You are on page 1of 26

Genii (Fused With Homebrew By mp122984)

Occasionally, a mortal who beholds the effects of an Angel or Demon


experiences a Breakthrough and becomes forever changed by their work. Driven by what they
believe to be divine inspiration they become Stigmatic, seeking to replicate this control over
reality through technology. The backdoors of reality dance in their minds, and the devices they
build are the keys. A skilled enough Genius can build gadgets with a flexibility and potential
to surpass any Demon.

But as the backdoors of reality open, the doors of society slam shut. As the
Genius sinks into isolation and obsession, their minds become prey to the agents of the God-
Machine and to the Demons who seek to convince or coerce them into taking their side. The
Genius becomes an armorer in the war between The God-Machine and the Demons as his
creations beckon him to take that final step, the one that promises to make him truly
unchained….

Template Features

Genii are Stigmatic. They cannot become any other type of Stigmatic or gain other
Supernatural Templates, and other Stigmatics or those with other Supernatural Templates
cannot become Genii.
Genii are immune to Integrity Breaking Points caused by using their powers and by
merely observing supernatural phenomena.
Genii track Inspired Beats in addition to Mundane Beats. They gain an Inspired Beat in
the following circumstances, with others allowed at ST discretion. Inspired Experiences can
only be used to buy traits specific to the Genius Template.

● You analyze, experiment on or otherwise research a new supernatural


phenomenon. This includes phenomena related to the God-Machine.
● You risk Aetheric Havoc to yourself or others.
● Your Catalyst and Foundation Conditions gives Inspired Beats.
● You suffer a Dramatic Failure on a roll affected by White Noise.
● Your Beholden are pushed far enough to lash out, rebel or otherwise seek
retribution.
● Breaking Points for Integrity may give Inspired Beats instead of Mundane Beats
if the roll was caused by the pursuit of your Inspiration. You may Dramatically
Fail such a Breaking Point for an additional Inspired Beat.
● The Thesis Statement is considered to be an additional Long Term Aspiration
that gives an Inspired Beat and [Primum] in Aether when you make significant
progress for it.

The First Axioms

Genii follow the rules for Stigmatic Character Creation [DtD 225], except that they do
not start with Omen Sensitivity or Stigmata. Geniuses receive their signature Merit, Divine
Inspiration. They may also purchase Infrastructure Proficiency, Suborned Infrastructure or
Electromagnetic Linguistics as if they were Demons. A Genius starts with Primum 1, which
provides Supernatural Tolerance, and which may be increased with a Thesis Statement (See
below.)
A Genius’ first Favored Incarnation is that of the Angel or Demon that inspired
them, and they begin play with knowledge of Embeds from their Favored Incarnation equal to
their highest Mental Attribute. They must learn a Prerequisite Embed before acquiring an
Exploit. If choosing Analysts, they start with only 1 Embed from any of the other Incarnations
but can learn any Exploit without the Prerequisite Embeds. You only acquire an additional
Favored Incarnation when you increase Primum.

Destroyers: Cacophony
Guardians: Instrumental
Messengers: Vocal
Psychopomps: Mundane
Analysts: Exploits

Each Genius chooses one Mental Attribute to receive +1 dot. This may not bring you
beyond 5 dots. Every time you increase Primum, it comes with +1 Axiom dot as well. Genii
may store a number of Aether points in themselves equal to [Primum x 10] and may spend
Aether per turn equal to Primum. As long as they have 1 Aether, they count as Stockpiles for
the purposes of operating continuously. In other words, they do not need to eat, sleep or tend
to any other physiological needs. They may sleep regardless to regain Willpower.

Genii still have Catalysts as defined in the original version of Genius. The process of
Catalyzation is strongly linked to the first Favored Incarnation, but not solely defined by it. A
mortal whose loved ones are killed by a Destroyer may certainly Catalyze into a Grimm if the
rage consumes him. But if he turns inwards for answers and tries to prevent the same from
happening to others, he might Catalyze into a Klagen. Each Catalyst has 2 Favored Axioms.
Your rating in Non-Favored Axioms is capped at your Primum, and Favored halve the total
Aether cost round up. You also start with free Axiom dots equal to your highest Mental
Attribute, which can be divided among different Axioms.

Grimm: Katastrofi and Epikrato


Hoffnung: Metaptropi and Automata
Klagen: Exelixi and Prostasia
Neid: Epikrato and Metaptropi
Staunen: Apokalypsi and Skafoi

Each such Catalyst has a Persistent Condition associated with it, shown below.
Whenever Resolved, it fully Restores your Aether and returns at the beginning of the next
Chapter. The Persistent benefits of these Conditions only apply to mundane rolls. The players
can create new Catalysts with ST approval.

Grimm (This Is Not How Things Should Be)


You are possessed by a vengeful desire to punish injustices and impose righteous order
onto the world. You gain 9 Again on such rolls. This stacks with other sources of 9 Again to
become 8 Again.
Beat: You cause excessive harm and destruction in your blind rage.
Resolution: Destroy or otherwise decisively neutralize a major obstacle or enemy.

Hoffnung (My Vision Shall Not Be Denied)


You have grandiose dreams for how the perfect world should function and a master
plan for convincing others to follow you. You gain 9 Again on such rolls. This stacks with
other sources of 9 Again to become 8 Again.
Beat: You fail to account for unintended consequences and side-effects when putting
an idea into motion.
Resolution: Convert an influential figure or group to your cause.

Klagen (You'll Doom Us All)


You have a sixth sense for impending catastrophe and are driven to stop it at all costs.
You gain 9 Again on such rolls. This stacks with other sources of 9 Again to become 8 Again.
Beat: You sabotage a highly risky but rewarding action out of desperation that it might
go wrong.
Resolution: Restore or otherwise compensate for the damage caused by a crisis or
disaster.

Neid (They Called Me Mad)


You are embittered by the stigmatization of your mistakes and beliefs, and obsessed
with proving your validity and importance. You gain 9 Again on such rolls. This stacks with
other sources of 9 Again to become 8 Again.
Beat: You disregard the autonomy and agency of others to exert control over an
undesirable situation.
Resolution: Force your rivals and critics to openly acknowledge your superiority.

Staunen (I Must Know The Truth)


You have a profound need to satisfy your thirst for knowledge and novel experiences,
especially if dangerous. You gain 9 Again on such rolls. This stacks with other sources of 9
Again to become 8 Again.
Beat: You ignore common sense and forego caution in order to chase something that
catches your eye.
Resolution: Be the first to discover the underlying causes or functioning behind
something unexplained.

Building On The Foundation

A Genius lacks the memories and innate connection to the pathways behind the
processes of the God-Machine. Before they can Install an Embed or Exploit, they must learn
that the paths such an Embed or Exploit represents exist. A Genius may do this in the following
ways:

● As listed in the Divine Inspiration Merit (see below) a Genius may Reverse-
Engineer certain Gadgets to learn the secrets behind them. A Genius who favors
the Analyst Incarnation may learn Exploits by Reverse-Engineering a Gadget
without learning the prerequisite Embeds.
● A Genius who witnesses a Demon use an Embed or Exploit or the use of a
Gadget may roll Intelligence + Wits. On a success, the Genius may learn the
Embed or Exploit involved. This may be achieved a number of times per Story
equal to your Resolve.
● On rare occasion, a Genius may find the knowledge comes in a flash of
inspiration at a critical moment. This is especially appropriate if the Genius’s
player has already earned a Beat during the scene or the Genius is otherwise in
a desperate situation his current roster of known Gadgets cannot get them out
of. Note that this does not mean that the Genius will have the Gadget they need
to solve the situation, only the method as to how, which still requires the creation
of the Gadget itself.
● A Genius may expand the limits of their knowledge through the Unmada
Condition, but in doing so they brush up against madness.

Genii do not spend Experiences to learn Favored Embeds, Exploits or Demonic Form
Traits (if he has Form And Function). Each Favored Incarnation gives access to all the
associated Embeds in potential, with the only restriction being that the Genius must
witness/Reverse-Engineer the ability first as listed under Building On The Foundation, or find
a suitable Schematic/Procedure. To learn an Exploit, they must first learn a Prerequisite Embed,
unless they have Analysts as a Favored Incarnation. Since they can install any hypothetical
Embed, Exploit and Demonic Form Trait with the right Merits, you are not restricted to the
canon examples of such abilities and may improvise new ones with ST approval.

When reverse engineering Demonic Form Traits, they are not destroyed. Instead, the
Genius can risk the life of his guinea pig. Such invasive experimentation inflicts Resistant
Lethal Damage equal to his Primum to the Demon, or inflicts one Major Glitch. The latter has
a duration equal to one caused by a Demon with equivalent level of Primum x 2 [DtD 186],
and it is applied to all Covers.

