By Jason Andrew, JN Childs, Kaja Foglio, Phil Foglio, Victor Foglio, Jason ("PK") Levine, and Jimmy Reckitt
By Jason Andrew, JN Childs, Kaja Foglio, Phil Foglio, Victor Foglio, Jason ("PK") Levine, and Jimmy Reckitt
By Jason Andrew, JN Childs, Kaja Foglio, Phil Foglio, Victor Foglio, Jason ("PK") Levine, and Jimmy Reckitt
The Girl Genius Sourcebook and Roleplaying Game is Powered by GURPS but does
not require GURPS. It is a complete, standalone game.
By Jason Andrew, JN Childs, Kaja Foglio, Phil Foglio, Victor Foglio, Jason (“PK”) Levine, and Jimmy Reckitt
www.sjgames.com SJG 01-2480 Printed in Belgium
01-2480
GIRL GENIUS Sourcebook and Roleplaying Game
The Girl Genius Sourcebook and Roleplaying Game
brings the world of Phil and Kaja Foglio's Girl Genius
comics and graphic novels to your gaming table. Its lavishly
illustrated contents include:
• A detailed description of the setting and its history that
draws upon all available sources . . . compiled with input
from the creators themselves, meaning these pages reveal
some secrets and truths for the first time!
• A complete roleplaying game covering character creation, equipment, combat, and
dramatic situations and tasks – including inventing, of course! To play, just add paper,
pencils, and six-sided dice.
• Biographies and character sheets for all the major characters and many minor ones,
plus notes on supporting cast.
• Game stats for a wide range of clanks, constructs, and other creatures unique to Girl
Genius.
• Tons of helpful advice on establishing mood, accurately emulating the comics, and
running and playing the game.
The Girl Genius Sourcebook and Roleplaying Game is Powered by GURPS but does
not require GURPS. It is a complete, standalone game.
By Jason Andrew, JN Childs, Kaja Foglio, Phil Foglio, Victor Foglio, Jason (“PK”) Levine, and Jimmy Reckitt
www.sjgames.com SJG 01-2480 Printed in Belgium
01-2480
Written by Jason Andrew, JN Childs, Kaja Foglio, Phil Foglio, Victor Foglio,
Jason (“PK”) Levine, and Jimmy Reckitt
Edited by Steve Jackson and Sean Punch
Illustrated by Kaja Foglio and Phil Foglio • Art Direction by Victor Foglio
Cover Illustration by Phil Foglio
GURPS System Design z STEVE JACKSON Production Manager z SABRINA GONZALEZ Chief Executive Officer z PHILIP REED
GURPS Line Editor z SEAN PUNCH Production Artist z BENJAMIN WILLIAMS Chief Creative Officer z SAM MITSCHKE
GURPS Project Manager z STEVEN MARSH Prepress Checker z SUSAN BUENO Chief Operating Officer z SUSAN BUENO
Page Design z BENJAMIN WILLIAMS President/Editor-in-Chief z STEVE JACKSON Director of Sales z ROSS JEPSON
Licensing Manager z ALAIN DAWSON Project Manager z DARRYLL SILVA
Girl Genius is © Studio Foglio. All Girl Genius characters are copyright © 2002-2022 by Studio Foglio. Girl Genius and the Girl Genius logos
are trademarks of Studio Foglio, used under license. All rights reserved.
GURPS, Pyramid, Warehouse 23, the pyramid logo, and the names of all products published
by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license.
Girl Genius Sourcebook and Roleplaying Game is copyright © 2021, 2022 by Steve Jackson Games Incorporated. All rights reserved. Printed in Bulgaria.
The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal,
and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials.
Your support of the author’s rights is appreciated.
2 Contents
Advantages . . . . . . . . . . . . . . . 82 Technology . . . . . . . . . . . . . . 156 Giant Rats . . . . . . . . . . . . . . . . . 173
Disadvantages . . . . . . . . . . . . . 93 A World Not Quite Giant Spiders . . . . . . . . . . . . . . . 173
Restrictions on Disadvantages . . 94 Transformed . . . . . . . . . . . . . 157 Green Glowy Things . . . . . . . . . 173
Self-Control . . . . . . . . . . . . . . . . . 94 Power Sources . . . . . . . . . . . . . . 157 Hoomhoffers . . . . . . . . . . . . . . . 174
Self-Imposed Communications . . . . . . . . . . . . 157 Lapinemoths . . . . . . . . . . . . . . . 174
Mental Disadvantages . . . . . . . 94 An Alternate Mimmoths . . . . . . . . . . . . . . . . . 174
Quirks . . . . . . . . . . . . . . . . . . . . 103 Industrial Revolution . . . . . . 157 Radioheads . . . . . . . . . . . . . . . . 174
Voice Command Slaver Wasps . . . . . . . . . . . . . . . 175
Skills . . . . . . . . . . . . . . . . . . 103
(and Fooling It!) . . . . . . . . . . 157 Torchmen . . . . . . . . . . . . . . . . . 176
Buying Skills . . . . . . . . . . . . . . . 104
Skill Defaults: Using Transportation . . . . . . . . . . . . . . 158 8. Onward to
Skills You Don’t Know . . . . . 104 The Corbettites . . . . . . . . . . . . . 158 Adventure! . . . . . . . . 177
Skill Cost Table . . . . . . . . . . . . . . 104 Airships . . . . . . . . . . . . . . . . . . . 160 Logistical Considerations . . . . . 177
Using Skills with Medicine . . . . . . . . . . . . . . . . . . 161 Sherlocking the Table: The Secret of
Other Attributes . . . . . . . . . . 105 The Dangers of Reanimation . . . 161 Learning What Players Want . . 177
Skill List . . . . . . . . . . . . . . . . . . . 105 Weaponry . . . . . . . . . . . . . . . . . 162 Ingredients List:
Starting Wealth and Equipment . 129 Defenses . . . . . . . . . . . . . . . . . . . 170 Recipe for Your Campaign . . . 178
Goggles . . . . . . . . . . . . . . . . . . . . 170 Themes and Tropes . . . . . . . . . . . 178
Character Improvement . . . . 130
Unnatural Fauna . . . . . . . . . . 172 Time Travel . . . . . . . . . . . . . . . . . . 179
6. How to Do Dingbots . . . . . . . . . . . . . . . . . . 172
Everything . . . . . . . . 131 Fun-Sized Mobile Agony
Index . . . . . . . . . . . . . . . . 181
Rolling the Dice . . . . . . . . . . 131 and Death Dispensers . . . . . 172 Comic . . . . . . . . . . . . . . . 184
Success Rolls . . . . . . . . . . . . . . . 131 Other Clanks . . . . . . . . . . . . . . . 173 Character sheet . . . . . . 192
Settling Rules Questions . . . . . . 131
Reaction Rolls . . . . . . . . . . . . . . 133
Loyalty and Loyalty Checks . . . . 134
Characters in Action . . . . . . 135 About GURPS
Physical Feats . . . . . . . . . . . . . . 135 Steve Jackson Games is committed to full support of GURPS players.
