From that initial kernel, they've changed quite a bit. Originally, I had intended for them to be telepathic, but I eventually shifted that to another house. I also wanted them to rule over the homeworld of the Shinjurai, representing a sort of oppression, so Ergokinesis (not as a means of interface, but as a means of the destruction of technology) fit. From there, they sort of became "space wizards."
I also wanted to take the opportunity to create an example of a cadet branch, to show you how they might work. This idea inspired some of the drama below. Originally, I named the house Daijin (though a very complicated route of inspirations, including the name the Japanese had for samurai families, and the name of the four-state period that followed the fall of Alexander the great), but settled on Grimshaw because at least one house of Maradon should use a Maradonian name, you know?
The result makes for an excellent "villain" candidate. If there's a house you want to put all your sinister conspiracies and dark plans for conquest, this is the house for it. But I try to push for multiple perspectives on a house (the "dramatic poles" as Robin Laws might say), and that comes for their reason for oppression: they see themselves, right or wrong, as the last vestiges of true conservationism in the Alliance. The Alliance claims to be fighting to restore the Federation, but House Grimshaw actually is. This also makes them champions of a golden age, and depending on how you see that "golden age," that makes them heroes or villains.
The House Grimshaw
Cadet Branches: DaijinHouse Grimshaw is technically a cadet branch from the now disgraced House Daijin. The latter served as the chancellor to House Alexus, and ruled over the Royal Moon, Atrium, that circles Maradon. After the fall of the House of Alexus, the most powerful noble of the era, Shio Daijin, stepped up to seize the Empire, and saw the rest of the Houses rise up to defeat him and cast him down as a war criminal and usurper. Since then, House Grimshaw rose to take Daijin’s place. Like House Sabine, Grimshaw’s power base lies primarily in humanity’s home and the center of the Alliance, and thus it retained most of its power when the Federation fell.
The Oracular Order saw House Daijin (and thus Grimshaw) as defenders of the status quo. They oversaw the governance of the Maradon Empire, guided the Alexian Emperor, and recorded its history in the great libraries of Atrium. At the same time, they maintained constant vigil against those who would deviate from the Golden Path. House Grimshaw has largely remained true to the Oracular Order’s vision, and more than any House, concerns itself with the purity of its blood. Despite its early struggles, house Grimshaw has become the aristocracy of aristocracy, and stands today as one of the most powerful houses of the Alliance.
Members of House Grimshaw appear no more, or less, attractive than the common folk (though they tend to have more aristocratic features than most), but they have strong, magnetic personalities that draw others to them. Most Grimshaw have vibrantly blue or liquid silver eyes and an intense, almost electric gaze, that seems to crackle of glow when they draw upon their psionic heritage, ergokinesis. Despite their charisma, however, most Grimshaw have cold, calculating personalities. They tend to concern themselves first and foremost with the safety and power of their House and, thereafter, with their adherence to the philosophies of the bygone Oracular Order and, lastly, with ensuring that everyone else adhere to their vision as well.