Once each Chapter, he may cause Resistant Aggravated Damage or inflict a


Catastrophic Glitch in order to gain a full Inspired Experience. If a Cryptid has Demonic Form
Traits, the Genius may reverse-engineer those as well. If you include Angelic Form Traits in
your Chronicle, Genii may learn their equivalent Demonic versions, if any. Genii cannot learn
Incepts. A Genius with Advanced Technomancer may perform such an experiment on other
supernaturals.

Invention

Genii use the normal Installation System [DTD 189], except that they only need 1
Aether to make the Gadget become permanent. Furthermore, do not actually make an Extended
Action: the entire process is abstracted into a single roll of Intelligence + Crafts + Primum -
[Target Successes/5, round up]. The time taken is equal to the final dice penalty multiplied by
the normal time interval. Every Gadget built by a Genius suffers a Fault, which in this version
is a Major Glitch selected by the ST. This can be an Emanation regardless of the Genius’
Primum.

The Genius may include an Axiom as a benefit of Precision Engineering [DTD Player’s
Guide 154], and if it's a Favored Axiom, halve the total Aether cost round up. When achieving
an Exceptional Success to build a Gadget, you may halve the time taken, choose between 2
Faults offered by the ST, or improve upon the Gadget’s effects in some way (e.g. Inhuman
Strength Modification gives +4 instead of +2). To make a Faultless Gadget, you must sacrifice
1 Willpower dot. Lambdas cannot be Faultless, and give dice tricks to Aetheric Havoc: First
Order gives 9 Again, Second Order gives 8 Again and Third Order gives Rote Quality. Relevant
Skill Specialties apply to building Gadgets.

You may benefit from Teamwork to build Gadgets: every additional Genius adds +1,
up to the Presence of the main Genius. The additional Genii must know how to build the Gadget
in question themselves. You may also reduce the scope of the Gadget's effects to gain +1, +2
or +3, depending on the overall restriction/specificity.

Gadgets have a Resources cost determined by the ST, and always require Specialized
Hardware. Every dot of insufficient Resources imposes a -2 on the final roll. This may be
mitigated by the Dumpster Diver Merit. Genii can benefit from Schematics and Procedures, as
defined on page 147 of the original version of Genius: The Transgression. However, a
Schematic gives a bonus equal to the creator’s Expression, while a Procedure also gives the
Informed Condition.

Writing a Schematic requires a roll of Intelligence + Expression + Primum, with each


roll taking 1 day and the Target Number equal to [Dice Penalty Of The Gadget x 3]. A
Procedure changes the interval to weeks and the Target Number to [Dice Penalty Of The
Gadget x 5]. You gain Rote Quality on this Extended Action if you have a relevant Specialty
for the Gadget in question. This is not subject to White Noise.

Sidebar: Clashes Of Wills


Genii who have a suitable Gadget can do this by rolling Resolve + Primum. This dice pool can
be increased via Axioms, which are listed under Merits.

Aether Receiver

Geniuses are constantly thinking and contemplating. Every morning, when they wake
up, a Genius regains one point of Aether.

A Genius can perform “research” to focus themselves and gather Aether. A Genius'
Gathering Aether Check [HtH 28] uses a Genius' Intelligence + Resolve instead of Stamina +
Occult. A Genius who is simply thinking may make a Gathering Aether check for every hour
of research. This is reduced to 15 minutes for a Genius with some kind of "prop" upon which
to work (e.g. some tools and cogs, a Scientific American she hasn't read before, another
scientist to talk to, or even a notepad and pen) and to 5 minutes if the Genius's prop is an
Aetheric Stockpile or Suborned Infrastructure from which the Genius is drawing Aether.

Research dominates a Genius' full attention: they cannot perform research while
building Gadgets, making repairs, conducting investigations, or even participating usefully in
a stake-out or negotiation.

A Genius with Integrity and no Aether may make a Gathering Aether check as a
Reflexive action. This causes a Breaking Point with a penalty equal to the Aether gathered this
way (maximum of -5). A Genius who fails this roll always takes the Unmada Condition as a
result.

Aether Transmitter

Geniuses may transfer Aether to other intelligent beings capable of using it through
communication. This requires a common language and the ability to communicate, either
verbally or through the written word. No roll is required to transfer Aether like this.

Geniuses may transfer Aether to a Stockpile or an inanimate project they wish to use as
a Stockpile by “Doing Science To It”. This requires five minutes of physical contact before the
transfer can begin, and usually involves flipping knobs, removing superficial damage,
tightening bolts, and any other such actions that are outside the scope of mundane technological
activity.

Aetheric Circuit

A Genius may spend Aether in ways unrelated to Gadgets:

● A Genius can sense some forms of Aetheric Resonance as Demons can [DtD
184]. A Genius’ ability to sense Aetheric Resonance is limited to the
construction of Gadgets, the use of Gadgets, the collection of Aether by a
Demon or Stigmatic, the entrances to a Bardo (see below) or the direct
channeling of Aether into or out of objects.
● A Genius may spend a point of Aether to gain a +1 Bonus to any Mental
Attribute for the scene, up to Primum. If he performs an Extended Action, apply
the bonus to each roll. This includes boosting Resolve to resist and contest
supernatural powers, but it is more efficient to use Prostasia or Epikrato.
● A Genius may spend Aether to make make a Stockpile out of any piece of
technology. For a Genius, a "piece of technology" is any object that an
intelligent creature has worked or modified to use; once someone pulls the
leaves off a stick to make a club, it's "technology" and can be affected by a
Genius. All Gadgets are considered technology. A Stockpile created this way
operates repeatedly or continuously as best it can (a gun repeatedly attempts to
fire, a lightbulb remains on, a Gadget goes off as long as it has Aether, etc). An
object with less Complexity than Complexity 1 can hold only one point of
Aether regardless of its Size.
● A Genius may increase the Equipment Bonus of a Stockpile they are holding by
spending Aether. Every point of Aether spent increases the Stockpile’s
Equipment Bonus by +1 for one action (if Extended, apply the bonus to each
roll). At the end of the scene, the Equipment suffers Aetheric Havoc with +1 for
each Aether used on it, but it only takes the form of damage to itself.
● A Genius holding a Stockpile has an intuitive understanding into its mundane
nature and functions, as well as how to turn it on turn it on and operate it (to the
limit of the genius' Skills). This understanding will not reveal hidden functions
or who made it, nor will it allow a genius to do anything they lack the Skills to
do, but this ability can answer important questions about what an item is and
how it is meant to be used.
● A Genius can spend 1 Aether and roll Dexterity + Crafts + Primum as an attack
against any technology he can touch. The attack represents quickly analyzing
and then ripping apart the target. This ignores Durability. The Energy Channeler
Merit can turn this into a ranged attack, which stacks with Merits like Extended
Laws and Metamorphic Frequencies. If the target is a sentient or sapient being,
apply their Defense.

Aetheric Havoc

The works of the God-Machine utilize principles and laws that are far too advanced for
mere mortals to understand. Demons often try to explain such phenomena in terms of quantum
physics, which is still only an approximation. When a Genius takes a hold of the divine spark,
his channeling of the occult physics collapses the associated wave-forms in unforeseen ways.
This results in an ever-present volatility that Genii call Aetheric Havoc.

Use the [Primum x 2] of the Genius as a base dice pool. If dealing damage to its handler,
each Success causes 1 Lethal. If dealing damage to its surroundings, everything within
[Primum x 10] meters suffers 1 Structure damage for each Success, which ignores Durability.
If causing a Glitch to its surroundings or handler, a Success gives a Major one and an
Exceptional Success gives a Catastrophic one.

Violent or careless handling gives +1 to +5, while scientific analysis gives Exceptional
Success with 3 Successes. If the Gadget is in a Laboratory, subtract the Merit's rating from the
dice pool. If the Gadget is in the immediate vicinity of the Genius, he may spend 1 Willpower
to Hold It Together. This cancels the Aetheric Havoc this turn. Anyone caught within the range
of Aetheric Havoc can roll Dexterity + Athletics/Drive - Primum to escape.

Aetheric Havoc can cause a new Minor Glitch to the Gadget, or upgrade a preexisting
Glitch by one step. When a Gadget has more Faults than the Resolve of the Genius, it is
destroyed, often in a spectacular and devastating fashion. When a Genius dies, all his Gadgets
suffer extreme Aetheric Havoc: treat the Genius as rolling 10 dice with a Lethal Damage Bonus
equal to Primum and Rote Quality. Once per Chapter, a Genius may attempt to willingly
destroy all of his Gadgets within his immediate vicinity in this way by spending 1 Willpower
and rolling Resolve + Composure.