Hysterical Strength . . . . . . . . . . . 136 We can be reached by email: info@sjgames.com. Our address is SJ
Mental Feats . . . . . . . . . . . . . . . 138 Games, P.O. Box 18957, Austin, TX 78760. Resources include:
Combat . . . . . . . . . . . . . . . . . . 139 New supplements and adventures. GURPS continues to grow – see
Combat Turn Sequence . . . . . . 139 what’s new at gurps.sjgames.com.
Maneuvers . . . . . . . . . . . . . . . . . 139 Warehouse 23. Our online store offers GURPS print items, plus PDFs
Game Time . . . . . . . . . . . . . . . . . 139 of our books, supplements, adventures, play aids, and support . . . includ-
Posture Table . . . . . . . . . . . . . . . 140 ing exclusive material available only on Warehouse 23! Just head over to
Free Actions . . . . . . . . . . . . . . . . 141 warehouse23.com.
Attacking . . . . . . . . . . . . . . . . . . 141 Pyramid (pyramid.sjgames.com). For 10 years, our PDF magazine
Grappling . . . . . . . . . . . . . . . . . . 142 Pyramid included new rules and articles for GURPS, plus systemless
Defending . . . . . . . . . . . . . . . . . 143 locations, adventures, and more. The entire 122-issue library is available
Fancy Fightin’ . . . . . . . . . . . . . . 143 at Warehouse 23!
Extra Effort . . . . . . . . . . . . . . . . 144 Internet. To discuss GURPS with our staff and your fellow gamers,
Damage and Injury . . . . . . . . . . 145 visit our forums at forums.sjgames.com. You can also join us at
Injury, Illness and Fatigue . . 146 facebook.com/sjgames or twitter.com/sjgames. Share your brief cam-
Injuries . . . . . . . . . . . . . . . . . . . . 146 paign teasers with #GURPShook on Twitter. Or explore that hashtag for
Wounding Modifiers Table . . . . . 146 ideas to add to your own game! The GURPS Girl Genius web page is
“I Give!” . . . . . . . . . . . . . . . . . . . 148 gurps.sjgames.com/girlgenius.
Recovery . . . . . . . . . . . . . . . . . . 148 Store Finder (storefinder.sjgames.com): Discover nearby places
Fatigue . . . . . . . . . . . . . . . . . . . . 148 to buy GURPS items and other Steve Jackson Games products. Local
Other Hazards . . . . . . . . . . . . . . 149 shops are great places to play our games and meet fellow gamers!
Aging . . . . . . . . . . . . . . . . . . . . . 149 Bibliographies. Bibliographies are a great resource for finding more
7. The Spark of what you love! We’ve added them to many GURPS book web pages
with links to help you find the next perfect element for your game.
and Technology . . . . 152
Errata. Everyone makes mistakes, including us – but we do our
Breaking Through . . . . . . . . . . . 152
best to fix our errors. Errata pages for GURPS releases are available at
Sparks and Society . . . . . . . . . . 152
sjgames.com/errata/gurps.
Inventing Without a Net . . . . . . 152
Quick Gadgeteering . . . . . . . . . . 155 Rules and statistics in this book are specifically for the GURPS Basic
“Mundane” Inventors . . . . . . . . 156 Set, Fourth Edition. Page references that begin with B refer to that book,
not this one.
Contents 3
Introduction
Adventure! Romance! Mad Science!
Imagine a version of the Victorian era in
which the wildest dreams of early science-fiction Gaslamp Fantasy
writers are a reality. A talent known as the Spark When the Girl Genius stories were just starting out, Kaja
inspires great, if not always sane, minds to coined the term “Gaslamp Fantasy” to describe the universe
reshape the world via technology. Noble houses she and Phil were creating – one where impossible invention
jockey for influence and power while common meets with fantastical style in a medley of alternate history
folk keep their head down to avoid the crazed and gothic “mad science” inspired by Mary Shelley and H.
inventors and their crazed inventions. Rider Haggard. It blurs the lines between mythic and magical
Mad Science creates hybrid warriors built creations and steampunk-inspired elements like clockwork
from animals, plants, and clockwork. Human cyborgs.
troops wield lightning cannons and sonic guns
that can blast sound and level countrysides.
