Editing Genius The Transgression/Chapter Three:Systems and Foundations

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Mortals: They never listen.
 
Mortals: They never listen.
 
 
== The Center for Circumferential Navigation ==
 
 
'''Name:''' Navigators
 
 
'''Nicknames:''' Daredevils, Guardians, Fire Bait
 
 
Navigators are the test pilots, the dangerous-environment explorers, and the people-who-make-power-suits-and-fight-crime of the Inspired, as comfortable using their equipment as they are designing it and promulgating the theories behind it. Rather than send minions or automata to confront obstacles, they go themselves, armed with death rays or transformed by the experiments that they have performed on their own bodies. Larger than life, heroic, and often terrifying, the Navigators take their work seriously, and they are as brilliant as any other genius, and even more eager than others to use their inventions.
 
 
Travelers and explorers, Navigators drift into town and disappear on the wind. Mortal stories that involve Navigators describe the sudden appearance of a stranger, a drifter, who heralds nightmares and chaos. Some are prophets, warning of the horrors to come. Others bring the wicked things with them: psychic demons pulled from inner-space, gibbering betentacled things from some far realm, or simply the evil creatures that the Navigator dug up in the last town. Navigators are nomads and vagabonds who live at the edge of survivability, and when their dangerous activities intersect with the mortal world, the results can be disastrous and bloody. These geniuses leap into the unknown, break apart the walls separating this reality from the next, and build wonders dedicated to taking them farther, faster, or deeper than ever before.
 
 
The life of a Navigator can be a terrifying and lonely one. Few settle in one place for long, and though they might have a place to rest their head, their home is always in the great unknown. It's hard to form mortal ties when soaring across space and time, and even those Navigators who stop to guard mortals from the horrible things beyond the horizon rarely stay long enough to receive their thanks. Navigators, simply, are ill-equipped for civilization. Many are recklessly irresponsible―with money, with safety, with other people―and the rest run the range from nihilistic thrillseekers to people who never quite fit in. Even in the Inspired
 
community, few ever feel entirely comfortable, and sooner or later, wanderlust or madness takes hold and the Navigator leaps, blind and laughing, into some new world.
 
 
===Focus:===
 
The Navigators focus on mad physics. They were the scholars of heat and of lightning; today they are masters of radiation and of gravitation. Navigators are also, as their name implies, travelers, able to bend their knowledge to the creation of fantastic vehicles and dimensional gates. While the classic image of a Navigator puts one behind the seat of a Wondrous hot rod or stratospheric flying machine, powerful Navigators also explore the depths of space and time. Navigators are all over the board with how rough or refined their techniques are: some are fireburned blacksmiths or overall-wearing grease monkeys, while others are refined scholars of hidden energies and forces not yet understood, let alone explored, by mortal science.
 
 
Of all the foundations, Navigators are the most focused on their field of study. Mad physics serves as the springboard for nearly all Navigators. Exceptions include medical Navigators, who build bizarre vehicles of bone and sinew, dimension-hopping occultists who explore the half-real worlds of specters and phantoms, and cybernauts who plunge, body and mind, into the uncharted depths of the Internet. These alternate groups often appear in phases or fads: the heyday of Web-Navigation is past, for example, and no one's sure what the new direction will be.
 
 
Though many people figure Navigators are too reckless to keep careful notes, many Daredevils, especially as they get older, keep meticulous records, and many are gifted physicists and researchers who, if not for their manic wanderlust or other flaws of character, could be top-flight researchers, not just test pilots and explorers. Of course, just as many Navigators live up to their stereotype, taking just enough notes and doing just enough work to build that flying machine or open that gate, then leaping through.
 
 
===History:===
 
The Navigators joined the Peerage only recently, and many older peers do not yet consider them "proper" members. The term "Navigator" referred to those Lemurian geniuses who were considered Inspired enough that they were not beholden, but not worthy of attaining the higher secrets of mad science. They were "low-caste" geniuses, tasked with the transportation and maintenance of their self-styled betters. This low position was based on old Lemuria's strange race hierarchies, and the ethnic makeup of the Navigators is still slightly skewed toward Lemuria's "middle races," which includes most people of Asian and Middle Eastern descent.
 