Aetheric Havoc that results in an Exceptional Success may cause the Gadget to mutate
into a type of Cryptid that Genii refer to as “Orphans.” An Orphan is initially a Cryptid with
Rank 1, or 2 if the Genius was suffering from the Unmada Condition. All Orphans have the
Aether Devourer, Aether Hive, and Alternate Composition Adaptations, which do not count
towards their Rank. They may also have Demonic Form Traits, Embeds and Exploits as
Adaptations. Once the Rank has been determined, build the Orphan using the Creating Cryptid
rules [DtD 229]. Low-Ranked Cryptids are usually based on small animals, while higher-
Ranked ones are more likely to be humanoid. Every (6 - Primum of the Genius) days that pass,
roll the Orphan’s Rank. On a Success, increase Rank by 1, which adds new Adaptations. This
receives the Informed Condition if the Orphan kills a Genius and absorbs the remaining sparks
of Primum from their corpse.

Orphans who receive an Exceptional Success on the mutation roll become Genii,
replacing current Rank with Primum 1. They also gain a Virtue, Vice, Integrity 7, Aspirations,
a Catalyst and possibly a Foundation. They keep their Adaptations, but lose all dots above 5 in
Attributes and Skills. Otherwise, their mutations keep accumulating. At Rank 6+, they may
only find stability inside an Unmada Field or Bardo. The maximum Rank of an Orphan is equal
to the Primum of the Genius x 2 at the time of the mutation.

Aetheric Havoc can draw the additional of the God-Machine. The Genius uses Wits +
Resolve as his dice pool for Compromise and suffers a penalty equal to Successes on the
Aetheric Havoc (maximum of -5).

When repairing damage or Faults caused by Aetheric Havoc, roll for Repairs [ChroD
103] using Wits + Construction Skill + Primum. This takes one day, and each point of Structure
to be restored or Fault to be downgraded by one step imposes -1. The Genius does not have to
spend Aether for this, but may do so regardless to gain bonus dice on a 1 for 1 ratio (capped by
Primum). If the Genius has Kitbasher, he may apply it. A Failure inflicts Primum in Structure
damage to the Gadget, creates a new Minor Fault, or upgrades an existing Fault by one step. A
Dramatic Failure immediately transforms the Gadget into an Orphan. Persistent Faults cannot
be downgraded.

Sidebar: What About Baseline Stigmatics?

Consider that they do not trigger Aetheric Havoc and are immune to White
Noise. This means that more than one Genius has tried to make a mere mortal take him
seriously by forcibly exposing the poor soul to the works of the God-Machine. Unlike
Beholden, baseline Stigmatics cannot help with building Gadgets.

New Condition: Beholden (Persistent)

Effect: A Genius has turned you into his assistant at best, or slave at worst. The Genius
has a Perfect Impression on Social Maneuvering against you, but must still deal with additional
Doors caused by Primum. Your Integrity is always equal to that of the Genius, and harming or
disobeying him requires a reflexive roll of Resolve + Composure - Primum or 1 Willpower
point. You gain an additional Vice of Obedient and replace your Long Term Aspiration with
“help the Genius complete his plans”.

Beholden may use the Gadgets of their respective Genii without triggering Aetheric
Havoc, and even help to build them. In the latter case, use the Beholden Merit. Beholden may
store points of Aether inside themselves equal to the highest between their Intelligence and
Resolve. As long as they have 1 Aether, they count as Stockpiles for the purposes of operating
continuously. They can transfer 1 Aether each turn, but may not use it themselves.

Causing The Condition: A Dramatic Failure on a Breaking Point roll for Integrity
caused by exposure to the Gadgets of a Genius. Deliberate and extensive brainwashing, gas-
lighting or reprogramming done by a Genius.

Resolution: Decisively confront and rebel against your master.

Beat: Obey the orders of the Genius at significant risk to yourself or those around you.

Note: Genii, baseline Stigmatics and characters with Major Supernatural Templates are
immune to this Condition.

White Noise

As the Genius focuses more on the Aetheric processes of the God-Machine, it becomes
less possible for them to convey mundane technological ideas as their Primum scrambles his
presentation. Any Social rolls to explain research or to communicate scientific ideas with mere
mortals may only have a maximum number of dice equal to your [Integrity] after factoring in
all bonuses and penalties. Social Maneuvering while under the effects of White Noise requires
you to open additional Doors equal to Primum and lowers your Impression Level by one. For
Unmada, the affected rolls have Failures downgraded to Dramatic Failures, with an Inspired
Beat still being earned. White Noise may be mitigated by the Science Hero Merit.
.
White Noise covers a number of scenarios. It arises if the Genius "talks shop" with a
group of mortal researchers, attempts to cooperate with a group of technicians in fixing a
computer, defends a new scientific theory (even a mundane one) before a group of scholars,
and so on. In general, it is an indicator of how badly a Genius can alienate a crowd once he
starts talking about his ideas and can lead to Breaking Points if the results go sour enough.

Thesis Statement

A Genius may increase their understanding over the processes empowered by the God-
Machine by understanding the agents who know them best. The first step toward completing a
Thesis is submitting it. A Thesis Statement is an additional Long Term Aspiration based on the
Genius’ Catalyst, Foundation, Agenda or any combination thereof.

Deciding a Thesis Statement is not a formal process and requires no roll. Instead, the
player and Storyteller must come to an agreement about what sort of activity or experience will
qualify as a Thesis, and what the "win" conditions are. This may be represented in-game as the
Genius asking their peers for advice, watching the appropriate Angel/Demon(s) perform
similar operations, exploring a Bardo or anything else the ST and player deem appropriate.

Once a Thesis goal is decided on, the genius must achieve that goal. Direct and concrete
goals are often easy to adjudicate, but more personal or abstract goals may require more
consideration on the part of the Storyteller. The Genius then sets to work, completing the Thesis
statement by fulfilling the Aspiration.

A Genius can work alone, but that is not necessary (indeed, Demons are often willing
to assist, hoping to gain increased control of the Genius as their mind expands and shifts). Once
the Thesis is complete, spend 5 Inspired Experiences to increase Primum by 1. A Genius may
only work towards one Thesis at a time. If situations make it impossible to fulfill his Thesis,
the Genius must decide on a new one. A Genius may not increase their Primum past 5.

Echo Doctor

Aether always courses through their mind of a Genius, tempting them with visions of
the pathways behind the processes of the God-Machine. A Genius can open their minds up to
this Aether, welcoming this knowledge into their heads. Of course, opening up their minds can
drive them insane. A Genius who fails a Breaking Point may take the Unmada Condition as a
consequence of failing the Breaking Point.

New Condition: Unmada (Persistent)

The Genius has opened their mind up to the Aether, expanding their comprehension at
the risk of their sanity. Interacting with individuals who oppose his worldview during this scene
for more than a minute requires succeeding on a roll of Resolve + Composure - Primum or 1
Willpower. If he does neither, he avoids all such individuals for the rest of the scene as if
suffering from the Frightened Condition.

If he cannot actively ignore or avoid such individuals, he will seek to remove them from
his presence by any means necessary. Unmada often turn baseline mortals into Beholden as a
result. Social rolls affected by White Noise have their Failures downgraded into Dramatic
Failures. An Inspired Beat is still earned.
Instead of gaining a point of Aether when they wake up, a Genius with the Unmada
Condition automatically spends a point of Aether to generate a field around themselves known
as an Unmada Field. While active, it generates the Infrastructure Condition [DtD 346] and may
sustain Cryptids and Angels.

A Genius with the Unmada Condition who cannot spend the point of Aether cannot
sustain her field, which collapses until they get a point of Aether. Once a Genius has Aether,
they immediately spend one point to restore the field. The field covers an area proportional to
the Genius’ Primum x 2 [DtD 184].

To compensate, an Unmada is considered to have witnessed or Reverse Engineered all


Embeds from their Favored Incarnations. This also applies to Exploits if they favor Analysts,
and Favored Demonic Form Traits if they have Form And Function.

Beat: Endanger or significantly inconvenience yourself by destroying something or


someone that opposes your worldview. If destroying someone, you can brainwash them into a
Beholden, ruin their reputation or otherwise stop them from disseminating their ideology, but
murder is the most common form of “editing” that Unmada do.
Resolution: Keep yourself on zero Aether for (10 - Integrity) days, which allows you to
spend 1 Willpower and make a roll of Resolve + Composure - Primum to snap out of it. The
Willpower does not add dice. The Genius will likely have to be coerced into doing this.