Airships the size of cities darken the sky.
In this world, a scion of the legendary Heterodyne family This book is a standalone resource for the Girl Genius
– Sparks, rulers, and madmen – is making herself known. setting and contains the tools necessary to play in that
The forces that sought to use her as a pawn are finding out world – including all the required characters, creatures,
that she’s a player. She has friends and allies, and she’s not and rules.
yet done learning the full extent of her powers.
That Spark is Agatha Heterodyne, and this is the
“Gaslamp Fantasy” world of Girl Genius.
S A
poiler lert
Warning! This supplement contains information about
plots, history, and concepts behind the universe of Girl
A bout the omic C Genius. It includes materials from the entire series. If you
don’t want any spoilers, catch up on your reading before
Girl Genius was created by Phil and Kaja Foglio; the first
print issue was released in 2001. It went online in 2005, and continuing.
since then has been updated with full-color pages three
times a week, like (dare we say it?) clockwork. The comic
has won five WCCA awards, including 2008 Outstanding
About the Creators
Comic, and been nominated twice for an Eisner Award; This book has been a long time coming, and a lot of
in 2009, 2010, and 2011, it won the Hugo Award for Best people were involved in making it happen . . .
Graphic Story. It was one of the first webcomics chosen
for permanent archive by the Library of Congress. It has Kaja Foglio
also spawned a card game – Girl Genius: The Works – as Kaja has illustrated numerous cards for Magic: The
well as a Girl Genius Munchkin expansion for Munchkin Gathering, as well as several book covers and magazine
Steampunk. interiors. In 1993, she and Phil started writing Girl Genius,
The story so far can be found at www.girlgeniusonline. and began publishing the story in 2001. She regards this as
com. the worst “get rich quick” scheme ever.
4 Introduction
MythAdventures, Buck Godot – Zap Gun For Hire, Stanley JN Childs
and His Monster, Angel and the Ape, and XXXenophile.
JN Childs is a horror and roleplaying game writer,
In 1993, he began writing Girl Genius with Kaja, and
experimenting with their life and horror fiction. They
began publishing it in 2001. To his surprise, they won
live in Southern Ohio with their family, eight cats, two
three Hugo Awards in the newly created category of Best
parakeets, four rats, and one idiot doge. They write stories
Graphic Story.
of Old Gods, anguished spirits, and terribly unfortunate
He has done a lot of work for Steve Jackson Games.
people.
They have an M.Ed. in Instructional Design, and
Jason Andrew focus on creating memorable learning experiences
Jason Andrew is a writer, editor, and game designer. using roleplaying, board, and card games. Currently,
He lives in Seattle, Washington, with his wife, Lisa; his their work can be found in Under the Stairs, Apotheosis:
Pug, Otter; and his American Bulldog, Stella. He writes in Stories of Human Survival After the Rise of the Elder Gods,
several genres and styles, including contemporary fiction, Immersion Secrets, and the Mind’s Eye Theater framework
historical fiction, young adult, science fiction, fantasy, and for Werewolf: The Apocalypse. They are also working on
horror. In 2011, his story “Moonlight in Scarlet” received Mind’s Eye Theatre: Changeling: The Dreaming and the
an honorable mention in Ellen Datlow’s List for Best Morra Cinematic Universal Game System.
Horror of the Year.
Jason is a rabid gamer, having written for several Steve Jackson
roleplaying games, including Call of Cthulhu and
Steve has been making games since the late 1970s and
Shadowrun. He serves as Line Developer for Mind’s Eye
is not slowing down. He was the original creator of the
Theatre, for By Night Studios, producing a number of
GURPS system. He gleefully admits to being a Girl Genius
MET products including MET: Vampire: The Masquerade,
fanboy, and is so, so glad that this book has come to the
MET: Werewolf: The Apocalypse, and the upcoming MET:
end of its first adventure and made its way into your hands.
Changeling: The Dreaming. He also serves as Developer
Steve is a citizen of the Internet, or a Texan, depending
for Mighty Narwhal, shepherding in their first new game,
on who’s asking.
the Morra Cinematic Universal Game System.
Introduction 5
You There! The Time Traveler With the Top
Hat and Goggles From 1876. No Doubt You Are
Asking “What is a Roll Playing Game, Sir, and
How Far Will I Have to Roll?”
Role Playing Games (“RPGs” in modern parlance –
sometimes called “Table Top” or “Pencil and Paper” RPGs
by those who have no respect for the King’s English) are
quite different from Whist, or even the heathen Back Gam-
mon brought back from foreign climes.
6 Introduction
across Europa. The opera is best known for the prophecy a proper heir doesn’t appear naturally, then why can’t we
aria, sung by the Spirit of Europa: “Peace will only be engineer it so that one does?”
found when the Storm King and the Heterodyne princess And so they did – see The Storm King Conspiracy (p. 10).
are wed.”
