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The Laws of Physics are for other people.
Summary: The Archetype of the Mad Scientist is a fairly recent archetype, younger than many of the best known, such as the Fool or the True King, but older than more "modern" ideals such as the Flying Woman. The original archetype was the Eccentric Inventor, a largely European concept, from the time when science was often a hobby of the aristocracy and well-to-do.
This changed with the advent of electricity and its myraid properties. Whereas the moving parts of mechanical innovations, such as elaborate music boxes or crude automata (and some which were not so crude) were merely refinements to principles used for thousands of years and wagons and weapons, electricity was terrifying. In the minds of many, it was the ultimate expression of mankind's hubris, taking the sacred lightning from the gods and chaining it to do mundane tasks such as lighting and cooking.
It didn't help that electrical equipment could be used to make freshly dead bodies grimace, twitch, or spasm.
When Mary Shelley's novel was turned into a movie, Frankenstein finally added enough pressure to the collective unconscious to replace the benevolent (if scatter-brained) aristocrat with the man with ambitions arguably beyond his station. Instead of being born to wealth or title or knowledge, he sought to take it from the world by force.
The archetype's power has grown exponentially as more and more uses for science to destroy or ruin life have been found. Nuclear warheads, nerve gas, germ warfare, and so on seem to cement the Mad Scientist's place in the Clergy, but that could soon change; more and more of science's ills are being heaped onto irresponsible businessmen greedy for profit, leaving the playing field potentially open for a return to a more positive incarnation, such as The Man Too Clever For His Own Good, or perhaps The Inventive Slacker. In the meantime, mad scientists can choose to use their knowledge and skill to benefit themselves or others; regardless of intentions, someone will probably get hurt.
Symbols: White lab coat, eyeglasses or goggles, and unkempt hair are all associated with the Mad Scientist. Physical deformity or crippling injuries are potent, as are scars, but even more so when coupled with technology made to replace whatever normal abilities the avatar has lost, such as the voice machine used by Dr. Phibes in "The Abominable Dr. Phibes". Self-experimentation is very common. Egomania, while not strictly a symbol, helps, as does maniacal laughter.
Masks: Dr. Victor Frankenstein (Frankenstein, or the Modern Prometheus), Nikolai Tesla and John W. Keely (American), Dr. Josef Mengele (Germany/Neo Nazi), Dr. Anton Phibes (The Abominable Dr. Phibes, the Curse of Dr. Phibes, Dr. Phibes Rises Again, et al), Rotwang (Metropolis).
Taboo: Mad Scientists are at the front of the crest of scientific and technical innovation, so far ahead of the rest of the world that they make no sense whatsoever, and they must embody that. At least once a week, the avatar must put forth some effort to either improve upon something already existing, or develop something entirely new. This can be something abstract, like a theory of molecular structure, or something concrete, like a toaster. Even failure and frustration will sustain the connection to the archetype; what counts is the amount of effort being invested. A Mad Scientist not looking for something new and better is more like a Scholar; in fact, many disturbed Scholar avatars are mistaken for Mad Scientists.
Channels
1 - 50%: Shield of Hubris. When confronted by his own guilt or instability, the mad scientist can suppress it and ignore any implications it might raise. It's all just petty words from people with smaller brains, afraid of what they can't possibly understand. In other words, the Mad Scientist can flip-flop any stress check against Self if the result would be under his Avatar: Mad Scientist skill.
51 - 70%: Innovation. With a succesful avatar roll, a mad scientist can make a device that shouldn't operate according to the known laws of physics. It takes as many days as the sum of the avatar roll to build, and depending on GM fiat, my not work as advertised. If the task is particularly daunting, say for building a time machine, it may take as many days as the actual roll. The GM also has final say on what can be built -- other than that, anything goes. (This is almost like writing the GM a blank check, but mad scientists are known for standing up on mountains during thunderstorms and daring the gods to strike them down, so it's in character.)