Point Of Light

As a Genius' Integrity shifts or their Primum increases, their mind becomes more
susceptible to the processes of the God-Machine. Of note is that these Conditions cannot be
backtraced. Only by increasing their Integrity can the Noted, Cataloged, Examined, or
Activated conditions be resolved:

At Integrity 6 or Primum 2, the Genius gains the Noted Genius Condition.


At Integrity 4 or 5 or Primum 3, the Genius gains the Cataloged Genius Condition.
At Integrity 2 or 3 or Primum 4, the Genius gains the Examined Genius Condition.
At Integrity 1 or Primum 5, the Genius gains the Activated Genius Condition.

This susceptibility is one that Demons can exploit. If a Demon is responsible


for the Genius' change in Integrity or Primum, they can deny the God-Machine access to the
Genius. For any other cause of changing Integrity or Primum, the God-Machine and their
agents have control.
A Genius’ Primum sets a hard cap on how far they can backtrace. A Genius with
Primum 3 always has at least the Cataloged Condition, even if they increase their Integrity
above 5. A change in Integrity can still shift who has access to the Genius’ mind.
The Interlocks of Genii are considered to be Embeds from a Favored
Incarnation. If a Genius favors the Analysts, he may include Exploits in the Interlocks. They
cannot be activated in the same way that Unchained and such activate them. Genii must
incorporate their Interlocks into Gadgets.

New Condition: Noted Genius


The God-Machine or Demon knows that the character exists and is a Genius. The first
time the character gains this Condition, the character gains an Embed, which is the first Key in
the character’s Cipher. Breaking Point rolls suffer a –1 modifier.
Beat: n/a
Resolution: The character either progresses to Cataloged or successfully increases their
Integrity and loses this Condition.

New Condition: Cataloged Genius


The God-Machine or Demon knows the character’s name, vital statistics, and pays
enough attention to keep rough tabs on her. If the character dies, the God-Machine or Demon
may investigate the circumstances. The first time the character gains this Condition, they gain
the second Key and an Interlock. Breaking Point rolls suffer a –1 modifier.
Beat: n/a
Resolution: The character progresses to Examined or successfully increases their
Integrity and gains the Noted Condition.

New Condition: Examined Genius


The God-Machine or Demon knows the character’s activities and whereabouts
instinctively. If the Genius is in danger, the God-Machine may send an Angel to assist, or the
Demon may teleport to the character's location as per the Teleport Propulsion. The first time
the character gains this Condition, the character gains the third Key and a second Interlock.
Breaking Point rolls suffer a –2 modifier. In addition, the heightened connection makes the
character dangerous for Demons to be around. If a Demon suffers a compromise within the
immediate vicinity of the Genius, the Demon’s player takes a –1 modifier on the Compromise
roll.
Beat: n/a
Resolution: The character progresses to Activated or successfully increases their
Integrity and gains the Cataloged Condition.

New Condition: Activated Genius


The character’s Cipher is complete and the God-Machine or Demon puts their plans for
the character into action. The first time the character gains this Condition, they gain the fourth
Key and a third Interlock. In addition, the God-Machine or Demon can nudge the character
once per Chapter. This is the equivalent of an automatic Success with the Muse Embed.
Breaking Point rolls suffer a –2 modifier. The penalty for a demon’s Compromise roll increases
to –2, as well.
Beat: The God-Machine or Demon influences the character.
Resolution: The character suffers a Dramatic Failure on a Breaking Point roll at
Integrity 1 and becomes Illuminated, or successfully increases their Integrity and gains the
Examined Condition.

Illumination

Should an Integrity 1 Genius suffer a Dramatic Failure on their last Breaking Point roll,
they become one of the Illuminated. If you Fail, you may willingly downgrade the result to a
Dramatic Failure if you want your PC to suffer Illumination for whatever reason. Their minds
become free of all external and internal restraints, and they become powerful conduits for
grandiose and horrible designs. This has several immediate effects:
Illumination causes the character to shed the Activated Condition and any Conditions
such as Surveilled or Hunted that represents the God-Machine's surveillance or control.
Illumination ends all mind control effects on the Genius and causes the character to
shed any Tilts or Conditions implying remorse, doubt, loss of control, or external control, such
as Leveraged or Guilty.
The Genius gains a fifth Key, loses all their previous Interlocks, and gains 4 new
Interlocks bridging the Keys.
The Genius sheds the Unmada Condition if they have it, gains the Illumination
Condition, ceases to have Integrity, and becomes a Storyteller character. He is considered to
still be Unmada, but only for the purposes of expanding his knowledge of building Gadgets.
The Genius has 5 dots in all Axioms, and treats them all as Favored.
The Steadfast Condition for every roll to build, repair or modify a Gadget.
The Genius does not suffer from White Noise.

New Condition: Illuminated (Persistent)

No ethics or rules matter to the Genius: only their invention has any importance to them.
The Genius becomes immune to all natural and supernatural attempts to influence or control
them. They have the Liar’s Tongue (DtD 183). The Genius changes his Virtue to Ruthless and
Vice to Alien. He may spend 1 point of Aether as a reflexive action to generate an Unmada
field that lasts for a day. Most of them do so whenever the opportunity presents itself.
Beat: n/a
Resolution: The character dies. At ST's discretion, an Angel of Rank 6+ or Demon who
has reached Hell may be capable of Resolving this Condition.

Bardos And The God-Machine

When enough humans focus on a concept, especially one based on pseudoscientific


ideas, the God-Machine occasionally takes an interest. It carves out a pocket reality, similar to
a timeline splinter, and fills it with Infrastructure, Angels, and false beings – when it doesn't
wrench a city and its inhabitants from this reality in full (See Mechopolis in the Demon
Storyteller's Guide for a potential example of this).

In the pocket reality the concept is allowed to play itself out as the God-Machine
performs observations and analysis. The concept may be as mainstream as a futuristic space
station or as bizarre as the Hollow Earth or Martian Empire. Command and Control
Infrastructure is often present in these pocket realities, leveraging the abnormal thought
processes of the inhabitants into unique computational opportunities.

Genii refer to these pocket realities as Bardos. A Bardo may be the size of a city, a
country, or even a world, and their existence occasionally inspires Demons to try to build their
own Hell in the same mold. The God-Machine occasionally abandons these projects without
deleting them, leaving them to run on their own.

A Bardo is built like a Bolthole – an Infrastructure-bound location that exists


outside three-dimensional space – but potentially much larger and much more furnished and
populated. Entrances to a Bardo are located "near" it in physical space; a Bardo actualizing a
city on the bottom of the Atlantic Ocean can only be accessed when at the bottom of the Atlantic
Ocean. Entrances range in size from just large enough for a human to slip through to big enough
to pass large vehicles. Inhabitants created by the God-Machine to inhabit the Bardo or those
who were inhabitants when the area was taken to be converted into a Bardo are unaware of the
God-Machine’s presence in the same way that inhabitants in a splinter timeline are, and may
be made aware of said presence in the same way.

Those who are aware that they are in a Bardo can leave through these entrances
without difficulty, but one must spend a point of Aether to activate an entrance and get into a
Bardo. Once opened, a Bardo is revealed, even to mere mortals: one can glimpse alien
cityscapes, distant prehistorical animals, or strange mechanical walkways, rather than what's
on the other side of the entrance in normal space.

Once activated, an entrance remains active for a number of turns equal to the Primum
of the character who opened it, and people and objects can pass in and out freely during that
time. When the time is up, the entrance once again only shows (and allows access to) normal
space, and the Bardo is closed. Creatures with Aether must use a Bardo's entrance to enter it.
A Genius may sense the entrance to a Bardo through Aetheric Resonance, but a Multiversal
Antenna [Interface 28] allows any other character to sense a Bardo's entrance as well as they
can sense time splinter fractures, and one who knows of a Bardo can use Rip The Gates [DtD
174] to access it.

The God-Machine may grant knowledge of a Bardo's location and entrance to


any of its Angels, who may freely enter and exit a Bardo and keep an entrance active for as
long as their programming dictates (or as long as they want, although only Angels close to
Falling would want for anything.)

A Bardo compares with a Bolthole in the following ways:

● Wards: A Bardo starts with Wards against Demons, but the older Bardos often
have had their Wards broken long ago.
● Stasis: The God-Machine may build a Bardo without Stasis. Bardos with Stasis
do not cause Breaking Points as Boltholes do, as their Infrastructure and
population nullify any isolating effect.
● Unnoticed: A Bardo has this quality equivalent to a five-dot Bolthole.
● Arsenal: A Bardo may have this effect at up to five dots, depending on what the
God-Machine deemed suitable at the time of construction. A Bardo's Arsenal
covers any form of mundane equipment, not just weapons, and the equipment
doesn't have to be the same from chapter to chapter.
● No Twilight: The God-Machine may construct a Bardo with this effect.
● Self-Destruct, Cover-Linked, and Trap Door: No Bardo may have these effects.
● Easy Access: This effect applies to all Angels, and they do not need to spend
Aether to activate it.
● Gadgets: These manifest spontaneously, but may be considered mundane
technology by the inhabitants. They provide ample opportunities for Genii to
Reverse-Engineer and learn new Embeds, Exploits and Demonic Form Traits.
However, the inhabitants will most likely seek to intervene or extract payment.
The latter can vary according to the Bardo.

