damage. By spending three points of Mania and a point of Willpower, a mane can heal a point of Aggravated damage.
 
 
Manes also receive the Calculus Vampire Merit at no cost.
 
 
There are three categories of this Merit.
 
 
Mane ●: The mane does not appear at all human. Only a full-body covering coupled with darkness or disinterest can hide this fact.
 
 
Mane ●●: The mane looks nearly human, but may possess a few unusual features such as a tail or a third eye in the middle of his forehead.
 
 
Mane ●●●: The mane looks entirely human.
 
 
Manes often possess grafted or internalized adopted orphans (see the Adopted Orphan Merit, above) to represent peculiar native abilities.
 
 
===Science Hero (●●●):===
 
The genius' Jabir penalty is reduced by one. Further, the genius gains a bonus to any Social Skills when acting from a position of knowledge or authority equal to her Obligation -6. This bonus replaces the similar bonus gained for Paragon Status. (See Page 86.)
 
 
===Technomancer (●●●):===
 
The genius can convert any sort of metanormal energy (Glamour, Mana, Vitae) into Mania, and vice-versa, on a one-for-one basis. This requires the energy to be free-standing or given voluntarily (unless the genius is also a Calculus Vampire, in which case he can drain other energy sources just like draining Mania). One point of energy can be converted per turn. Note that a genius can only hold Mania; it is impossible for a genius to store Vitae or some other type of energy.
 
 
This ability allows a genius to perform many functions that require some other sort of energy source. The genius cannot, of course, learn another creature's special abilities―he could not learn a vampire's Disciplines or a changeling's Contracts―but he may find other uses for that energy, such as activating a changeling's token.
 
 
===Tenure (●●●):===
 
The genius receives tenure at a college or university. This means that it's almost impossible to get rid of him, no matter how crazy he is. More importantly, a "Failure" result when trying to create a wonder does not mean a long delay while the genius tries to restock his supplies. A quick requisition form sent to the college's head of supply can secure ingredients from anywhere almost instantly.
 
 
The genius still suffers a penalty for having a Resources rating below the rating needed for the wonder.
 
 
===Universalist (● to ●●●):===
 
The genius suffers no penalties when using another genius' wonders. The one-dot version of this Merit applies this benefit to one Axiom. The two-dot version applies this benefit to a number of Axioms equal to the genius' Wits. The three-dot version applies to wonders built with any Axiom.
 
 
===Utility Belt (● to ●●●●●):===
 
A Utility belt is a handheld device (Size 2) that grants a genius a +1 bonus when working on wonders. All utility belts grant a +1 to Science. Each rank in this Merit grants the genius another +1 bonus with one other Skill: Academics, Computer, Crafts, Medicine, or Occult. This bonus is typically used to build and repair wonders, but it can be used for mundane applications of the Skill too. A Utility Belt also removes the rank/Resources penalty due to kitbashing. (See Kitbashed Wonders, Page 138.)
 
 
Utility belts are portable while laboratories are not, but utility belts (which are not always belts; some Inspired prefer tool cases or rucksacks) cannot be combined with a lab's Equipment bonus. They are most popular with geniuses on the move. A genius cannot use another genius' utility belt.
 
 
 
----
 
<code>
 
"It's the alarming rate of suicide among beholden that troubles me," Professor Bonnerman said. He was lying: nothing really 'troubled' him anymore, except that he might find one graph less
 
satisfying than another. He lit a cigarette. He did it real slowly, so the woman in front of us wouldn't put a bullet in his brain.
 
 
"This isn't what it was supposed to be like," the woman said. Her hands weren't too steady. She was maybe 25, overweight, looking like the girl who gets ignored at the dance club. I hadn't noticed her before around the lab. Her dress had the most fascinating fractal pattern on the...come on, Jake, focus. Act human and normal. You're probably going to die here.
 
 
"It's hard to shoot," Bonnerman said, taking a long slow drag. "Not because you're a good person, Marlene, because you're not: you're as immoral as you are ignorant. But it's because you know that killing me kills you. There's nothing in you, no spark, no vision. You're a tool, an extension. That's all you'll ever be."
 
 
"That's not true!" The gun was practically vibrating now. "I want my life back!" If I could just reach the bone spur in my pocket...
 
 
"That's the bitterest truth, Marlene: you never had a life. Or an idea of your own, ever. Jake here has potential. He wasn't always like he was now. But you can't be like him, or like me. There's no going back. And there's no going forward, not for you. You know that. Which is why you're going to put that gun down, and then Jake is going to cut your throat."
 
 
She shot him in the face, which surprised me. The gun swung toward my head, a long, lazy arc. I knocked it from her hand and drew the bone spur across her throat. She screamed, because I had missed the trachea while still getting all the important arteries, and she fell back, still screaming, making a bloody mess of the lab floor. When she stopped, I could hear Bonnerman, and he was laughing: a ragged, hearty, human laugh, as he clutched his bloodied cheek.
 
 
"I did not see that coming," he said, between guffaws. "Come on, let's get this cleaned up."
 
He looked at me, as if daring me to do it. I put the length of bone away and got the mop while the doctor dragged the body to the furnace.
 
</code>
 
 
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