nick012000
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Okay, so this is the thread for Character Creation and OOC for a Genius the Transgression game, inspired by the God-Machine Chronicle.
You're all staff and/or students at the Wellington School for Gifted Children, a school for the "special", brilliant, and strange. The school board recently sold off a bunch of schools to private companies to cover holes in their budget, and this particular school was sold to a company called Edu Tech Corp, which decided to cut costs by hiring a bunch of less-than-qualified individuals as staff members; a member of the local Lemurians decided to take advantage of this by getting a bunch of Geniuses hired for positions that their madness would usually disqualify them from.
Rules changes to the rules in Genius the Transgression, to accomodate the changes introduced by the God-Machine Chronicle:
-Geniuses almost always have at least one of their three Aspirations relating to Mad Science in some fashion.
-Rather than the Jabir penalty to all social rolls, all Geniuses have the Madness Condition as a permanent part of their Supernatural Template; when they become Unmada, the dice pool of the Condition doubles. The dice pool created by this condition can never be used to penalise Mental or Social rolls that involve Mad Science or interactions with Manes, Geniuses, or other creatures of Mania.
-Rather than Derangements associated with their Catalysts, they gain an additional Vice instead, as appropriate (e.g, Klagens gain Depression as an additional Vice). This works as per the Vice-Ridden Merit.
-Like all post-GMC Supernatural templates, Geniuses gain 10 dots of Merits to start, not 7.
-Obligation starts at 7. You may no longer trade it in for additional Experience.
-Breaking points for Geniuses reflect the maddening power of Mania, and the extremes it can drive them to. Replace the questions "What is your most traumatic experience" and "What have you forgotten" with "What scares you most about Mad Science" and "What do you see yourself becoming in your Manic visions". Geniuses never suffer Breaking Points from mere exposure to the Supernatural; their Breaking Points must be triggered by their own Transgressions.
-The Beholden Merit is replaced by the Staff and Retainer merits, both of whom can represent Beholden followers.
-The Workshop Merit now works as per the Safe Place merit; Size and Equipment are determined by Resources or other appropriate Social Merits.
-Inspiration costs 5 Merit points to acquire at Character Creation.
-Experience Costs: Inspiration 5, Favored Axioms 3, Unfavored Axioms 4, joining a Scholarship 1, and Fellowship Syllabus 2.
-Katastrophic weapons may allocate their points between Equipment Bonus and Damage, to gain bonuses to hit, and then extra damage on a successful hit. So, for instance, a Katastrophic Heat Ray with a Core Modifier of +1 might have an Equipment bonus of +4 and a Damage of +2, a +3 to both, or any other combination that adds up to 6. Changing the allocation of these bonuses after the Wonder is created requires a successful Modify Variables action. (It'd probably be closer to mechanical equivalence to give only half a point of Damage for each point of Equipment Bonus traded in, but that produces guns inferior to some mundane guns.)
-Prostasia Personal Armor now falls under two categories: Grapple-Applicable and Grapple Vulnerable. Grapple-Vulnerable provides General Armor equal to its listed value, and Bulletproof Armor equal to half of that, rounded down. Grapple-applicable Armor grants its listed value as a bonus to Defense. Prostasia Mental Sheilding adds a number of Doors equal to the Genius's Inpiration to attempts at Social Maneuvering.
You're all staff and/or students at the Wellington School for Gifted Children, a school for the "special", brilliant, and strange. The school board recently sold off a bunch of schools to private companies to cover holes in their budget, and this particular school was sold to a company called Edu Tech Corp, which decided to cut costs by hiring a bunch of less-than-qualified individuals as staff members; a member of the local Lemurians decided to take advantage of this by getting a bunch of Geniuses hired for positions that their madness would usually disqualify them from.
Rules changes to the rules in Genius the Transgression, to accomodate the changes introduced by the God-Machine Chronicle:
-Geniuses almost always have at least one of their three Aspirations relating to Mad Science in some fashion.
-Rather than the Jabir penalty to all social rolls, all Geniuses have the Madness Condition as a permanent part of their Supernatural Template; when they become Unmada, the dice pool of the Condition doubles. The dice pool created by this condition can never be used to penalise Mental or Social rolls that involve Mad Science or interactions with Manes, Geniuses, or other creatures of Mania.
-Rather than Derangements associated with their Catalysts, they gain an additional Vice instead, as appropriate (e.g, Klagens gain Depression as an additional Vice). This works as per the Vice-Ridden Merit.
-Like all post-GMC Supernatural templates, Geniuses gain 10 dots of Merits to start, not 7.
-Obligation starts at 7. You may no longer trade it in for additional Experience.
-Breaking points for Geniuses reflect the maddening power of Mania, and the extremes it can drive them to. Replace the questions "What is your most traumatic experience" and "What have you forgotten" with "What scares you most about Mad Science" and "What do you see yourself becoming in your Manic visions". Geniuses never suffer Breaking Points from mere exposure to the Supernatural; their Breaking Points must be triggered by their own Transgressions.
-The Beholden Merit is replaced by the Staff and Retainer merits, both of whom can represent Beholden followers.
-The Workshop Merit now works as per the Safe Place merit; Size and Equipment are determined by Resources or other appropriate Social Merits.
-Inspiration costs 5 Merit points to acquire at Character Creation.
-Experience Costs: Inspiration 5, Favored Axioms 3, Unfavored Axioms 4, joining a Scholarship 1, and Fellowship Syllabus 2.
-Katastrophic weapons may allocate their points between Equipment Bonus and Damage, to gain bonuses to hit, and then extra damage on a successful hit. So, for instance, a Katastrophic Heat Ray with a Core Modifier of +1 might have an Equipment bonus of +4 and a Damage of +2, a +3 to both, or any other combination that adds up to 6. Changing the allocation of these bonuses after the Wonder is created requires a successful Modify Variables action. (It'd probably be closer to mechanical equivalence to give only half a point of Damage for each point of Equipment Bonus traded in, but that produces guns inferior to some mundane guns.)
-Prostasia Personal Armor now falls under two categories: Grapple-Applicable and Grapple Vulnerable. Grapple-Vulnerable provides General Armor equal to its listed value, and Bulletproof Armor equal to half of that, rounded down. Grapple-applicable Armor grants its listed value as a bonus to Defense. Prostasia Mental Sheilding adds a number of Doors equal to the Genius's Inpiration to attempts at Social Maneuvering.