Grimshaw Titles
House Grimshaw, through its connection to the royal House Daijin, is also a royal house. House Daijin still retains its hereditary dominion over Atrium as Count or Countess. The master of House Grimshaw is always a Duke, and traditionally the Duke of Denjuku (Homeworld to the Shinjurai) and Lord of the Shinjurai. They also have seats at the executive boards of a variety of corporations, not the least of which is Syntech. They also traditionally hold the title of Master of Ceremonies, the sons and daughters of Grimshaw Dukes may title themselves Prince or Princess, and they recently persuaded the Senate to allow some of their rank to hold the title of Defender of the Faith.Notable members of House Grimshaw
The Duke Bale Grimshaw rules the House, and holds more influence and power than any other current Alliance noble. He strongly believes in returning the Alliance back to its roots and restoring the Federation, though he’s willing to forge a truce with the Empire if it gives the Alliance time to solidify its position. A staunch conservative, he opposes any expansion of non-aristocratic power, regularly pushes to expansion of aristocracy privilege, and advocates for a return to the Oracular Order as a state philosophy. He has also begun rehabilitating the image of Shio Daijin, revising his memory from usurper to patriot, and rumor swirls around Bale Grimshaw’s ambition: many suspect he intends to create a second Alexian Empire, with himself at its head.Shio Daijin remains a controversial figure to this day. After the death of the last Alexian Emperor, his forces moved quickly to secure the Imperial Capital, so seamlessly that some accuse him of orchestrating the murder of the last Alexian Emperor (though he almost certainly didn’t strike the deathblow himself). He then engaged in a powerful crackdown on the last remnants of the Knights of Communion and those Houses that still revolted against the central power, attempting to seize control of the Empire or, according to House Grimshaw, to restore order to the Empire. Either way, he failed and the victors executed him as a war criminal. House Grimshaw, which rose after the fall of Daijin, originally distanced itself from his actions, but today, speak more warmly of their founding house.
Janus Daijin founded the House, and while the specter of Shio Daijin has retroactively tainted his memory, his remains still rest in the imperial necropolis of Maradon with the rest of the old Alexian heroes. He served as adviser and councilor to Alexus, using his considerable psionic power and genius to guide his master to victory after victory, both in matters of war and matters of peace, and he was offered the first daughter of Alexus as his bride. He wielded such psionic power that the Oracular Order, in eugenically engineering House Grimshaw, did not seek to improve them, but to ensure that they bred true to their founder.
Grimshaw Eugenic Legacy
Grimshaw Eugenic Power-Up 50 points
Advantages: Grimshaw Bloodline [1]; Spend up to 49 points on Classic Appearance (Aristocratic) [1] or on the following packages:Grimshaw Magnetism [6]
Grimshaw Detachment [16]
Grimshaw Intellect [16]
Grimshaw Power [10]
Disadvantages: Replace any of your template disadvantages with the following disadvantages (If you have Bloodline Purity 2 or higher, you may choose an additional -5 points worth of the following disadvantages, increasing your disadvantage limit by -5 points!): Callous [-5], Distinctive Feature (Silver or vibrantly blue eyes) [-1], Jealousy [-10], Mental Instability [Varies], No Sense of Humor [-10], Overconfidence [-5*], Selfishness [-5*]
Grimshaw Magnetism 6
Advantages: Charisma 1 [5], Bloodline Purity 1 [1]Grimshaw Detachment 16
Advantages: Bloodline Purity 1 [1], Unfazeable [15]Grimshaw Intellect 16
Attributes: IQ +1 [20]Secondary Characteristics: -1 Perception [-5]
Advantages: Bloodline Purity 1 [1]
Grimshaw Power 10
Secondary Characteristics: Fatigue +3 [9]Advantages: Bloodline Purity 1 [1]
Features: Fatigue may exceed HT by 100% [0]
Daijin Eugenic Power-Up 50 points
As the Grimshaw Eugenic Power-Up, but replace Grimshaw Magnetism with Daijin Focus:Daijin Focus 6
Advantages: Single Minded [5], Bloodline Purity 1 [1]Mental Instability
Mental Instability is a secret disadvantage (B120), a lurking “trap” in the genetics that the GM can spring upon a player whenever he, provided she takes the Mental Instability disadvantage. Allow the player to take up to between -10 and -20 points, and then assign a disadvantage worth at least five points less.The most common mental instabilities for House Grimshaw are Delusion (“Everything is Connected”, or “Secret conspiracies seek to undermine the Alliance”) [-5 to -10] or Paranoia [-10].
