Genius Duncan

Overview

 * Name: Richard Duncan Maquiyre
 * Virtue: Fortitude (Duncan is a survivor, and while a good kid and having his own issues, rarely gives in or gives up.)
 * Vice: Pride (Duncan knows exactly how powerful his Father was, his Mother was..And that he will be the greatest Rune Mage of his Generation)
 * Concept: Old Style Runic "Mage"
 * Foundation: The Reformed Society of Progenitors
 * Catalyst: Staunen
 * Aesthetic: Alembic (Mathematics used in the ancient runic language that all of reality responded to in accordance to ancient and immutable universal laws)
 * Experience: 02/10
 * Height: 6'2" Weight: 170
 * Eyes: Bluish Greenish Hazel Hair: Dark Brown
 * DoB: 07/14/1992

Main Article
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Attributes
Power:     Strength ●●     Presence ●●●      Intelligence ●●● Finesse:   Dexterity ●●    Manipulation ●    Wits ●●● Resistance: Stamina ●●     Composure ●●●     Resolve ●●●

Skills
Mental                  Physical               Social (-3 Unskilled)          (-1 Unskilled)         (-1 Unskilled) Academics: ●●           Athletics: ●             Animal Ken: ● Computer: -             Brawl: -                 Empathy: ● Crafts: ●●●             Drive: ●                 Expression: - Investigation: ●        Firearms: -              Intimidation: ● Medicine: ●●            Larceny: ●               Persuasion: ● Occult: ●●●             Stealth: -               Socialize: ● Politics: -             Survival: ●              Streetwise: ● Science: -              Weaponry: -              Subterfuge: ●

Specialties

 * Occult: Runes
 * Craft: Tattoos
 * Athletics: Throwing (Usually "Bolts of Power")

Axioms

 * (F)Apokalypsi: ●
 * (F)Exelixi : ●
 * (F)Katastrofi: ●

Traits

 * Willpower: ●●●●●-●
 * Temp.: □□□□□-□
 * Inspiration: ● (Base Mania 10, Mania/Turn 1, Jabir Penalty -1)
 * Mania: ●●●●●-●●●●●-●●●●●-●●● (Foundation Membership(-1))(2 Bound Wonders..1 w 2 Mania(-3))(2 Grafted Size 1 Capacitors(+12))
 * Temp.: □□□□□-□□□□□-□□□□□-□□□

Merits
Dramatic Failure: The vampire botches the job, losing half his remaining Mania and taking one point of Aggravated damage. The genius cannot use this Merit again for the rest of the day.
 * Foundation: The Reformed Society of Progenitors: does not suffer a -1 penalty for building a wonder of Size 1, and suffer only a -1 penalty (not a -2 penalty) for building a Size-0 wonder. (They gain bonuses for large wonders normally.) Wonders that use different default Sizes (like most vehicles and automata) are unaffected by this grant. Progenitors also gain a bonus when fiddling with their wonders equal to their Dexterity score.
 * Calculus Vampire: ●● (Can drain Mania or knowledge in order to fuel his abilities. If targeting a single person or thing, either a mundane scientist, one of the Inspired, or even a wonder, the genius must have the subject immobilized (either tied down or help in a grapple) and make an Intelligence + Resolve check vs. the subject's Composure + Metanormal Advantage.

Failure: The vampire gets nowhere. The genius cannot attempt to drain Mania for the rest of the scene.

Success: Every Success allows the vampire to drain one point of Mania from the target and gain that Mania for himself. If the subject has no Mania (or no remaining Mania), every success allows the vampire to drain one dot of any Mental skill from the target, converting it to one Mania. Note that a genius cannot affect any other metanormal creature so long as it has at least a single point of "power" (Vitae, Pyros, etc.) unless the genius is also a Technomancer, in which case he can drain another metanormal being's power source, gaining Mania on a one-for-two basis. The genius cannot gain more Mania than his maximum, based on Inspiration. Exceptional Success: The vampire drains all the subject's Mania and/or Mental skills, or whatever fraction thereof he wants. He still cannot gain more Mania than his maximum. He can, however, siphon any excess off to capacitors, beholden, or Inspired allies without making an additional roll.