For many, Andronicus Valois was the first and the last
True King of Europa, and before the similarly messianic The Heterodyne Boys
cult awaiting the return of the Heterodyne Boys began to One of the worst Heterodynes in modern memory was
flourish, many people held out hope that Andronicus, or a Saturnus Heterodyne, creator of, among other atrocities,
descendant, would one day return and bring peace to the the Beast – a sapient, capricious train that roamed the
land. countryside freely, consuming whatever it felt suitable as
“fuel.” Saturnus was known for his mad extravagances;
The Knights of Jove for instance, during a particularly cold year, he set fire
to Mechanicsburg’s old town hall and kept it burning for
The Knights of Jove were the Storm King’s honor five months. He married the Lady Teodora Vodenichrova,
guard. They continued to serve his descendants after he who was the daughter of a conquered house and none too
vanished, waiting for both the proper man and the right pleased about the idea. This turned out to be a blessing
time to reestablish the Storm King’s throne. for the world. Teodora was a kind and noble woman,
However, it was never the “right time,” or if it was, there who insisted upon raising her two sons, Bill and Barry,
was never a “proper” candidate. Thanks to the vicissitudes away from the “bad” influences of their father and Castle
of genetics, whenever a Man of Action was needed, the Heterodyne. In the end, she died in the act of poisoning
available heir was never quite up to the task; there was, her husband, ridding the world of the last of the evil
according to one source, “a long line of sots, imbeciles, Heterodynes. She was later canonized by every reigning
and – God forbid – females.” Not to mention at least one Pope.
reported werewolf. The Heterodyne Boys, as Bill and Barry came to be
Thus, the Knights of Jove gradually stagnated into little known, grew to be true heroes. They were both powerful
more than a “brandy and cigars” club with fading dreams Sparks, and chose to use their talents for good, vowing to
of glory. end the Long War and repair the damage done.
At least this is what most people believe. There was an Accompanied by their best friend Klaus Wulfenbach
inner cabal, “The Most High Council of Nobles, Enlightened (p. 36), their construct assistants Punch and Judy (p. 34),
Keepers of the Sacred Flame of Loyalty, and Lords of the and an ever-changing cast of colorful adventurers, they
Western Gates” (generally referred to as simply “the High traveled the world, negotiating peace, stopping mon-
Council” or “the Council” by those in the know). sters, and dismantling doomsday devices. They did
They monitored Valois’ descendants, to be sure, but so much to make up for their family’s terrible history
approximately 70 years ago, they were given a new purpose that the name “Heterodyne” became associated more
by the Mongfish family, who asked a simple question: “If with the heroic brothers than their wicked ancestors.
Cast 43
Human or Not? Artisan 75 points
After determining the game’s starting character points, Artisans include weavers, seamstresses, woodworkers,
the next step is to decide whether to permit players to potters, leatherworkers, and so on. They’re the people who
use nonhuman templates for their characters – many turn raw goods into everything from fine clothing to a new
nonhuman races cost a lot of points and require higher saddle. They’re also able to repair items – a helpful skill
power levels. Prohibiting them isn’t all that limiting; after a strenuous adventure.
humans in Girl Genius can be merchants, artisans,
Attributes: ST 10 [0]; DX 11 [20]; IQ 11 [20]; HT 10 [0].
soldiers, and even members of elite organizations like the
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.;
Smoke Knights (p. 43). They can also be Sparks, although
HP 10 [0]; Will 11 [0]; Per 11 [0]; FP 10 [0]; Basic Speed
non-Sparks have more freedom to move among society, as
5.25 [0]; Basic Move 5 [0].
many common people fear known Sparks!
Advantages: A total of 25 points spent on suitable Talents
Nonhuman characters include
[Varies] or Versatile [5].
everything from genetically mod-
Disadvantages: A total of ‑15 points chosen from Chummy
ified human constructs to robotic
[‑5] or Gregarious [‑10], Easy to Read [‑10], Honesty
clanks. They’re a little different,
[‑10*], Incurious [‑5*], Pacifism (Reluctant Killer) [‑5],
or more than human, such as
or Workaholic [‑5].
the genetically modified Lackya
Skills: Merchant (A) IQ+1 [4]‑12. • One of Sewing (E)
(p. 67) or the constructs Punch
DX+5 [16]‑16; Carpentry (E) IQ+5 [16]‑16; Cartography
and Judy (p. 34). They sometimes
or Heraldry, both (A) IQ+4 [16]‑15; Artistry† (H) IQ+3
lack the social freedom – or the
[16]‑14; or Alchemy (VH) IQ+2 [16]‑13. • Another 5
character points! – to pursue cer-
points spent on skills from Chapter 5.
tain professions.
Blacksmith 75 points
Templates
iron. When their Spark
companions overcomplicate
everything, it’s helpful to have
someone to remind them
A player never has to use these templates, but when
that sometimes the solution
seeking a specific occupation, it can save time to start
is simple – a hammer and
from one. During character creation, the player can
anvil can solve a plethora of
customize the template to the character and the story by
problems that a giant clank
choosing from the listed options – or even by substituting
can’t. Blacksmiths are the
an advantage, disadvantage, or skill for another of equal
go-to resource for useful
value from Chapter 5 (subject to GM approval). Some
tools, standard weapons, and
other notes:
custom parts.
Languages: All characters begin with English or German
Attributes: ST 12 [20]; DX 11 [20]; IQ 10 [0]; HT 10 [0].
(GM’s discretion) at Native level. See Language (p. 73).
Secondary Characteristics: Damage 1d-1/1d+2; BL 29
Variable Costs: An advantage or disadvantage with a
lbs.; HP 12 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]; Basic
point cost of “[Varies]” has no simple, fixed cost. Find the
Speed 5.25 [0]; Basic Move 5 [0].
trait in Chapter 5 and choose anything that falls within
Advantages: Artificer 2 [20] and Versatile [5].
your budget.
Disadvantages: A total of ‑15 points chosen from Easy to
Disadvantages: Disadvantages marked with * (e.g., “Bad
Read [‑10], Honesty [‑10*], Sense of Duty (Village or
Temper [‑10*]”) are assumed to have a self-control number
Adventuring companions) [‑5], Stubbornness [‑5], or
of 12. See Self-Control (p. 94).