71 - 90%: The Return of Doctor Whatsisname. If you've just been shot in the gut, had a building collapse around you, or got choked by your own creation, you can make an avatar check. If you succeed, you survive by the skin of your teeth, no matter how contrived the circumstances. You may be paralyzed from the neck down or be missing a few organs, but it won't take long for the average mad scientist to think of and impliment a solution...
91+%: The Revenge of Doctor Whatserface. Almost a natural compliment to the third channel, this allows the avatar to make near-miraculous recovery from any injury, no matter how life-threatening or permanent. The roll for the skill check is the number of days it takes the avatar to get back on her feet, provided she still has them. And even if she does, there's the possibility of a limp. While a faster recovery might be better, it carries a price: No channels can be used for a number of days equal to the avatars skill minus the result of the roll, starting once they are fully healed.
Unknown_VariableX | profile | Dec 07, 05 | 4:10 pm
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I'm terribly uncertain about the Innovation channel, is it magick or isn't it and damn it seems to be pretty powerful for that level too. Unfinishedbusinessman | profile | Dec 07, 05 | 4:39 pm |
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Also perhaps the 71-90 channel could be fleshed out a bit more. Maybe the Avatar survives but suffers reductions in his stats or loses a number of points off his skill from surviving or something because the combination of the last two channels seem like Mad Scientist are nearly impossible to kill, more so than Masterless Men or Dark Stalkers or some of the more combat capable avatars. Unfinishedbusinessman | profile | Dec 07, 05 | 4:50 pm |
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I really like your idea about combining divergent technology, and yeah, the avatar does seem too resilient. I was operating on the steretypes of movies and media more than the actual science and madness. Unknown_VariableX | profile | Dec 07, 05 | 5:45 pm |
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How about this for the 2nd Channel (it comes from a mad-inventor type Avatar from a game I'm running): |
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Oh man, I've been waiting for The Mad Scientist for so long! |
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This is a movie Avatar, and not a real one. If you are playing a Hollywood-type UA campaign, ok, sure, but... Oh, what is so annoying is that only a non-scienteist would actually sit down and write something like this. It's similar to "the Superhero" that surfaced a while ago, which was also bad because like Mad Scientists they don't actually, you know, exist... Mattias | profile | Dec 09, 05 | 3:50 pm |
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I was distracted when I wrote this up, so the suspected avatars ended up under Masks instead. Specifically, they're Keely, Tesla, and Mengele. Tesla is the best known. Unknown_VariableX | profile | Dec 09, 05 | 10:54 pm |
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If anyone has ascended as the Mad Scientist, or Eccentric Scientist, it's got to be Tesla. Tesla was a Scientist first and foremost though, all the really crazy UFO stuff that people usually connect with Tesla had nothing to do with him. Dr. Arbitrary | profile | Dec 11, 05 | 10:35 am |
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In defense of both the Superhero and the Mad Scientist, Mattias, NOTHING in UA really exists. |
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(... right here.) |
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I have no problem with powered masked avengers (spandex optional) and Tesla-based magic. None! I'm personally not much for superheroes (I'd like to try playing a supers game someday to see what the fuss is about, so that particular opinion might change any time), but glowing tubes and sparking machinery will find it's way into MUAC really soon now. Mattias | profile | Dec 16, 05 | 2:36 am |
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Ah, therein lies the problem. Find a superhero game and read the flavor-text, and you'll find there's more linking superheroes than costumes- common themes of heroism and sacrifice you'll find with any masked crimefighter. Or don't find a super-game; if superheroes aren't your cup of tea then whatever. But take it from an expert who DOES like them; they are alike enough to be lumped together as superheroes, and they're alike enough to be recognized as such by the IC. |
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Which is where I come in. Unknown_VariableX | profile | Jan 01, 06 | 10:11 pm |
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I spent part of the season reading Paranoia. They have taken the UA approach of street-global-universal a step... not exactly further, but sideways, perhaps? They have made three different flavours, three different ways the world works. In Paranoina it's Zap (stoopid lethal), Classic (fun and deadly) and Straight (dark satire). In UA that would translate to: what? Mattias | profile | Jan 02, 06 | 1:34 am |