Attacking an unwilling intelligent target this way is a Obligation-3 transgression. Even targeting a willing intelligent subject is an Obligation-5 transgression if the vampire is draining Skills instead of Mania. Draining any type of creature, willing or not, intelligent or not, is an Obligation-8 transgression. Drawing Mania in this way does not risk an unmada check. Skill ranks recover at a rate of one dot per day. The victim can choose which Skills she regains and in what order.) 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.) Drawback: Just as for any other character, he must make an Intelligence + Composure roll for the character to remember any additional details about a subject during stressful situations (such as combat). He gains no bonus' to this roll, his enhanced memory is a matter of training and organized thinking, not off-the-cuff recall.)
 * Technomancer: ●●● (Can convert any sort of metanormal energy (Glamour, Mana, Vitae, Essence, ect) 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.
 * Utility Belt: ●● (Loaded Backpack that gives +1 on Science, Occult, Crafts (Including building wonders))
 * Energy Channeler: ● (Can channel Mania to empower or damage conventional technology, or to move Mania between himself and a capacitor or another genius, at range (10 yards), rather than by touch or communication.(Wits + Atheletics))
 * Resources: ● ($500/month income outside of needs for room, board, and transport..Minor Inheritance + Job)
 * Language: English-Gaelic ● (Speaks/reads/writes both fluently)
 * Interdisciplinary Specialty: Occult-Craft: Runes ● (Runes Specialty applies to both Occult and Craft)
 * Trained Memory: ● (Can remember the events of a single scene or a day’s worth of study perfectly as long as he has a turn to concentrate. During this turn (in which he cannot engage in combat or other stressful situations), he uses a special technique to commit what he has learned to memory. After that, during peaceful times, he no longer needs to make dice rolls to remember details about that event or piece of knowledge, and he can ask the Storyteller to fill in details that he might have forgotten.

Flaws
If Duncan fails or succeeds at an important action such as leaping between buildings or making a getaway in a sports car, he might fixate on his loss or victory. Roll Resolve + Composure after such an event for him to avoid this unhealthy obsession. Effect: If his Resolve + Composure roll fails, he rolls a single die. The result is the number of scenes in which he is focused on the offending or inspiring event or task, to the possible exclusion of more important goals. He fixates on what he believes caused him to lose or win his goal, whether it's an opponent, a broken shoelace, or the model of car driven. In the case of a defeat, he cannot help but simmer in anger, cursing a circumstance or trying to devise a method of circumventing it in the future. In the case of a victory, he becomes a fanatic, spending much of his time researching, observing or acclaiming an activity or factor that allowed him to succeed. The Storyteller rules on how this derangement affects Duncan's dice pools or behavior. It might cause him a -1 on any task not related to his fixation, or he might refuse to engage in an activity if it doesn't somehow tie into his obsession. Since this derangement is potentially active for many scenes, rather than one, its effects should be mild but persistent.
 * Fixation (Genius Derangement)

Obligation

 * 10:---
 * 9: ---
 * 8: ---
 * 7: ---
 * 6: ---
 * 5: ___HERE____: Killing an intelligent being. Intentional, mass property damage (arson, most doom cannons). Experimenting on willing human subjects (including oneself) where there is a serious possibility of death or harm. Programming permanent psychological limitations into an intelligent being. (Roll three dice)
 * 4: ___________: Impassioned serious crime (manslaughter). Sadistic mind control (of the "forcing two friends to fight for your amusement" variety or similar acts of cruelty.) Permanently and significantly altering your physical form (adding two more arms, etc.) (Roll two dice)
 * 3: ___________: Going a month without human contact. Planned serious crime(murder. Slavery. Experimenting on unwilling human subjects where there is a serious possibility of death or harm. Permanently and entirely altering your physical form (uploading yourself into a computer or becoming a giant caterpillar). (Roll two dice)
 * 2: ___________: Bringing the dead back to life. Rape or sexual mind control. Serial murder. Spreading massive plague and devastation. (Roll one die)
 * 1: ___________: Mass murder. Hideous experiments on unwilling human subjects. Scientific torture. Genocide. (Roll one die.)

Combat

 * Size: 5
 * Speed: 9
 * Init. Mod: 4
 * Defense: 2
 * Armor: 0/0
 * Health: ●●●●●-●●●
 * Cur. Health: □□□□□-□□□

Weapons and Equipment
1-Internal Cellular Repair Gland ("Runicly Inscribed Unicorn Stone") Construction: Craft/Occult-Runes Requires: Exelixi 1 Bound Mania: 1 Size: 0 (internal) Cost per Use: 1 Mania per level of Lethal damage or two levels of Bashing damage healed Range: Touch Roll: Dexterity + Medicine - 1 Variables: Internalized, Size 0 (-1) Creation Rolls: Int(3)+Occult-Runes(4)+Inspiration(1)+Favored Axiom(1)+Utility Belt(2)-Variables(-1)=10d This stone is positioned in the stomach (had to be swallowed) and allows him to heal herself with a moment's concentration and internal somatic manipulations. The wonder heals one point of Lethal damage or two points of Bashing damage per success on the Dexterity + Medicine roll. He can exhale healing vapors from his mouth that can heal others. Fault: Are you sure it's working? This Wonder's healing effects leave a unique texture and visual effect on their target in the form of sickly looking skin that feels dry and cracked (15 minutes per point of bashing healed & 25 minutes per point of lethal). It is a Wonder that heals, yet appears to make subjects visibly worse! This manifests on Richard's torso when he uses it to heal himself, and on the parts of the body healed when used on another.

