Editing Genius The Transgression/Chapter One: The Cosmos

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Within a collaborative, Grimms can offer direct but clear solutions to problems. They make effective "mid-range" planners, leaving grand visions up to others, while preventing the collaborative from getting bogged down in pointless squabbles about details. Their moral purity―however it manifests―brings dynamism to a stagnating collaborative, while providing focus and direction to one that's too diffuse and disorganized. Grimms can be exploitative and cruel, but they can also inflame the passions of their fellows and drive them forward.
 
Within a collaborative, Grimms can offer direct but clear solutions to problems. They make effective "mid-range" planners, leaving grand visions up to others, while preventing the collaborative from getting bogged down in pointless squabbles about details. Their moral purity―however it manifests―brings dynamism to a stagnating collaborative, while providing focus and direction to one that's too diffuse and disorganized. Grimms can be exploitative and cruel, but they can also inflame the passions of their fellows and drive them forward.
  
===Favored Axiom:===
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===Favored Axiom:=== Katastrofi, the Axion of Destruction. No one levels a city block quite like a Grimm, and nothing says "I am angry" like a sizzling ray gun the size of a Buick Skylark.
Katastrofi, the Axion of Destruction. No one levels a city block quite like a Grimm, and nothing says "I am angry" like a sizzling ray gun the size of a Buick Skylark.
 
  
===Derangement:===
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===Derangement:=== Irrationality. A Grimm's first Derangement always leaves him twisted with fury.
Irrationality. A Grimm's first Derangement always leaves him twisted with fury.
 
  
===Training:===
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===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.
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.
 
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.
  
===Concepts:===
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===Concepts:=== Sadistic vigilante, quiet security specialist, terror of the school board, guardian of the innocent, high-pressure company manager, passionate antiquarian orator, ex-military tech specialist, plague lord, politician with a dark secret
Sadistic vigilante, quiet security specialist, terror of the school board, guardian of the innocent, high-pressure company manager, passionate antiquarian orator, ex-military tech specialist, plague lord, politician with a dark secret
 
  
 
''I am nanometers from perfection and no longer answer to any mortal authority. They weren't there for me and I won't waste time helping them as I rise asymptotically toward the ultimate virtue. Every corpse I leave should be one less investigation to make, instead of one more open case. But I'm not here for human justice any more. When you see the Paolenti penthouse burn with white fire and the dreams of serpents, you'll know that, and so will every other man-mask-wearing machine-demon in this city. They'll never love me for the things I've done, but I never asked for love. Only for perfection.''
 
''I am nanometers from perfection and no longer answer to any mortal authority. They weren't there for me and I won't waste time helping them as I rise asymptotically toward the ultimate virtue. Every corpse I leave should be one less investigation to make, instead of one more open case. But I'm not here for human justice any more. When you see the Paolenti penthouse burn with white fire and the dreams of serpents, you'll know that, and so will every other man-mask-wearing machine-demon in this city. They'll never love me for the things I've done, but I never asked for love. Only for perfection.''

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