The following is my personal fan addition to the SR4 campaign setting. It’s definitely a non-traditional expansion, so conservative GM’s and players should probably stop reading now. If, on the other hand, you’re open to the possibility of potentially reshaping the Sixth World (or at least the shadows), read on. It’s not intended as a crossover per se, but to introduce the type of central characters from Girl Genius, the mad scientists, to the Shadowrun world.
These rules are currently unplaytested, but I’m soliciting comments and ideas from the Dumpshock community. For my part, a chance to playtest them under a sympathetic GM will probably happen soon and I’ll have the opportunity to make a few choice revisions to these rules after having actually tested them out at the gaming table.
Reviewers whose contributions are used will be listed in future editions published online. And remember, it’s a good day…FOR SCIENCE!
Girl Genius – The Webcomic
For those of you who are unfamiliar with Girl Genius, it’s a Hugo Award winning webcomic series located at www.girlgeniusonline.com. It describes a world setting where “the Industrial Revolution has escalated into an all-out war” and mad scientists, more politely called “Sparks,” have warred against each other for decades (if not over a century), turning much of Europe into a collection of city states separated by dangerous wastelands.
Those with this special spark of inspiration are endowed with supernormal scientific and technical abilities, able to construct fantastic devices beyond the ability of lesser mortals to understand or duplicate. They’re also frequently possessed of a near-supernatural charisma, which they frequently use to establish power centers for themselves. Those that survive the inevitably dangerous life that is being a Spark have occasionally founded dynasties that are nothing less than royalty in this alternate history Europa.
Highly recommended, whether you intend to use this expansion or not.
The Spark
The Spark is what makes these mad scientists what they are. They’re people who apparently have the ability to tamper with the laws of physics as they are currently understood, but they’re not mages and their invention processes don’t incorporate mana. It’s said that someone is a Spark if he or she has the Spark. Much like the ability to use magic, it’s strongly theorized that this is a hereditary trait, but hard proof at the genetic level has yet to be found.
Much like mages and technomancers, Sparks start their lives as normal people. At some time, typically in their teens or later, a Spark will “breakthrough” and begin expressing their abilities by entering Spark Hyperfocus, otherwise known as “The Madness Place,” for the first time. Beyond this point, there is no turning back. Almost without exception, this is a traumatic experience for the new Spark and is also frequently very dangerous for bystanders as any Devices created during this experience are notoriously destructive. If this Device doesn’t kill its creator (and everyone else in the general vicinity), and the new Spark comes through it with their sanity nominally intact, then their career as a Spark begins in earnest.
Just as being a mage or being a technomancer are mutually exclusive states of being, so too is being a Spark. Sparks cannot awaken as a mage nor emerge as a technomancer. Likewise, no mage or technomancer can breakthrough and become a Spark. Unlike mages or technomancers, there is no analog of either mentor spirits or paragons available for Sparks. To be a Spark is to be very much alone, in one sense, save for the company of other Sparks; this can be a special kind of madness all its own.
The primary benefit of being a Spark is the ability to employ Inspired Science, a term that encompasses a Spark’s ability to build fantastic creations known as Devices (if mechanical) or Constructs (if biological). The fruits of Inspired Science cannot be fully analyzed or duplicated by non-Sparks. No matter their skill levels or what equipment they utilize, no mundane scientist or engineer can ever fully divine their workings, although particularly skilled individuals may sometimes feel that they come maddeningly close to understanding bits of them. Much like magic, when examined at its most fundamental level, the Spark defies current analysis.
Many Sparks develop distinctive styles, showing tendencies to prefer working with certain types of Devices or Constructs, but this varies considerably by individual. Some Sparks have also shown the ability to incorporate music into their abilities, seemingly gaining some superior intuition while working with it; the mathematical construction of music may “click” with a Spark’s ability to employ Inspired Science.
