Editing Genius The Transgression/Chapter Two: Character Creation
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===Technomancer (●●●):=== | ===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. | + | 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 | |
− | 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. | + | 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. | |
− | 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. | + | 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. | 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 | |
− | 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. | + | 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.) | + | 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 | |
− | 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. | + | 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. | |
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