A Bardo sometimes warps those in it through its Aether-saturated environment.


False Covers created by the God Machine or actual Humans and animals can become Cryptids
capable of feeding from the Aether but also dependent on it. Bardo Cryptids, known to
Geniuses as Manes, all gain the Aether Hive Adaptations as well as the Calculus Vampire
Merit.

A Mane may exit a Bardo, but they must spend 1 Aether each day while outside
the Bardo to sustain themselves lest they suffer Aetheric Havoc. Manes who receive an
Exceptional Success on the Aetheric Havoc mutate into Orphans, same as with Gadgets. Manes
initially resemble mundane humans, flora, or fauna, but may mutate into stranger forms
appropriate to the Bardo as they go up in Rank.

Manes do not track Integrity, but may have Virtue, Vice and Aspirations, which are
often strange or disturbing from an outside perspective. A rare few Manes are also Genii, in
which case they track Integrity and replace Cryptid Rank with Primum. Why such alien entities
acquire a human-esque mindset upon experiencing a Breakthrough is a mystery, and often
debated by Genii of human origin.

A Bardo requires Aether proportional to its size to maintain its existence. This
is normally provided by the Bardo's internal Infrastructure, but if this Infrastructure is damaged
or Suborned (or simply left to rot) the Bardo begins to shrink, deleting parts of itself and its
population until it reaches a maintainable size. A Bardo that gets too small (say, smaller than a
large town) collapses altogether, annihilating anyone and anything still inside. This process
often causes Manes to exit the Bardo, seeking to gather Aether to feed to a Bardo's
Infrastructure in an attempt to forestall collapse.

Merits:

Divine Inspiration (●, Supernatural Merit)


Style Tags: Gadgetry
The Genius has access to Installation [DtD 188], and can build normal Embedded or
Exploited Gadgets based on Embeds and Exploits from a favored Incarnation. The Genius can
build their gadgets with Precision Engineering [DtD Player's Guide 154] and Specialist
Hardware, [DtD Player's Guide 150], although they cannot build Specialist Hardware
themselves. The Genius can Reverse-Engineer any Gadget [DtD Player’s Guide 144].

Cipher Sequencer (●, Supernatural Merit)


Prerequisites: Divine Inspiration, Possession of at least one Key in their Cipher.
Style Tags: Gadgetry
The Genius may learn the Interlocks of others in the same way that they can learn
Embeds and Exploits, as long as both of the Interlock’s Keys are from favored Incarnations.
Genii treat these Interlocks as Embeds from a Favored Incarnation for the purposes of learning
them and using them to build Gadgets. If the Genius favors Analysts, he may apply this Merit
to Exploit-based Interlocks.

Feature Creep (●, Supernatural Merit)


Prerequisites: Divine Inspiration
Style Tags: Gadgetry
The Genius can create Near-Field Effects based on Embeds and Exploits they favor. A
Genius may use Near-Field Effects as components in a Lambda.

Metamorphic Frequencies (●, Supernatural Merit)


Prerequisites: Divine Inspiration
Style Tags: Gadgetry
If a Gadget is mostly defined by manipulating, emitting or blocking some sort of force
or energy, you may use Science instead of Crafts to build it. Examples: ray guns and weather
control engines. A Genius may also use Science instead of Crafts when making an attack roll
as listed in Aetheric Circuit on similar technology.

Extended Laws (●, Supernatural Merit)


Prerequisites: Divine Inspiration
Style Tags: Gadgetry
If a Gadget is mostly defined by interacting with or incorporating metaphysical and
occult phenomena, you may use Occult to build it. Examples: a radio that detects the
vocalizations of nearby ghosts or a phone booth that allows entrance into the Shadow. A Genius
may also use Occult instead of Crafts when making an attack roll as listed in Aetheric Circuit
on similar technology.

Anthropological Dynamics (●, Supernatural Merit)


Prerequisites: Divine Inspiration
Style Tags: Gadgetry
If a Gadget is mostly defined by controlling, analyzing or transforming psyches and
probabilities, whether in individual or collective terms, you may use Academics to build it.
Examples: mind-reading goggles or a movie projector that convinces observers that the
displayed events are real. A Genius may also use Academics instead of Crafts when making an
attack roll as listed in Aetheric Circuit on similar technology.

Quantum Coding (●, Supernatural Merit)


Prerequisites: Divine Inspiration.
Style Tags: Gadgetry
If a Gadget is made of software, the Genius may use Computers to build it. A Genius
may also use Computers instead of Crafts when making an attack roll as listed in Aetheric
Circuit on similar technology.

Bio Matrices (●, Supernatural Merit)


Prerequisites: Divine Inspiration
If a Gadget is mostly biological in composition, or directly tampers with living tissue,
the Genius may use Medicine to build it. A Genius may also use Medicine instead of Crafts
when making an attack roll as listed in Aetheric Circuit on similar technology.

Form And Function (●-●●●●, Supernatural Merit)


Prerequisites: Divine Inspiration, Primum Equal To Rating
Style Tags: Gadgetry
A Genius understands the inner workings of Demons. They choose one type of Form
Gadget (Modification / Technology / Propulsion / Process) for each dot of Primum.

A Genius may Reverse-Engineer a Form Gadget without Installing it into their own
body, as listed under Building On The Foundation. They may also Reverse-Engineer Demonic
Form abilities a Demon possesses by examining the Demon’s body directly. Demons will
almost always provide considerable resistance to this method.

Other than that, a Genius may learn to build Form Gadgets they way they learn Embeds
or Exploits: by observation, insight, or taking the Unmada Condition. Finally, the Genius may
use Demonic Form Gadgets as components in a Lambda. They count as Exploited Gadgets for
this purpose. If a Form Gadget requires a specific dice pool to activate, the Genius may use any
of his possible construction Skills, but must use the same Attribute. He uses his own Primum
rating where relevant and pays the same Aether costs for activation.

Kitbasher (● To ●●●, Supernatural Merit)


Prerequisites: Divine Inspiration
Style Tags: Gadgetry
The Genius can rapidly build a One-Shot Gadget based on Embeds or Exploits they
favor if suitable materials are available and within arm’s reach (Storyteller discretion).
Kitbashing a One-Shot gadget changes the Installation roll to Wits + Crafts + Primum, and
takes one turn. A Genius can only Kitbash one Gadget at once, which has a maximum Size of
[Rating in this Merit x 5].

Kitbashing is compatible with Near Field Effect. Kitbashed Gadgets may not be used
to create Lambdas. The Genius may Kitbash Demonic Form Gadgets if he has Form And
Function. A single use of the Gadget may last for the scene in certain cases, such as a vehicle
or an invisibility field. Kitbashed Gadgets suffer Aetheric Havoc with 8 Again when their effect
ends (unless the Genius uses the In Pill Form Merit), and the Genius may not spend Willpower
to Hold It Together. Kitbashed Gadgets suffer Faults as usual, and they cannot be Faultless.

Program Packaging (●, Supernatural Merit)


Prerequisites: Divine Inspiration.
Style Tags: Gadgetry
The Genius can build First-Order Lambdas based off of Embeds, Exploits and Demonic
Form Traits. A Genius with Primum 3 or higher can build Second-Order lambdas, while
Primum 5 allows the construction of Third-Order Lambdas at ST discretion.

Assembly Line (● to ●●●●●, Supernatural Merit)


Prerequisites: Divine Inspiration
The Genius possesses a method for quickly duplicating her work. When making a
Gadget, the Genius may make a number of additional Gadgets equal to their dots in this Merit
with the same function. These additional Gadgets must be built from matching Specialist
Hardware, but no additional rolls are required. Assembly Line may not be applied to One-
Shots, Lambdas and Larvae-filled Gadgets.

Calculus Vampire (● To ●●●●●, Supernatural Merit)


Prerequisites: Divine Inspiration
The Genius can drain Aether from targets that have it in order to fuel their abilities. The
Genius must have their target immobilized (either tied down or held in a grapple) and rolls their
Intelligence + Wits + Rating in this Merit vs target’s Resolve + Composure. For each Success,
they drain 1 Aether from the target.