Workaholic [‑5].
Skills: For any skill marked with †, choose an applicable
Skills: Machinist (A) IQ+2 [2]‑12‡; Merchant (A) IQ+1
specialty; this can be from the list included with that skill
[4]‑11; Riding† (A) DX [2]‑11; and Smith (Iron) (A)
in Skills (pp. 103-129) or be a custom specialty approved
IQ+3 [4]‑13‡. • Three specialties from Armory† and
by the GM. Some templates offer additional points to
other Smith†, all (A) IQ+2 [2]‑12‡. • Another 7 points
spend on skills; the player can spend these on improving or
spent on skills from Chapter 5.
adding skills on the template, or on new skills from Chapter
5 (as long as the GM agrees they suit the character). ‡ Includes +2 for Artificer.
Lenses: Lenses are common variations on standard
templates. Each specifies a name, a point cost, and the Lens: Mechanic +19 points
traits that it adds, removes, or otherwise alters. To create Add Machine Empathy [15]. • Add Mechanic (A) IQ+2
that kind of character, pay the template cost plus the lens [2]‑12, and either Electrician (A) IQ+2 [2]‑12 or Engineer†
cost, and make the noted changes to the template. (H) IQ+1 [2]‑11 (all include +2 for Artificer).
58 Templates
Importance
Importance encapsulates your formally
recognized place in society, distinct from your
personal reputation. If you’re a judge, professor,
or member of the Fifty Families, your station
carries some degree of official power.
Status ±5 points/level
Status is a measure of social standing. In
Europa, Status levels range from ‑2 (serf or
street person) to 8 (Baron Wulfenbach), with
the average person being Status 0 (freeman or
ordinary citizen). If you don’t specifically buy
Status, you have Status 0. Status costs 5 points
per level; e.g., Status 5 costs 25 points, while
Status ‑2 is ‑10 points.
Status greater than 0 means you’re a member
of your culture’s upper classes. As a result, others
in that culture only defer to you, giving you a
bonus on reaction rolls. This bonus equals the
difference between your Status level and that of
the other person. Any purchase of Status
greater than 3 requires GM approval; there are very few Rank comes in levels. Each Rank has authority over
opportunities in this world for people to rise to truly great those of lower Rank, regardless of personal ability. In
prominence. most cases, there are six to eight levels of Rank. The GM
Status less than 0 means you’re a serf, a slave, or simply should determine the highest Rank available to starting
very poor. If you have such negative Status, apply the characters – usually Rank 3-5.
difference between your Status and the NPC’s as a reaction There are generally several systems of Rank in a given
penalty, but no worse than ‑4. society. You can hold more than one kind of Rank unless
the GM rules that holding one sort of Rank precludes
Rank 5 points/level holding another. Rank also coexists with Status, and high
Rank grants additional Status at no extra cost: +1 to Status
Specific sectors of society – e.g., the civil service, the
at Rank 2-4, +2 to Status at Rank 5-7; and +3 to Status
military, major trade guilds, and certain powerful Spark at Rank 8 or higher. This represents society’s respect for
organizations – often have internal ranking systems, senior members of important social institutions. If you
distinct from Status. If such an organization has significant hold multiple types of Rank, you may claim a Status bonus
social influence, or access to useful resources, its members for each.
must pay points for their rank within it. Some forms of Rank can award you privileges, such as
Clerical Investment (p. 84), but these frequently come with
disadvantages, such as Duty (p. 96). The GM is the final
Special Rules for Rank arbiter of what your Rank provides you with and requires
you to do.
Two situations might arise in play for those with
Rank:
Temporary Rank: Those of higher Rank can
temporarily increase your Rank for a predetermined
amount of time – until the end of a mission, battle, etc.
Friends and Foes
This process is called brevetting in the case of Military In many ways, who you are is based on who you know.
Rank. To keep temporary Rank, you must meet all of Having people you can rely on for help is an advantage that
the usual requirements and pay the appropriate point costs character points. This is especially true when those
cost. friends have official titles or are “in the know”; access to
Courtesy Rank: Those who have formerly held such individuals can provide benefits out of reach of your
Rank may retain that Rank as a “Courtesy Rank” for formal social position.
only 1 point per level. Those who currently hold a title You can also have relationships with individuals who
that carries little real authority may also take Courtesy complicate your existence, perhaps seeking to interfere
Rank. Courtesy Rank is for social situations only; it with your agenda, or popping back into your life from time
gives you a fancier title. to time to settle old grudges. These are disadvantages that
grant you points – possibly a lot of points, if you’re on the
bad side of people in power!
Character Traits 75
Gambling IQ/A
Defaults: IQ-5 or Mathematics-5.
Games IQ/E
Default: IQ-4.
This is the ability to play games of skill
appropriate to your culture, and to learn new
ones quickly. It includes knowledge of rules, etiquette,
Fortune-Telling IQ/A
and tournament regulations. As people often stake vast
Defaults: IQ-5, Fast-Talk-3, or Occultism-3. sums on games, it might be possible to earn a living as
This is the art of interviewing someone in order to learn a professional gamer. Games may also be played to settle
more about their lifestyle and personality, and then using disputes.
this information to make an “educated guess” about their
future that you can pass off as supernatural divination. Gardening IQ/E
Suitable props – star charts, tea leaves, etc. – can enhance Defaults: IQ-4 or Farming-3.
the illusion. Knowledge of traditional occult or religious
beliefs (especially your subject’s!) can also lend an air of This is the ability to care for plants on a small scale.
legitimacy. (For large-scale crops, use Farming, p. 114.) A skill roll
With the GM’s permission, you can use Fortune- lets you grow food, medicinal herbs, attractive flowers and
Telling in place of Fast-Talk (by making predictions that trees, etc.
guide the subject toward a particular course of action), or
Interrogation or Psychology (by asking the subject leading Garrote DX/E
questions under the pretense of telling their fortune). This
Default: DX-4.
is possible only if the subject believes you’re a genuine
fortune-teller and you take the time to do a full “reading” This is the ability to strangle a victim with a rope or a
for them. wire. You cannot use a garrote to parry.