 
The Navigators abandoned Lemuria between the World Wars, not just because Lemuria was full of evil racists who oppressed them, but because it was full of incompetent, bumbling idiots who couldn't even conduct Armageddon properly. They remained independent, a unified rogue program, until the 1960s, when they became part of the Peerage. The Navigators quickly gained a reputation not just for efficient movement of troops (and money―they are a rather wealthy organization, as a whole), but for a military veneer that at times bordered on the fascistic. This element has declined in recent years, but many Navigators possess a distinctly militaristic style. In recent years, after the collapse of the old Peer hierarchies, the Navigators have moved further from their martial traditions to embrace all kinds of wanderers, explorers, and adventurers, but in some places the old ways die hard.
 
 
===Organization:===
 
Today's navigators are a disorganized and solitary lot, and they like it that way. As the Navigators emerged from the shadows of Lemuria, they found dignity and honor in a military structure, complete with an archaic but rewarding rank system that resembled a cross between feudal Europe and the modern armed forces. Newly catalyzed Navigators, without anyone under their command, were just called Navigators. Command of an entire collaborative earned the rank of Captain, while administrating an entire zotheca (Navigators kept the Lemurian term) of at least ten geniuses earned the rank of Chevalier. Control of an entire metropolitan region fell on the shoulders of a Dux Bellorum, supported by a handful of Lieutenants. Above the Dukes were the Marshalls, nine of them, who elected from among their own number an Imperator every three years.
 
 
This hierarchy survived the reorganization the Peerage underwent in the nineties, but its influence did not. The quasi-military structure, coupled with the natural aggressiveness of many Navigators, resulted in a foundation reviled as a pack of thugs and would-be feudalists out for money and obeisance from their fellow geniuses. The new Navigator hierarchy is considerably looser and employs the honorific "Palatine," which previously signified a Navigator too mobile to make full use of his rank, as a default. Only in a handful of places where Navigators exert great influence, such as Los Angeles, are the old systems still enforced. Now, most Navigators are only dimly aware of their rank, if any, and social climbing is seen as somewhat vulgar and pointless by younger Daredevils.
 
 
===Members:===
 
Many Navigators come from military or quasi-military backgrounds, their ranks swelled by demolitions experts, military scientists, pilots, and members of elite police and rescue forces. Even a Navigator who comes from a different background will find herself bumping against so many ex-military sorts that some of that mindset rubs off. Geniuses from non-scientific backgrounds are common, and include test pilots, truckers, and merchant marines who saw too much or got too obsessed and so catalyzed; these tough, aggressive individuals fit naturally into the Navigator hierarchy. But most Navigators still come from some kind of technical field, though rarely is it too refined or sedentary. The grease monkey Navigator is a stereotype for a reason, but others lived lives as EMTs, elite assassins, or even occultists before Catalyzing.
 
 
Due to their propensity for travel, and for coming from economically disadvantaged regions of the Middle East and Asia, Navigators are more likely than other foundations to be foreigners and refugees, wherever they are. Many have strange or unusual tales from their homelands, whether they originally manned an oil derrick off the Alaskan coast or fled to Japan on a makeshift raft.
 
 
Members of the Circumference Center are as interested in using their wonders as building them. This is not the machine functionality of the Union of Artificers, who are often very interested in how their devices run, but a "use-it-first" approach to wonders: potential Navigators are interested in what their wonders do and how well they do it, and they see direct tests as the best way to figure that out. This means that Navigators are often direct and somewhat aggressive, with hard-nosed and well-grounded personalities that seem at odds with their wonder-working. But the Navigators are by no means stupid―very few geniuses are dumb; most are just crazy, and the Fire Bait are just crazy in a different way from their fellows.
 
 
===Aesthetics:===
 
Despite their rough-and-ready philosophy, not every Navigator favors a brutally functional style. Though hard-edged military designs are indeed popular, many Navigators look to the explorers and soldiers of the past for their inspiration. One of the classic images of the Navigator is the jet pack, and this item can lend itself to a slick art-deco style, all fins and swept-back chrome. Other Navigators draw their imagery from the last great age of exploration, focusing on polished wood, gleaming brass, and a beautiful hand-crafted look that belies their wonders' toughness and functionality.
 
 
===Character Creation:===
 
The Circumference Center encourages high Physical Attributes in its members. Many favor Dexterity to become gifted pilots, while those who expect long periods of exposure in the wild focus on Stamina. Wits is often as high as Intelligence, since a quick fix is often better than a perfect fit while in the field.
 