Dumpster Diver (● To ●●●●●, Supernatural Merit)


Prerequisites: Divine Inspiration
The Genius is unusually adept at finding useful components in the most unlikely places.
A number of times per Story equal to rating in this Merit, he can find Specialist Hardware by
accepting a negative Condition such as Notoriety or Paranoia. Furthermore, each dot in this
Merit negates a -1 penalty imposed by insufficient Resources.
Energy Channeler (● or ●●, Supernatural Merit)
Prerequisites: Divine Inspiration
The Genius can channel Aether to empower an Aetheric Stockpile, or to move Aether
between themselves and an Aetheric Stockpile or another being capable of storing Aether at
range. The one-dot version of this ability gives a range of [Primum x 10] meters, while the two-
dot version gives a range of line of sight. Failure means that the Aether is lost, and Dramatic
Failure triggers Aetheric Havoc.

Laboratory (● to ●●●●●, Supernatural Merit)


Prerequisites: Divine Inspiration, Safe Place ●
The Genius or Genii has/have converted their Safe Place to a Laboratory. This is no
longer just a refuge and safe haven away from the cruelty and caprices of the mundane world,
but (perhaps unknown to them) a place for a Genius to perform their research and build Gadgets
with less interference from the God-Machine. Every dot of Laboratory adds a +1 Equipment
bonus to all rolls made to build Gadgets there, provided that the Genius has access to the
equipment, and negates Aetheric Resonance a number of times per Chapter equal to its Rating.
It can also, at the Storyteller's discretion, provide the same Equipment bonus to mundane repair
and construction activities.

Larvae Harvester (●, Supernatural Merit)


Prerequisites: Divine Inspiration
A Genius who suffers a Breaking Point in deliberately committing an act to acquire
materials transforms the materials in the process. These materials, often referred to as Larvae,
may be used by a Genius as Specialist Hardware for any Gadget whose effect they have
sympathetic resonance with. The Genius can have other goals - they might intend to murder
someone to steal their computer - but he must decide the materials they intend to gather and
the effect of the Gadget they intend to use the materials for beforehand.

Each act produces a Larva for only one Gadget. Once a Larva is made into a Gadget it
cannot be removed or reused, even by disassembling the Gadget. Gadgets made with Larvae
may not be used in the creation of a Lambda, although a Genius may use a Larva as the
Lambda's Specialist Hardware for the final result. In addition to always counting as Specialized
Hardware, the Larva grants a bonus to build the Gadget equal to the penalty of the Breaking
Point suffered by the Genius when harvesting (maximum of +5) and Rote Quality. The Genius
needs additional Merits to harvest Larvae for Skills other than Crafts, such as Bio Matrices for
Medicine.

Technomancer (●●, Supernatural Merit)


Prerequisites: Divine Inspiration
The Genius can convert any sort of metanormal energy (e.g. Glamour, Mana, Vitae)
into Aether, 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 Aether). One point of energy can be converted per turn.
Note that a Genius can only hold Aether; 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.
Utility Belt (● to ●●●●●)
Prerequisites: Divine Inspiration
An Utility Belt is a portable device (Size 2) that carries various implements attuned to
the Genius’ techniques. For each dot the Genius takes in the Merit, they gain the following
benefits of their choice:
A +1 Equipment bonus when working with gadgets.
A +1 bonus to mundane uses of one of the following skills: Academics, Computer,
Crafts, Medicine, Science, or Occult.
Suitable components for Kitbashing. (Third Dot+)
Specialist hardware for building Embedded Gadgets (Fourth Dot+)
Specialist hardware for building Exploited/Demonic Form Gadgets (Fifth Dot)

For example: an Utility Belt with a rating of 4 could give +3 to Gadgets and
Specialist Hardware for Embedded Gadgets. Utility Belts are portable while Laboratories are
not, but Utility Belts cannot be combined with a Laboratory's Equipment bonus. A Genius
cannot use another Genius' utility belt. This Merit may represent other containers, such as
briefcases and rucksacks.

Beholden (● To ●●●●●, Supernatural Merit)


Prerequisites: Divine Inspiration
You have a number of Beholden who assist you in building Gadgets and doing Dirty
Work. For the former, add the rating in this Merit. For the latter, roll [Rating in this Merit x 2]
once per scene. This can represent actions like applying Down And Dirty Combat, stealing
Specialized Hardware or helping with mundane Investigations.

The overall number of Beholden is arbitrary within reason, and they generally avoid
drawing unwanted attention. When they Fail a roll, you may choose to downgrade it to a
Dramatic Failure for 1 Inspired Beat. This can result in things like Gadgets suffering Aetheric
Havoc, or the Genius suffering the Notoriety Condition.

Drawback: Once each chapter, the ST can add your rating in this Merit to Investigations
made against the Genius. This lasts for each roll in the Investigations and represents the
Beholden accidentally leaving behind marks and evidence that may lead to their master.

Science Hero (●●, Supernatural Merit)


Prerequisites: Divine Inspiration
When acting from a position of knowledge or authority, the Genius treats his
Impression Level for Social Maneuvering as one higher. The limit imposed by White Noise is
now [Integrity + 3], with a maximum effective Integrity of 10. He must still deal with the
additional Doors imposed by his Primum.

Drawback: This Merit is a reflection of consistent effort to work with, guide and
understand mere mortals, despite the White Noise. If the Genius goes for more than his Resolve
in days without significant interaction with mere mortals, he cannot use Science Hero until he
spends at least one scene to meaningfully reconnect with them. While suffering from the
Unmada Condition, the Genius cannot access this Merit.

Obligation (● To ●●●●●, Supernatural Style)


Prerequisites: Divine Inspiration
See the original version of Genius for the definition of Obligation. This Style mimics
the idea of that Integrity Equivalent.

(●): You gain a bonus to all Integrity Breaking Points equal to [dots in this style],
provided that you can justify it through your Obligation.
(●●): You gain an additional Virtue related to your Obligation, which does not
necessarily have to be something virtuous from a baseline mortal perspective.
(●●●): When rolling for an Integrity Breaking Point, you achieve an Exceptional
Success with 3 Successes, as long as you can justify it through your Obligation.
(●●●●): Once per scene, you may spend 1 Aether to turn a negative Social or Mental
Condition into a roughly equivalent, positive one. For example: Shaken becomes Steadfast,
and Broken becomes Inspired. Social Conditions must be internal rather than external. In other
words, Conditions like Swooning and Guilty are valid targets, but Notoriety is not. You may
apply this Maneuver to valid Conditions caused by supernatural powers, but this also requires
1 Willpower. This Maneuver does not apply to Conditions caused by Breaking Points.
(●●●●●): Any supernatural attempt at forcing you to compromise or abandon your
Obligation triggers a Clash Of Wills against your Resolve + rating in this Style + Primum. This
is an inherent part of the Genius and needs no Gadgets.

Drawback: You suffer a number of Faults equal to [rating in this Style/2 round up],
which are Major Tells that represent behavioral restrictions/compulsions based on your
Obligation. Suppressing them requires 1 Willpower as a reflexive action and lasts for the scene.

Advanced Technomancer (● To ●●●●●, Supernatural Merit)


Prerequisites: Technomancer, Divine Inspiration, Intelligence 3, Wits 3
Style Tags: Gadgetry
When directly witnessing the powers of other supernaturals, you may treat them as
equivalent Embeds and Exploits for the purposes of installing them into Gadgets, and for
making Schematics/Procedures. Use the methods of analysis listed under Building On The
Foundation, and add the rating in this Merit to the associated Intelligence + Wits roll. The
equivalent Demonic Form Traits of other supernaturals may also be Reverse-Engineered if the
Genius has Form And Function.

Modulation (●, ●● Or ●●●, Supernatural Merit)


Prerequisites: Divine Inspiration, Kitbasher, Wits 3
Style Tags: Gadgetry
The Genius rolls for Kitbashing as usual, and changes the Embed contained within a
Gadget into another within the same Favored Incarnation. At the end of the scene, the Gadget
suffers Aetheric Havoc, unless the Genius gains an Exceptional Success on the Modulation
roll. With the 2 dot version, he achieves an Exceptional Success for Modulation with 3
Successes. With the 3 dot version, he may switch the Embed into another within any Favored
Incarnation.

Not only that, the 3 dot version can change the Fault of a Gadget. He can change Brands,
Tells and Emanations into each other, but the severity remains the same. He may attempt
Modulation with Exploited Gadgets, but doing so requires 1 Willpower point, which does not
add dice to the roll. The Genius may stack Modulation with Form And Function. If he has a
Merit that lets him build Gadgets with a Skill other than Crafts, he may use it to Modulate. All
successful uses of Modulation are lasting and it can benefit from Laboratory/Utility Belt, but
cannot affect Lambdas or Gadgets with Larvae.