Fortune-Telling is not a paranormal talent and cannot
tell the future. You might wish to learn it if you have actual
divinatory abilities, though, as it enables you to present
Gesture IQ/E
Default: IQ-4.
your predictions in a culturally acceptable way.
This is the ability to communicate through improvised
Forward Observer IQ/A hand signals. A successful skill roll lets you convey one
simple idea to another person, or understand one simple
Defaults: IQ-5 or Artillery (any)-5.
idea they’re attempting to get across to you. Gesture isn’t
This is the skill of being a “spotter” for artillery. It suited to complex communication, however.
includes locating and marking targets, matching ordnance
to target for best effect, and calling in corrections to any
fire you personally observe. Failure means the ordnance
Group Performance IQ/A
Defaults: IQ-5.
misses the target; critical failures result in severe
“collateral damage” or “friendly fire” incidents. The very This is the ability to arrange a performance and direct
worst critical failures (GM’s decision) drop the ordnance a group of performers in its execution – in rehearsal, in a
on your position! studio, or before a live audience. A successful roll means
the performance is pleasing.
Hysterical Strength
During times of emotional crisis, Girl Genius heroes
and villains often find themselves able to accomplish
Results
Critical Failure: Your brain overloads completely. You
feats of great strength: lifting huge generators, knocking
pass out for 2d×5 minutes.
down doors, and so on. When a player feels that their
Failure: You rant and rave but in the end accomplish
character has hit an emotional breaking point – or the
nothing. Lose FP equal to 1d + margin of failure.
GM feels that an NPC has – they may declare that they’re
Success: Your ST is doubled for one action, tripled
becoming hysterical.
if your margin of success was 5-9, or quadrupled for
This requires a Will roll, with the following modifiers:
a margin of 10+. This usually lasts for only a second,
Appropriateness: A GM-determined penalty based on but the GM may let you, say, hold a heavy weight for a
how dramatic and emotional the moment is – anywhere few seconds. Afterward, you’re mentally and physically
from no penalty if the world ends or your soul-mate dies drained, often not even realizing just what you
if you don’t act now, down to ‑10 if things are stress- accomplished. You immediately lose FP equal to 1d+1
free and nothing is at stake. You cannot “take back” going times the same multiplier your ST had; e.g., (1d+1)×3 FP
hysterical if you dislike the GM’s if your ST was tripled! (No, you can’t choose
modifier; you must still roll! to use less extra ST to reduce this loss.)
Disadvantages: A Critical Success: Your ST is quadrupled,
disadvantage that directly as above, but you lose only (1d+1)×2 FP.
relates to the dramatic
As Basic Lift (BL) is based on the square
situation gives +1 per ‑5 points
of Strength, doubling ST gives 4× BL, tri-
of value. Only the single largest
pling ST gives 9× BL, and quadrupling ST
applicable disadvantage
gives 16× BL.
gives a bonus, unless the GM
Regardless of the outcome, you can
generously rules otherwise.
attempt hysterical strength only once per
Spark: Add half Spark level,
game session.
rounded down.
Duration
How long do you want your campaign to last? Will it
be a single-session “one shot,” a miniseries (a few sessions
or a couple of adventures), or a long-term chronicle that
might run indefinitely?
Index 181
Finance skill, 114. Higgs, Axel, 41. Machine Empathy advantage, 90.
Fire-Eating skill, 114. High Pain Threshold, 88. Machinist skill, 118.
Firearms table, 168. Higher Purpose advantage, 88. Madboy/Madgirl, 8.
First Aid skill, 114. Hiking, 135. Magnificent Hat, 38.
Fit advantage, 87. History, 7; History skill, 105. Maintenance disadvantage, 98.
Flails, 119. Hive engines, 175. Makeup skill, 118.
Flame, 151. Hive Mentality disadvantage, 97. Malfeazium, Zola, 45.
Flexibility advantage, 87. Holdout skill, 116. Mamma Gkika, 19.
Flight advantage, 87. Honesty disadvantage, 97. Maneuvers, 139.
Flight skill, 114. Hoomhoffers, 174. Manic-Depressive disadvantage, 99.
Forensics skill, 125. Hypnotism skill, 116. Martial Arts skill, 118.
Forgery skill, 114. Hysterical strength, 136. Masonry skill, 118.
Fortune-Telling skill, 115. Illness, 146. Master Payne’s Circus of Adventure,
Forward Observer skill, 115. Impulsiveness disadvantage, 97. 26, 55, 179.
Fright checks, 139. Incurious disadvantage, 97. Mathematics skill, 125.
Fun-Sized Mobile Agony Indomitable advantage, 88. Maxim, 50, 51.
and Death Dispensers, 172. Influence rolls, 138. Mechanic skill, 118.
Gadgeteer advantage, 87. Influencing others, 112. Mechanicsburg, 16, 18, 121.
Gadgeteering, 155. Information, 134. Mechanicsburg, Dragon of, 32.