2-Agonizer ("Runstone of Blasting") Construction: Crafts/Occult-Runes Requires: Katastrofi 1 Bound Mania: 1 Size: 0 (Internalized) Damage: 5 Bashing (Bolt of Power) Range: 20 yards Roll: Dexterity + Athletics-Throwing + 5 Initial Cost: 0 mania, 20 shots before needing to take an action to recharge Variables: Size 0 (-1), Mania Cost (-1) Creation Roll: Int(3)+Occult-Runes(4)+Inspiration(1)+Favored Axiom(1)+Utility Belt(2)-Variables(-2)=9d This small stone inscribed with mystic runes and inserted into the palm of his right hand (Which is then healed with the Unicorn Stone), allows him to generate and release mystic forces that at this time lash out with raw power crushing those things they are directed at. Fault: None 2 Mania bound

3-Capacitor (Rune Tattoo-Left Forearm) Grafted/Concealed by Clothes. Size 1. Max Mania:6

4-Capacitor (Rune Tattoo-Left Bicep) Grafted/Concealed by Clothes. Size 1. Max Mania:6

Advancement

 * (+10xp) Starting Obligation: 5
 * Starting Merit: Energy Channeler: ● (2xp)
 * Starting Merit: Resources: ● (2xp)
 * Starting Merit: Language: English-Gaelic: ● (2xp)
 * Starting Merit: Interdisciplinary Specialty: Occult-Craft: Runes: ● (2xp)
 * Starting Merit: Trained Memory: ● (2xp)
 * Starting Foundation Membership: Reformed Society of Progenitors (0xp)

Advancement from the FUTURE(Possible)

 * Timeline Specific
 * (350)+1xp/Year Bonus (Year 2334)(Round to nearest +50)
 * (-10) Manipulation: ●● from ●
 * (-72) Inspiration: ●●●● from ● (Base Mania 20, Mania/Turn 4, Jabir Penalty -1)
 * Mania: ●●●●●-●●●●●-●●●●●-●●●●●-●●●●●-●●●●● (Foundation Membership(-1))(Fellowship(-1))(2 Grafted Size 1 Capacitors(+12))
 * Temp.: □□□□□-□□□□□-□□□□□-□□□□□-□□□□□-□□□□□ (Max 30/18)
 * (-70) (F)Exelixi : ●●●●● from ●
 * (-45) (F)Katastrofi : ●●●● from ●
 * (-10) (F)Apokalypsi : ●● from ●
 * (-21) (NF)Eprikato: ●● from 0
 * (-21) (NF)Prostasia: ●● from 0
 * (-12) Allies: Tattooed "People" in Atlanta ●●● from 0
 * (-10) Resources: ●●● from ● (Small tattoo/coffee shop in Atlanta)
 * (-09) Specialties: Medicine-Wondrous, Expression-Eloquence, Science-Runes
 * (-18) Science: ●●● from 0
 * (-09) Expression: ●● from 0
 * (-43) Scholarship and Syllabus: ●●●● from 0 (Hermetic Order of the 28 Spheres)
 * Chief Sphere: Fire (including light, lightning, and most electromagnetic phenomena).
 * There are many forms of electromagnetic energy including gamma rays, x rays, ultraviolet radiation, visible light, infrared radiation, microwaves and radio waves.
 * +1 when building or modifying a Wonder of Fire Sphere
 * +1 Core Modifier of Wonders of Fire Sphere
 * Reduces Mania of -1 to bind Wonders of Fire Sphere (Min 0) & can be faultless for x2 Mania bound (Min 1)
 * Upto 4 Bound Wonders using Fire Sphere cost No Mania to bind and are faultless

Wonders from the FUTURE(Possible)

 * Duncan Maquiyre Immortality Stone-Pill
 * Open
 * Open

Char-gen
Attributes: 5/4/3 // Skills: 11/7/4 (+3 Specialties) // Merits 7 (5th dot = 2 dot cost) // Health = Resolve or Stamina + Size // Willpower = Resolve + Composure // Size = 5 for adult humans // Defense = Lowest of Dex or Wits // Init. Mod = Dex + Composure // Speed = Str + Dex + 5 // Obligation = 7