genius the transgression summary 2.pdf

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GENIUS: THE TRANSGRESSION
TABLE OF CONTENTS
Traits
Merits
Wonders
Mad Science
Axioms
Factions
Character Sheet
A play–aid supplement, by Henrik ''Lankin'' Lerdahl
CHARACTER CREATION
Attributes: 5 / 4 / 3 (+1 free dot on 1 Mental attribute) Skills: 11 / 7 / 4 (+3 Specialties)
Merits: 7 dots (5th dot in Attribute, Skill or Merit costs double)
Catalyst: Determines first Favored Axiom.
Foundation: Provides a ''Grant'' & second Favored Axiom (choose 1 of the 2 listed for foundation)
Axioms: Choose third Favored Axiom freely. Then distribute 3 dots between your favored Axioms.
Health = Stamina + Size.
Size = 5 (for average adult human) Initiative Mod = Dex + Com
WP = Resolve + Composure. Defense = lowest of Dex & Wits
Speed = Str + Dex +5
Starting Obligation: 7 (optional rule: -1 per +5xp added, but also get Catalyst's Derangement).
Starting Inspiration: 1 dot (but can buy up more, for 3 Merit dots per level).
Starting Wonders: A new genius is allowed 5 rolls in order to his first wonders, which are
constructed normally, except that there are a few specific limitations that apply to them.
Starting Mania = (max pool) – (sum of Ranks of all starting Wonders) –1 if Foundation member.
CATALYSTS
NAME
Motive
Known As...
Planet
Grimm
Hoffnung
Klagen
Neid
Staunen
Fury
Vision
Loss
Rejection
Curiosity
Asuras
Principalities
Cassandras
Wyrms
Grigori
Mars
Jupiter
Venus
Saturn
Mercury
Favored Axiom
Katastrofi
Metaptropi
Exelixi
Epikrato
Apokalypsi
Favored Madness
Irrationality
Narcissism
Depression
Suspicion
Fixation
Grimm: Anger & rage, implying a Breakthrough out of fury & disgust with the world as it is now.
Hoffnung: Hope for the future, implying a Breakthrough out of a dream of improving the world.
Klagen: Sorrow & despair, implying a Breakthrough based on personal tragedy, suffering, and loss.
Neid: Jealousy & envy, implying a Breakthrough based on frustration & humiliation.
Staunen: Curiosity, amazement & awe, implying a Breakthrough based on stark amazement.
FOUNDATIONS
NAME
Focus
Mad . . .
Artificers
Directors
Navigators
Progenitors
Scholastics
Tinkering
Debate
Action
Generating
Theory
Engineering
Psychology
Physics
Biology
Philosophy
Favored Axioms
Automata
Automata
Katastrofi
Automata
Apokalypsi
Prostasia
Epikrato
Skafoi
Exelixi
Metaptropi
Nicknames
Makers, Tinkers, Artisans
Overlords, Disputers, The Loud
Daredevils, Guardians, Fire Bait
Breeders, Gardeners, Demiurges
Bookworms, Invisibles, Collegiates
Artificers: Those geniuses who excel at building, tinkering, and fiddling with wonders. Their
primary joy is in construction and design.
Grant: Reduce the time needed to build or fiddle with any wonder by 1 step (minimum 1 day for
non-kitbashed wonders), and suffer no penalty for doing this.
Directors: Those who see debate & discussion as the most important part of their research. They
are gregarious & social, often even charming, but prone to manipulation at the expense of invention.
They manipulate mortal and Inspired research from their boardrooms and secret message boards.
Grant: Can spend Mania to enhance their Social Attributes (Pres, Man & Com). When they do
this, they do not suffer penalties for low Obligation, nor do they suffer Jabir penalties.
Navigators: Geniuses who are as eager to use wonders as to build them; they are daredevils and
adventurers as well as scientists.
Grant: Can spend Mania to enhance their Physical attributes (Strength, Dexterity, or Stamina).