Gambling skill, 115. Infravision advantage, 88. Medicine, 161.
Game Master, 131. Injury, 145, 146. Megalomania disadvantage, 99.
Game time, 139. Innate Attack skill, 117. Melee Weapon skill, 118.
Games skill, 115. Intelligence, 72. Melee Weapons table, 164-166.
Gardening skill, 115. Intelligent Animal templates, 65. Mental Strength skill, 120.
Garrote skill, 115. Interrogation skill, 117. Merchant skill, 120; template, 61.
Gaslamp fantasy, 4. Intimidation skill, 117. Metallurgy skill, 120.
Geisterdamen, 27, 48, 49; Intolerance disadvantage, 97. Meteorology skill, 125.
Geisterdamen template, 68. Intuition advantage, 89. Mezzasalma, Professor Caractacus, 46.
Geography skill, 105. Inventing, 152, 156. Military template, 61.
Geology skill, 125. Iron Sheik, 36. Mimmoths, 174.
Gesture skill, 115. Jäger Generals, 67. Minions, 18; Minion template, 61.
Gizmos advantage, 88. Jägerdraught, 42, 66. Mittelmind, Dr. Getwin, 46.
Glass City (Londinium), 24. Jägermonsters, 23, 42, 50, 66, 67; Modular Abilities advantage, 90.
Glossary, 7. Jägermonster template, 66. Mondarev, Violetta, 43.
Glowy things, green, 173. Jägertroth, 67. Money, 15.
Gluttony disadvantage, 97. Japan, 27. Mongfish, Dr. Lucifer, 36.
GM, 131. Jealousy disadvantage, 98. Mongfish, Lucrezia, 21, 48.
God-Queens, 19, 27. Jenka, 50, 52. Mortal wounds, 147.
Goggles, 170. Jumping, 136; Jumping skill, 117. Mount skill, 120.
Grappling, 142. Knights of Jove. 11. Mr. Tock, 22.
Great Cetaceans, 25. Knot-Tying skill, 117. Mundane Background disadvantage, 99.
Great Hospital, 18, 54. Krosp I, Emperor of All Cats, 40. Muses, 26, 65.
Great Work, 24. Lackya, 23; Lackya template, 67. Musical Composition skill, 120.
Greed disadvantage, 97. Language Talent advantage, 89. Musical Influence skill, 120.
Green glowy things, 173. Languages, 15, 73; language Musical Instrument skills, 121.
Group Performance skill, 115. comprehension levels, 73. Names, 57.
Gunner skill, 116. Lapinemoths, 174. Naturalist skill, 121.
Guns skill, 116. Lasso skill, 117. Nepenthes dulcis, 32.
Hall of Privateers, 25. Law Enforcement template, 60. Net skill,, 121.
Hand Grenades table, 169. Law skill, 105. Nictitating Membrane advantage, 90.
Hard of Hearing disadvantage, 97. Laziness disadvantage, 98. Night Vision advantage, 90.
Hard to Kill advantage, 88. Leadership skill, 118. No Depth Perception disadvantage, 99.
Hats, 38, 67. Lecherousness disadvantage, 98. No Fine Manipulators disadvantage, 99.
Healing advantage, 88. Legal Enforcement Powers advantage, 89. No Sense of Humor disadvantage, 99.
Health, 72. Legal Immunity advantage, 89. Noble template, 62.
Hearth Witch template, 60. Library, 21. Noisy disadvantage, 99.
Heavy weapons table, 169. Lifting and moving things, 136. Nonhuman templates, 63.
Heliolux Air Fleet, 23. Lightning Calculator advantage, 89. O’Hara, Sleipnir, 53.
Heliotrope, Carson, 18, 54. Linguistics skill, 105. Oblivious disadvantage, 99.
Henge, 24. Literacy advantage, 73. Observation skill, 121.
Heraldry skill, 116. Literature skill, 105. Obsession disadvantage, 99.
Herb Lore skill, 116. Lockpicking skill, 118. Occultism skill, 121.
Heterodyne Boys, 11, 48. Londinium, 24. Octopuses, 25.
Heterodyne family, 9. Long War, 9. Odious Personal Habit disadvantage, 73.
Heterodyne, Agatha, 28, 34. Lost cities, 27. Ogglespoon, 10.
Heterodyne, Lucrezia Mongfish, 21, 48. Loyalty, 134. Ognian (Oggie), 50-51.
Heterodyning, 33. Luck advantage, 90. One Arm/Hand disadvantage, 100.
Hidden Lore skill, 116. Lunacy disadvantage, 98. One Eye disadvantage, 100.
182 Index
Other, 12. Rule of 20, 105. Teamster skill, 129.
Otilia, 31, 43. Running, 137; skill, 124. Technology, 156.
Overconfidence disadvantage, 100. Sadism disadvantage, 101. Teeth advantage, 92.
Pacifism disadvantage, 100. Savoir-Faire skill, 124. Telescopic Vision advantage, 93.
Paleontology skill, 125. Science skills, 124. Templates, 58.
Panhandling skill, 121. Scrounging skill, 125. Tenure advantage, 93.
Paris, 23, 33. Scuba skill, 125. The Socket Wench of Prague, 30.
Parry Missile Weapons skill, 121. Search skill, 125. Themes, 178.
Patron advantage, 81. Secret disadvantage, 101. Theology skill, 105.
Pax Transylvania, 13, 17. Self-control, 94. Things, glowy, green, 173.
Payne, Master Hieronymus, 26, 54-55. Selnikov, Lord Rudolf, 55. Thorpe, Trelawney, 24.
