Editing
Genius The Transgression/Chapter One: The Cosmos
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Training:=== Grimms gravitate toward aggressive Skills, and many focus on Resistance Attributes to survive their harsh lives. They are hard, tough, and no longer willing to suffer. Those that focus on vigilante justice often train in Investigation (to track down their quarries) and Intimidation (in case physical deterrence is inappropriate). Since many begin life in a rough place, they can lack the Social Merits that other geniuses take for granted, making up for that absence with an impressive array of Skills designed to keep a person going when outnumbered and outgunned: Athletics, Drive, Medicine, and Streetwise. Their irascible personalities can make Grimms difficult to get along with: many have poor Social attributes, and may prefer the company of wild places to that of man; non-urban Grimms pay particular attention to Animal Ken and Survival, allowing them to get by when not supported by their fellow man. "Firebrand" Grimms, by contrast, can come from careers in religion or lobbying that require impressive Social Skills; these simple personalities sacrifice Mental Attributes for Presence and Composure. They might not be stupid, but they are direct and uninterested in subtlety. Most Grimms, whatever their origin, develop an interesting selection of combat skills to survive the scraps they get into, and may focus on Brawl, Firearms, or Weaponry, usually depending on what sort of wonders they built with their knowledge of Katastrofi. Those Asuras who let their anger get the better of them before their Breakthrough have few Social Merits. Most are poor, with few Allies or Contacts. Even those who began life acclaimed and influential may lose it after their Breakthrough, becoming insular and strange, abandoning their old connections and forging new ones―which takes time. Physical Merits, by contrast, are common, and may be geared toward a Grimm's Breakthrough. A Grimm who was poisoned by a political rival but survived through determination and mad botany might have developed Toxin Resistance, while one who spent his Breakthrough chasing criminals across the city's rooftops may have Fleet of Foot.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information