Grimshaw Psionic Legacy
House Grimshaw has latent Ergokinesis Abilities. If the character has the Grimshaw Bloodline perk and the requisite Bloodline Purity levels, he may take the following abilities and talents whenever he wishes:Bloodline Purity 0: EK Shield (PP 33) [4/level]; Electric Vision (PP 33) [8 to 12]; Light Amplification PP 35) [1], Power Generator (PP 35) [1]; Presence (Pyramid #3-69 p7) [1].
Blood Purity 1: Flash (PP 35) [22+5/level]; Surge (PP 340 [11/level].
Blood Purity 3: Dampen (PP 33) [12/level]; Lightning (PP 33) [12/level].
Blood Purity 4: Ergokinesis Talent +1 to +4 [5/level]
Sample Grimshaw Psionic Power Packages
Grimshaw Deflection 25 points
Prerequisite: Grimshaw BloodlineThe Grimshaw can absorb or deflect enery attacks sent his way, and many focus on batting aside blaster fire with a wave of their hand. Grishaw Deflection provides a DR of 25 against energy attacks (blasters, force swords, lightning or plasma weapons).
Advantages: EK Shield 5 [20]
Skills: EK Shield (H) IQ-2 [2];
Technique: Blaster Absorbtion (H) EK Shield-1 [3];
Grimshaw Vision 25 points
Prerequisite: Grimshaw BloodlineThe Grimshaw simply sees electricity, that it is present, and how it flows. He may make a skill roll to detect any hidden electrical devices and to gain greater insight into how that device functions and its nature. Apply normal vision penalties (range, darkness, etc). He may even see such devices through intervening matter, such as stone or metal, up to a foot thick.
Advantages: Electric Vision 2 [12]
Skills: Electric Vision (H) Per [4];
Techniques: Deep Scan (H) Electric Vision +0 [9]
Grimshaw Purge 25 points
Prerequisite: Grimshaw Bloodline, Bloodline Purity 1Should someone use technology a Grimshaw disapproves of, he may short it out with nothing more than a judgmental glower and a wave of his hand. If the Grimshaw can see it (see Grimshaw vision), he may make a roll against Surge, which the device opposes with HT. If he succeeds, he rolls 2d and if the rolled value is over 1/3rd of the devices HP, it must make an HT roll or short out for seconds equal to its margin of failure. This attack ignores DR completely!
Advantages: Surge 2 [22]
Skills: Surge (H) Will-2 [1]
Techniques: Mass Surge (H) Surge-6 [2]
Grimshaw Glory 25 points
Prerequisite: Grimshaw Bloodline, Bloodline Purity 1The Grimshaw focuses all ambient light into a single pulse from a single point, usually just behind his head, creating a momentary halo of power. Anyone within 2 yards must roll HT; failure stuns the target (they may roll to recover each second to recover), while those who fail by 5 or more are blinded for minutes equal to the margin of failure. Protected vision grants +5 to resist this roll, and characters with closed eye or who are already blind are immune.
Advantages: Flash 1 [22]
Skills: Flash (H) Will-2 [1]
Techniques: Overwhelm (H) Flash-3 [2]
Grimshaw Fury 25 points
Prerequisite: Grimshaw Bloodline, Blood Purity 3The Grimshaw draws lightning from nearby electrical flows (such as the power in the wall or in a nearby reactor). Such an attack deals 2d burn, Acc 3, Range 50/100/ ROF 1. Some Grimshaw learn to focus this lightning more intensely, gaining an armor divisor of 5; Remember extra effort to improve the attack!
Advantages: Lightning 2 [24]
Skills: Lightning (H) IQ-3 [1];
Technique: Particle Beam (H) Lightning-7 [0];
Grimshaw Shadow 25 points
Prerequisite: Grimshaw Bloodline, Blood Purity 3By exerting his “shadow,” a Grimshaw can end all technological activity within an area of two yards radius, either around him, or in an area touching him. This causes all electricity it that affected area to stop flowing, causing all electrical devices to simply cease functioning.
Advantages: Dampen 2 [24]
Skills: Dampen (H) IQ-3 [1];
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