Perfect Balance advantage, 90. Sense of Duty disadvantage, 101. Throwing, 137; skill, 129.
Performance skill, 121. Sense rolls, 138. Thrown Weapon skills, 129.
Persuade skill, 113. Serendipity advantage, 91. Thundering Engine Woman, 36.
Pharmacy skill, 122. Sewing skill, ,125. Tiktoffen, Professor Hristo, 46.
Philosophy skill, 105. Sex Appeal skill, 125. Time, 139; timekeeping, 16.
Phobias disadvantage, 100. Shadowing skill, 126. Tinka, 65.
Physician skill, 122. Shields, 171; skill, 126. Torchmen, 176.
Physics skill, 125. Shiphandling skill, 126. Townie lens, 59.
Physiology skill, 125. Shyness disadvantage, 101. Tracking skill, 129.
Pickpocket skill, 122. Si Vales Valeo procedure, 31. Trademark disadvantage, 101.
Piloting skill, 122. Singing skill, 126. Transportation, 158.
Plant Empathy advantage, 90. Size and Speed/Range table, 143. Transylvania Polygnostic
Poison, 151; skill, 122. Skifander, 27, 41. University, 22, 179.
Polar Ice Lords, 27. Skills, 103; costs, 104; defaults, 104. Traps skill, 130.
Pole weapons, 119. Slaver wasps, 175. Trickster disadvantage, 102.
Politics skill, 122. Sleepwalker disadvantage, 101. Truthfulness disadvantage, 102.
Popes, 16. Sleight of Hand skill, 126. Tryggvassen, Othar, 29, 44.
Possessed disadvantage, 100. Sling skill, 126. Tryggvassen, Sanaa, 44.
Possession advantage, 90. Smith skill, 127. Unhealing disadvantage, 102.
Posture, 140. Smoke Knights, 22, 43. Universities, 20, 22, 23, 179.
Power Blow skill, 122. Smuggling skill, 127. Unluckiness disadvantage, 102.
Power level, character, 177. Snaug, Hexalena, 46. Unusual Background advantage, 93.
Power sources, 157. Social Chameleon advantage, 91. Urban Survival skill, 130.
Powered armor, 171; skill, 123. Social science, mad, 46. Van Rijn, see Muses.
Prende’s Lantern, 33. Sociology skill, 105. Vapnoople, Dr. Dimitri, 40.
Professional Skills, 123. Soldier skill, 127. Vehicle operation, 112, 137.
Professor template, 62. Spark advantage, 91; template, 62. Versatile advantage, 93.
Propaganda skill, 123. Sparks, 7, 9, 152. Vespiary Squad, 23, 176.
Psychology skill, 105. Speak with Animals advantage, 92. Veterinary skill, 130.
Public Speaking skill, 123. Spear Thrower skill, 127. Voice advantage, 73.
Queen Albia, 24. Speed Reading skill, 127. Voice command, 157.
Queen’s Mirrors, 19, 49, 156. Spiders, giant, 173. Vole, Captain, 55.
Questors, 60. Spines advantage, 92. Von Blitzengaard, Martellus, 52.
Quirks, 103. Spy template, 63. Von Blitzengaard, Xerxsephnia, 39.
Radioheads, 23, 174. Stage Combat skill, 127. Von Mekkhan, Carson, 18, 54.
Railroads, 158. Starting wealth and equipment, 129. Von Pinn, 31, 43.
Ranged attacks, 142. Status, 75. Von Zinzer, Moloch, 56.
Ranged Weapons tables, 167-169. Stealth Fighters, 23. Vow disadvantage, 102.
Rank advantage, 75. Stealth skill, 127. Vrin, Lady, 56.
Rapid Healing advantage, 91. Storm King, 10, conspiracy, 180. Walk on Air advantage, 93.
Rats, giant, 173. Strategy skill, 127. Wasps, slaver, 175.
Reaction rolls, 133-135. Streetwise skill, 128. Wastelands, 15, 25.
Reanimated disadvantage, 100. Strength, 70; hysterical, 136. Weak Bite disadvantage, 103.
Reanimation, 68, 161. Stubbornness disadvantage, 101. Wealth, 73, 129.
Recovery, 148. Sturmhalten, 21. Weapon Master advantage, 93.
Red Cathedral, 19. Sturmvoraus, Prince Tarvek, 10, 38. Weird Science skill, 130.
Refuge of Storms, 22, 33. Sturmvoraus, Prince Wilhelm Antonev, 30. Weirdness Magnet disadvantage, 103.
Religion, 16. Success rolls, 131. Whips, 119.
Repeated attempts, 132. Suggest skill, 113. Wild Talent advantage, 93.
Reprogrammable disadvantage, 100. Sun, Doctor Jen-djieh, 18, 54. Wooster, Ardsley, 30, 46.
Reputation, 74. Surgery skill, 128. Workaholic disadvantage, 103.
Resistant advantage, 91. Survival skill, 128. Writing skill, 130.
Revenants, 12, 176. Sway Emotions skill, 113. Wulfenbach Empire, 13, 17.
Riding, 136; skill, 124. Swimming, 137; skill, 128. Wulfenbach, Baron Klaus, 13, 35.
River Dyne, 21, 31. Swords, 119. Wulfenbach, Gilgamesh, 36.
Romanian, 15. Tactics skill, 128. Zeetha, Princess of Skifander, 41.
Royal Collection Talent advantage, 92.
of Inconvenient Oddities, 25. Teaching skill, 129.
Index 183
Name Player Point Total
Ht Wt ______ Size Modifier ____ Age ____ Unspent Pts
Appearance Race
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