 
Navigators possess an array of real-world skills in addition to their Axioms, and are the most likely to focus on unInspired abilities, trusting Skills like Brawl, Survival, Stealth, and Streetwise to keep them alive. Many are world travelers and learn a number of languages. Militaristic Navigators focus on Physical Merits like Fast Reflexes and Quick Draw to give them a fighting edge.
 
 
A Navigator's catalyst is often recognizable from her behavior. Many are Grimms and wear that rage openly, becoming rooftop avengers and enemies of injustice. Klagens often behave similarly, though for different and often more personal reasons. Navigators who catalyze through Staunen are infected with a kind of wanderlust and frantic curiosity that never lets them rest for long. Far-planning Hoffnungs and vindictive Neids are comparatively rarer.
 
 
===Role:===
 
Navigators are, first and foremost, scouts and explorers, and not just "gentleman-adventurers" drifting leisurely above the jungles in their dirigibles. Most Navigators are capable survivalists and able to help their collaborative survive in harsh and alien environments due to training, diligence, and a fierce will to survive. Those Navigators that are not wilderness travelers instead possess knowledge of the weird and horrific places that their wonders can take the collaborative. Their fellow geniuses also recognize a Navigators' usefulness when the ray guns come out, and a collaborative often expects its Navigator to take the lead in violent confrontations.
 
 
Earlier ages saw geniuses from the Circumference Center reduced to "second-class" status in
 
collaboratives―hence the euphemistic and humble name "Navigator", which the foundation has kept as a badge of defiant pride. Navigators were seen as expendable scouts, transport specialists, and grunt soldiers, but not "real" geniuses. This attitude has died out almost entirely; younger geniuses often don't even know the stereotype in the first place and would react to it much like regular mortals react to "Irish Need Not Apply" signs.
 
 
===Axioms:===
 
The Navigators' favored Axioms are Katastrofi or Skafoi. The Navigators delight in seeing new places, preferably at very high speeds. Both their role as the Peerage's foot soldiers and their interest in high-energy physics make them naturals for the Axiom of Katastrofi.
 
 
Navigators who focus on exploration instead look to Apokalypsi to give them a view of the wonders and horrors coming their way. The Daredevils have a tradition of building and employing armor suits, and they are also experts in high-energy shielding, making Prostasia a popular choice, especially for crime-fighting Navigators. The foundation tends to shy away from subtle and indirect Axioms like Automata: it doesn't discount those techniques for others' use, by many means, but not many Navigators possess the sorts of personalities that contribute to a study of those fields. Epikrato sees little use, as Navigators would rather see than control, but Exelixi is very popular. Navigators are most likely to make use of both Crafts and Medicine
 
when studying Exelixi, to repair and enhance both themselves and their vehicles.
 
 
===Grant:===
 
A Navigator's Mania is as physical as it is mental, like lightning coursing through muscle and bone. Navigators can spend Mania to enhance their Physical attributes (Strength, Dexterity, or Stamina).
 
 
===Concepts: ===
 
Deep sea or deep space colonist, jet pack flyboy, trailblazer, guardian of the city streets, spatiotemporal researcher, cynical scout
 
 
'''Quote:''' ''"I've seen things you wouldn't believe. Hell, I've seen things I don't believe."''
 
=== Stereotypes: ===
 
 
Artificers: Reliable, quality construction and professional design. I can't say anything bad about that.
 
 
Directors: Someone has to provide organization and funding. Shame it's these assholes.
 
 
Progenitors: Their desire for bettering themselves is commendable, but change for change's sake is pointless.
 
 
Scholastics: Evenly divided between useless antiquarians and people who know that real knowledge is farther away than the bookshelf.
 
 
Rogues: Unpredictable when the shit starts. Don't trust 'em and don't turn your back.
 
 
Lemurians: They're not pathetic or harmless. They're dangerous killers, and they need to be respected for that, if nothing else.
 
 
The Illuminated: You can go out into the Void, but you always need to come back.
 
 
Other Creatures: Good in a fight, and usually a lot more reasonable than people make them out to be.
 
 
Mortals: A bit too obsessed with creature comforts, but in a pinch, it's nice to have some ex-special forces to point their guns at the problem.
 
 
==[[Genius_The_Transgression/Chapter Two: Character Creation|Previous]]==
 

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