Modulation can only be done once per scene and costs 1 Aether.

In Pill Form (●, Supernatural Merit)


Prerequisites: Divine Inspiration, Bio Matrices
Style Tags: Gadgetry
The Genius builds a One Shot Gadget, which is almost always Size 0-1. This Gadget
must be consumed, injected or otherwise used, and takes effect in one hour. If the Genius has
Kitbasher, he may benefit from it to build the Gadget and likewise speed up the time it takes
for the Gadget to take effect. Such Gadgets do not trigger Aetheric Havoc even when used by
mortals. When not being used, the Gadget only suffers Aetheric Havoc from violent/careless
handling or scientific analysis. If the Genius has Merits that let him use Skills other than
Medicine, he may use them with ST approval. In Pill Form may be stacked with Form And
Function and Universalist. The user of the Gadget uses his own Attributes and Skills to activate
it, but adds the Primum of the creator if the Gadget is Exploited or a Demonic Form Trait. If
the Gadget triggers a Clash Of Wills, add the creator’s Primum and rating in the Axiom as well.

Internalization (●, Supernatural Merit)


Prerequisites: Divine Inspiration
Style Tags: Gadgetry
You may build Gadgets with Size 0, which exist entirely within minds and bodies. For
example: a virus that resurrects the dead, nano-machines that assimilate everything in sight and
a mathematical formula that rewrites identities. He does not need this Merit to build Gadgets
that are made entirely of software, since they are Size 0 by default. Build the Gadget normally,
which requires separate Merits to use Skills other than Crafts. The Gadget may be a Demonic
Form Trait if the Genius has Form And Function, depending on the specifics. Once built, it
must be installed by rolling the same dice pool, plus Laboratory bonus and Primum if the person
doing the installation is a Genius. Installing an Internalized Gadget on yourself imposes a -2
penalty, which takes one hour. It may be shortened to one minute (which replaces Intelligence
with Wits) at a -1 penalty, or -3 to do it in one turn.

Installing Internalized Gadgets is a dangerous process. On a Dramatic Failure, physical


Gadgets mutate into Cryptids and deal Primum of the creator in aggravated damage as they rip
their way out. Should the Gadget be an idea or other mental construct that lacks a physical
form, the victim loses all Willpower and rolls for a Breaking Point with a penalty equal to the
Primum of the creator (victims that lack Integrity suffer the Broken or Fugue Conditions). On
a Failure, the effort is wasted but the installation can be tried again with a cumulative -1 penalty.
A Success inflicts still inflicts lethal damage equal to Primum of the creator, but the Gadget is
installed and has a Fault as usual. An Exceptional Success installs the Gadget and only deals 1
lethal. Internalized Gadgets can be removed much in the same way they are installed.

The user of the Gadget uses his own Attributes and Skills to activate it, but adds the
Primum of the creator if the Gadget is Exploited or a Demonic Form Trait. If the Gadget
triggers a Clash Of Wills, add the creator’s Primum and rating in the Axiom as well.
Internalized Gadgets may be Lambdas, but installing or removing them requires 1 Willpower
point just to make an attempt (which does not add dice), and any Failures become Dramatic
Failures (an Inspired Beat is still earned).
Safety Precautions (● To ●●●●●, Supernatural Merit)
Prerequisites: Divine Inspiration
Style Tags: Gadgetry
You may create Faultless Gadgets a number of times per Story equal to rating in this
Merit by spending 1 Willpower instead of sacrificing a dot. Furthermore, reduce damage taken
from Aetheric Havoc by the Rating in this Merit. If reduced to zero damage, you still take 1
bashing.

Drawback: This requires extensive beta-testing and quality control, which increases the
time taken to build the Gadget as determined by the ST. Kitbashed and Lambda Gadgets may
not benefit from this Merit.

Cooling Down (●●, Supernatural Merit)


Prerequisites: Divine Inspiration
Style Tags: Gadgetry
You can reduce the maximum number of times the Gadget can be activated to [6 -
Invention Skill] before needing a recharge. This consists of Doing Science To It, but requiring
1 hour and 1 Aether. This reduces Aetheric Havoc by [Invention Skill], down to a minimum of
1. You do not have to use your full [Invention Skill].

Efficient Designs (●●●●, Supernatural Merit)


Prerequisites: Divine Inspiration
Style Tags: Gadgetry
When the Genius is Building Gadgets, the final roll becomes Intelligence + Crafts +
Primum - [Target Successes/10].

Adopted Orphan (● To ●●●●●, Supernatural Merit)


The Genius has pacified and gained the loyalty of an Orphan, as described under
Aetheric Havoc. Before he can adopt, he must first earn its trust. Most Orphans are hostile and
offer considerable resistance to this. As a suggestion, the Genius can roll Manipulation +
construction Skill of the Orphan + Primum - the Orphan’s Rank as an Extended Action. Each
roll takes one hour and the Target Number of Successes is equal to the Orphan’s Rank x 3. On
a Failure, the Genius does not receive a Condition. Instead, the Orphan attacks the Genius with
its Adaptations. On a Dramatic Failure, the Orphan gains the Frightened Condition toward the
Genius and all accumulated Successes are lost. If the Genius has a Specialty for the type of
Gadget that the Orphan mutated from, he gains Rote Quality on this Extended Action in
addition to the +1 of the Specialty itself.

The Genius may shorten this to one minute for each roll by taking a -1 penalty, or one
turn at a -2 penalty. Adoption counts as a Mental roll that happens to use a Social Attribute, so
the Genius can gain bonus dice from Aether (up to Primum), and is not subject to the Integrity-
based limit of White Noise. The Genius knows what the construction Skill is just by looking at
the Orphan, mostly because it is usually very obvious.

If the Genius wins, he must spend Aether equal to the Orphan’s Rank, but ignoring the
usual limits imposed by his Primum. Once adopted, the Orphan counts as a True Friend
automatically, no longer bleeds 1 Aether each day and stops mutating. Furthermore,
supernatural attempts to make it abandon or harm its parent trigger a Clash Of Wills against its
Resolve + Composure + Rank.
Genii often adopt Orphans in order to establish a mutually beneficial relationship. The
Orphan no longer goes hungry and has a guardian, while the Genius gains a sidekick and
opportunities to Reverse-Engineer the creature’s Adaptations, if so inclined. However, Orphans
do not transfer Aether to anyone or anything else, and any mundane or supernatural attempt to
force them to do so automatically fails. Orphans of Rank 6+ cannot be adopted. Adopted
Orphans do not become Genii, since their mutation is canceled by the adoption. Orphans who
are intelligent enough to be aware of this and have a desire to become Genii increase the Target
Number to Rank x 5.

Note: Adopted Orphans are only covered by Sanctity Of Merits if the Genius spends
the necessary Inspired Experiences.

Axioms
These have been redefined as Supernatural Styles. See the original version of Genius
for the definitions of the 8 Axioms. The Glitches caused by Aetheric Havoc are influenced by
the purview of the Axiom, as determined by the ST.
(●): Add [Rating in this Style] to Clashes Of Wills and Compromise involving the
Gadget.
(●●): Once per Chapter, you can receive the Steadfast Condition on the activation roll
of the Gadget if it is resisted, or 8 Again if it is contested. Doing so makes the damage caused
by the next Aetheric Havoc become Resistant and have a Damage Bonus equal to Primum.
(●●●): Embeds, Exploits and Demonic Form Traits incorporated into the Gadget within
the purview of this Axiom achieve Exceptional Success with 3 Successes on their activation
rolls.
(●●●●): By upgrading the Gadget's Fault to Catastrophic for the scene, the next
activation roll gains Rote Quality. Faultless Gadgets cannot benefit from this Maneuver.
(●●●●●): Once per Story, you can suffer the Unmada Condition to receive the
Informed Condition on the activation roll of the Gadget. If you have more than one Axiom
rated at 5, you must select which one to use this Story.

Foundations:

See the original version of Genius for their lore. When Resolved, the Foundation
Conditions give Exceptional Success with 3 Successes on a roll to Build Gadgets that fall
within their respective ideologies. The Persistent benefits of these Conditions only apply to
mundane rolls. The players can create different Foundations with ST approval, although it
requires more justification than a new Catalyst.

Navigator (Braving The Unknown)


You are not afraid to get your hands dirty or go boldly where danger awaits. You receive
9 Again on rolls involving navigation, strategizing and self-defense in unfamiliar or hostile
environments. This stacks with other sources of 9 Again to become 8 Again.
Beat: You employ a forceful solution when a subtle one would have worked better.
Resolution: Build Gadgets that facilitate the surveying of enemy territory and
countering their tactics.
Third Favored Axiom: Katastrofi or Skafoi.