Lastly, breaking through as a Spark grants several other benefits in short order. Sparks tend to be physically hardier than the average person, typically in excellent shape, rarely sick, and able to recover from injuries more quickly than normal. The mad inspiration that is the source of a Spark’s abilities is also considerable proof against mental intrusion or manipulation. Any attempts to control the mind of a Spark, whether by magic or other means, are almost certain to fail.
Hyperfocus, aka “The Madness Place”
Even if they survive their breakthrough, Sparks typically lose rationality while they’re working. To actually employ their talents of Inspired Science, they must – consciously or unconsciously – enter a heightened mental state known as Hyperfocus. In this state, their mental processes, intuition, comprehension, charisma and the speed at which they can work are all greatly increased. Unfortunately, this state also tends to be marked by megalomania, increased aggression (especially if interrupted), and serious loss of perspective, rationality and common sense. Awareness of practical and ethical concerns is lost in their pursuit of technical apotheosis; in fact, down-to-earth solutions mostly strike them as extremely boring in this state. In short, they can become fanatically obsessive savants at the drop of a hat. It’s not uncommon for stimulants to induce this state, but the most extreme Sparks can act this way near constantly.
It’s also in this state that a Spark’s enhanced charisma tends to inspire loyalty (or at least obedient fear) in lesser mortals and thus enables them to acquire a coterie of minions. Those who pursue goals of political or career advancement can eventually gather tremendous support from their more mundane peers. Fellow Sparks subjected to another Spark in Hyperfocus tend to quickly ramp up to Stage 2 (below) themselves.
Even when not in Hyperfocus, Sparks are brilliant, focused individuals, and often impatient with those whose thoughts don’t run in the direction of their own. Because of this, some of those thoughts have veered off in truly alarming directions, making them dangerous and shortsighted. Though the average Spark is talented enough to make the impossible possible, their tunnel vision rarely permits understanding of the consequences of their actions. It’s been said that they’re “smart enough to build death rays and dumb enough to turn them on armies all by themselves” – an apt description of a Spark in Hyperfocus if there ever was one.
A Spark in Hyperfocus may be experiencing it shallowly or deeply, as follows:
Stage 1 – Clarity of Thought
Sparks in Stage 1 are capable of conducting research and engaging in deep concentration, but are not yet manic. That said, Sparks rarely spend much time in Stage 1 – it’s frequently a transitory stage as they ramp to more extreme states.
Stage 2 – Mad Science Unleashed
Stage 2 is the most common, recognizable state, involving obviously enhanced creativity and cackling madness. The majority of Sparks in Stage 2 demonstrate extremely poor emotional control and are generally manic, either enthusiastically happy or ballistically angry. This state is the most common one for sparks to work in, but it can still be a very frightening thing to witness. Sparks in Stage 2 tend to view everything and everyone around them as tools. They also tend to forget any danger they may be in and show no concern for their physical wellbeing or that of their surroundings.
Stage 3 – Brilliant Rage
This stage is rarely seen in Sparks, and tends to occur only when the Spark is extremely angry. Sparks who make it this far have left whatever shreds of their temper they possessed far behind. Rage and passion guide their actions, and they will not listen to reason. Their inventive abilities suffer not a whit because of this, but if the opportunity presents itself they are far more interested in doing battle (likely with a specific target in mind) that slaving over a workbench putting together some new Device. Sparks who reach this stage tend to exit it violently. This is the rarest stage for a Spark to reach; many Sparks can go many years and never reach it – which is good for them and better for everyone else.
Triggers
Stage 2, which usually equates to the stereotypical cackling mad scientist, appears to be the standard mode of operation for Sparks when they’re working. By concentrating on their work, or by experiencing an emotional upset, most Sparks enter Stage 2 after a brief ramp-up in Stage 1. Most Sparks tend to drop out of Stage 2 back to (relative) sanity once the stimulus is removed or if they’re sufficiently distracted, but if they’ve gone all the way to Stage 3 they usually need to be knocked out of it. Experienced or especially talented Sparks have demonstrated finer control over entering these states, and can move into or out of the deeper Stages as they wish.