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A common result of high level Katastrofi

The Axiom of Destruction, it is based around weapons of Devastation and Ruin and is the favored Axiom of Grimms (and one for Navigators) and is available to them by default.

As the name suggest, the axiom is focused on destruction and violence. From dart guns to bladed weapons to disintegration cannons, it covers any harmful weapon a genius can devise. As the genius grows, he's able to build more increasingly destructive weapons and anything built with Katastrophi, even something like a scanner, has the dual capability to harm or destroy. It can pierce armors and devestate defenses. It's also the only sure-fire way to break through Prostasia defenses (with one possible exception at 5 Dots).

Its lowest use ranges from stunners to energy drainers, but as skills ascends, eventually one can build wonders that can devastate cities.

Construction:

Most weapons require Crafts to build. Entirely organic weapons, like bone swords or venom sacs, use Medicine. Mixed-media weapons use Crafts and Medicine, as do regular weapons that employ poison. Weapons that use rays, beams, or energy to cause damage, rather than physical force only, use Science, as do any wonders that causes Aggravated damage. Any weapon that can attack across realities needs Occult.

Power Levels and Wonder Effects:

1 Dot: Agonizers, voltaic stunners, and energy-draining rays

  • Bashing Damage (cannot kill outright)

2 Dots: Ultra-sharp swords, ray guns, heat rays, and other instruments of death

  • Lethal Damage; types include: acid, ballistic, bladed, cold, concussive, electricity, neural, or simply raw "killing energy" or miscellaneous "destructive energy".
  • Bashing damage benefits from the 9-again rule.

3 Dots: Annihilating force and concussive devastation

  • Aggravated Damage; can apply the "disintegration" variable
  • Lethal damage benefits from the 9-again rule
  • Bashing Damage benefits from the 8-again rule

4 Dots: Atomic fire, neurotoxins, and space-warping Armageddon

  • Aggravated attacks benefit from the 9-again rule.
  • Lethal attacks benefit from the 8-again rule.
  • Bashing attacks benefit from the 8-again rule.

5 Dots: Long-range city-devastators and monster-busters

  • Aggravated attacks benefit from the 8-again rule.
  • Lethal attacks benefit from the 8-again rule.
  • Bashing attacks benefit from the 8-again rule.

Variables:

Adjusted Range, Armor Piercing, Attribute Damage, Autofire, Short/Medium/Long Burst, Bleeding, Blinding, Continuing Damage, Defensive, Disintegration, Explosive Weapon, Explosive Accuracy, Extradimensional Attack, Good Balance and Weight, Immobilizing Attack, Knockdown, Lingering Area Damage, Melee Weapon (may or may not require mania pts to activate), No Visible Effect, Only Against Certain Materials (no cost or bonus), Orbital Gun or Railgun, Returning, Thrown Weapon, Variable Damage, Variable Explosion,

Faults:

1. The weapon’s damage type is downgraded by one step (Aggravated to Lethal, Lethal to Bashing). Bashing weapons cause -1 damage.

2. The weapon requires one point of Mania per shot or attack.

3. The weapon requires one turn to charge up per point of Size before it can be used. Once charged it remains active for the rest of the scene.

4. One of the weapon's special conditions (knockback, disintegration, etc.) does not work. If the weapon has no special conditions, its reroll number increases by 1. (A wonder that only rolls 10-again does not reroll at all.)

5. The weapon backlashes, causing one Health level of Bashing damage to the user every time it is used. Armor will not protect the user from this backlash.

6. The weapon is poorly mounted, and suffers a cumulative -1 penalty to hit per shot. Straightening the sights requires one turn of fiddling and a Wits + Crafts roll, with each success removing one point of penalty.

7. The weapon is "fragile", as described in the list of general wonder variables. If it is already fragile, it causes the listed damage in explosive force within five feet, with a secondary blast radius of ten feet.

8. The weapon has been infected with a peculiar pseudo-intelligence. Whenever using a weapon for the first time that scene, if the user cannot make an instant Manipulation + Computer check, the weapon refuses to fire. A new attempt can be made every turn.

9. The weapon’s attacks are stopped entirely by a certain material and will not harm it or anyone protected by it. Common materials include glass, copper, or anything blue.

10. The weapon works only when a special condition is met. Roll on the special conditions chart

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