Skip to main content

Mad Science!

Game ID: GID0197496
Collection Status
Description

Publisher's Blurb:

Unleash the limitless possibilities of Mad Science in your Genesys games! Dive into a world of astonishing inventions, fantastic chemical concoctions, and the power to mutate your friends, granting them incredible abilities—do all this and more with Mad Science!

Within these pages, you will find:

Two new skills: Experimentation and Knowledge (Science)
Rules for crafting concoctions—single-use scientific serums with amazing effects.
Rules for crafting contraptions—gear and weapons capable of accomplishing the astounding.
Genetic mutations—abilities granted to individuals through atomic power.
Expanded rules for radiation and improvised weapons.
Rules for acquiring and using four kinds of laboratories.
Three new archetypes: the brilliant Mad Scientist, the cunning and helpful Hencher, and the Genetically Modified Human.
24 new talents.
New items and equipment relating to crafting and science.
12 new adversaries.

But beware—Mad Science is not for the faint of heart. The crafting rules within use four new resources: chemical compounds to make concoctions, mechanical and electrical components to craft contraptions, and nuclear material to grant incredible capabilities. These items can be found throughout the world and require diligence and a meticulous eye to track and utilize.

While this publication presents a retro sci-fi setting and a mid-century aesthetic, the fundamental rules can be applied to any setting or era. Advice and suggestions for doing so are found within.

Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 0
This page: 0
Sentiment: pos 0 · mix 0 · neu 0 · neg 0
Mentions per page
Top
No transcript mentions yet.
Transcript Mentions
No transcript mentions found for this game.
Transcript Navigation
Top
No transcript mentions yet.
View on BoardGameGeek