Director (Moving The Chess Pieces)


You excel at networking and mobilizing organizations toward cooperation. You receive
9 Again on rolls for realpolitik and social engineering. This stacks with other sources of 9
Again to become 8 Again.
Beat: Use indirect or underhanded methods when being straightforward is in your best
interest.
Resolution: Building Gadgets that influence and give insight into the behavior of the
masses.
Third Favored Axiom: Epikrato or Apokalypsi.

Artificer (Do Not Intimidate The Working Man)


You have an innate talent for unionizing and bargaining for better opportunities. You
receive 9 Again on rolls to securing resources for collaborative projects and defending your
creations from theft or destruction. This stacks with other sources of 9 Again to become 8
Again.
Beat: Follow the desires of the collective when an individualistic approach would be
safer.
Resolution: Build Gadgets for streamlining difficult tasks and giving concrete solutions
to systemic issues.
Third Favored Axiom: Automata or Exelixi.

Scholastic (Theorems For Everything)


You possess an affinity for philosophy, abstract thought and pattern recognition. You
receive 9 Again on rolls for changing others' mindsets and proposing alternate explanations.
This stacks with other sources of 9 Again to become 8 Again.
Beat: You fail to take decisive action at a crucial moment due to excessive
hypothesizing.
Resolution: Build Gadgets for investigating and altering the possible connections
between phenomena.
Third Favored Axiom: Apokalypsi or Metaptropi

Progenitor (Seeds Of Neo-Humanity)


You are laser-focused on devising methodologies and technologies for transforming
society one individual at a time. You receive 9 Again on rolls for detecting the flaws and
potential applications of people. This stacks with other sources of 9 Again to become 8 Again.
Beat: Subject an individual to an augmentation that inflicts significant unforeseen
consequences.
Resolution: Build Gadgets for uplifting baseline mortals into a superior state of
existence.
Third Favored Axiom: Exelixi or Metaptropi

Clockstoppers

They do not exist as written in the original version of Genius. However, Unchained and
Genii who follow the Saboteur Agenda play the same role.

Why Not Use Show Of Power For Everything?

I consider that Exploit to not exist, and this document follows that assumption. In my
headcanon, Demons can do something similar as an inherent ability through Spoofing. The
Spoofed ability is seemingly real to all five senses, but is always illusory and temporary. As a
feature that is specific to the Unchained Template, Genii cannot use it for Gadgets.

Can You Use Gadgets To Help Build Other Gadgets?

Yes, but such a tactic is not recursive. For example: if a Genius has Form And Function
(Modifications) and builds a cybertronic helmet that incorporates Inhuman Intelligence, he
gains a +2 to his Intelligence, which may take him beyond 5 dots and is applied to building
Gadgets. However, he cannot repeat this trick to create a cybertronic helmet with an additional
+2 bonus each time.

Time Travel

In most stories about time travelers, their journey is a freeform and massive undertaking
with wildly varying rules and unpredictable results. Therefore, it does not make sense to worry
too much about the exact mechanics. Assume that Genii cannot time travel on their own.
However, certain Lares [DtD STG 79] of Rank 4+ have a Numen called Temporal
Transportation that allows those with the right knowledge of their internal workings to enter
any Splinter Timeline. Baseline Angels of Rank 4+ may also have this Numen, but are far more
stringent with its use. In either case, activating the Numen requires 10 Essence. If a baseline
Angel uses the Numen against an unwilling target, roll Power + Finesse vs Resolve +
Composure + Supernatural Tolerance.

Once the time travelling has begun, you may model it as a Chase with a Target Number
of Successes that is roughly proportional to the scale of the temporal editing. As a suggestion,
each century of rewritten time requires 1 Success. If the Genius has Skafoi 5 and a Specialty
for Time Travel or equivalent in Academics, Science or Occult, increase the scope of the
editing to millennia. During this Chase, Genii gain a dice bonus and extra rolls equal to their
Primum. The Chase can also benefit from Teamwork: every additional Genius adds +1 to the
dice pool and maximum number of rolls, up to +5.

However, Genii cause Aetheric Havoc on a Failure, with 8 Again on a Dramatic Failure.
This can damage or inflict Faults on the Genius, as well as warp their environment and attract
the attention of the God-Machine. Unchained who are time travelling suffer dice penalties for
Compromise if their Cover is significantly unfitting for the relevant era.

Genii who acquire more Faults than their Resolve are trapped in a Splinter Timeline
where no one remembers them. They may only escape with outside help from a baseline Angel
with Temporal Transportation Numen. Even if the Genius tries to not think about the
ramifications and implications of time travel, the process often inflicts Breaking Points. If a
Genius causes truly cosmic damage via time travel, the God-Machine excises the compromised
timeline from reality and sends it to the Apocalypse Vault.

Note: Exploring The Universe uses similar mechanics, but the ST decides whether or
not mundane aliens exist and what they are like.

Revised Fellowships:

These have been redesigned as Mystery Cults. See the original version of Genius: The
Transgression for their lore. Ignore any prerequisites that require inherent traits, but keep
narrative prerequisites. For example: an Iridium Sentinel does not need Primum 4+, but still
needs to regularly fight crime in an official or unofficial capacity.

Iridium Sentinels
● - A Crafts Specialty for Powered Exoskeleton. The Specialty may be applied to a
different construction Skill if you have the right Supernatural Merits.
●● - Allies 1 (Vigilantes).
●●● - The Specialty for Powered Exoskeleton is now an Area Of Expertise and
Interdisciplinary.
●●●● - +1 Prostasia or Katastrofi, and Iron Will. If you do not have Resolve 4, you are
considered to have it anyway, but only when spending Willpower to use Iron Will.
●●●●● - Building Gadgets that benefit from the Powered Exoskeleton Specialty always
receives Rote Quality.

The Elders Of The Third Law


● - A Crafts Specialty for Mechanics.
●● – Mechanics Specialty is now Interdisciplinary.
●●● - +1 Crafts
●●●● - +1 Automata or Prostasia, Dumpster Diver 1 and Area Of Expertise for
Mechanics.
●●●●● – Building Gadgets that benefit from the Mechanics Specialty always receives
Rote Quality.

The Hermetic Order Of The 28 Spheres


● –. An Academics or Occult Specialty for Hermeticism or equivalent mystical tradition
●● – Extended Laws
●●● - +1 Academics or Occult
●●●● – +1 dot in any Axiom related to Hermeticism or equivalent Specialty, which is
now Interdisciplinary + Area Of Expertise
●●●●● – Building Gadgets that benefit from the Hermeticism or equivalent Specialty
always receives Rote Quality.

The Phantom Foundation


● –. A Specialty for Ghostly Phenomena in Occult
●● – Extended Laws
●●● - +1 Occult
●●●● – +1 Apokalypsi or Epikrato, Investigative Aide (Occult) and the Specialty for
Ghostly Phenomena is now Interdisciplinary.
●●●●● – Building Gadgets that benefit from the Ghostly Phenomena Specialty always
receives Rote Quality.

The Perfected Vision Institute


● –. A Specialty for Neurology in Medicine or Psychic Phenomena in Occult
●● – Bio Matrices or Extended Laws
●●● - +1 Medicine or +1 Occult
●●●● – +1 Epikrato or Apokalypsi, Internalization and the Specialty for Neurology or
Psychic Phenomena is now Interdisciplinary.
●●●●● – Building Gadgets that benefit from the Neurology or Psychic Phenomena
Specialty always receives Rote Quality.
The Malcolm T. Washington Fellowship
● –. A Specialty for Arthropods in Medicine
●● – Bio Matrices
●●● - +1 Medicine
●●●● – +1 Automata or Exelixi, and the Specialty for Arthropods is now
Interdisciplinary + Area Of Expertise
●●●●● – Building Gadgets that benefit from the Arthropods Specialty always receives
Rote Quality.

The Nine Vertex Devils Club


● –. A Specialty for Vehicular Modification in Crafts
●● – Vehicular Modification Specialty is now Interdisciplinary
●●● - +1 Crafts or Drive
●●●● – +1 Skafoi or Exelixi and Crack Driver 2
●●●●● – Building Gadgets that benefit from the Vehiculator Modification Specialty
always receives Rote Quality.

The Resurrection Consortium


● –. A Specialty for Thanatology in Occult
●● – Extended Laws
●●● - +1 Occult
●●●● – +1 Automata or Exelixi, and the Specialty for Thanatology is Interdisciplinary
+ Area Of Expertise
●●●●● – Building Gadgets that benefit from the Thanatology Specialty always
receives Rote Quality.

You might also like