Board Thread:Off Topic/@comment-27082610-20170729051211/@comment-26397825-20170731113223

Hmm. See, I'm of the opinion that though Grimm biology is very different to ours, they do at least have brain pathways to be able to coordinate with each other and recognise when something is human/isn't human. Though they may not recognise it by sight or smell, there is som sort of patching that says "this thing is human/human made, destroy it".

So by this logic, the semblance merely alters that pathway so that everything registers a human/human-made. And living things take priority over non-living things, so they attack the things that move. It's not limited to merely making them attack Grimm, either; we've been told that they don't attack animals unless provoked, so this would affect that and make them attack the animal as well. It's not selective; all it does it make whatever tells a Grimm "this thing is human/human-made" register everything as human/human-made.

If, however, it really is too stretchy, perhaps I can convert it into another human-affecting aspect. Bump a few more tiers in there (since there is no limit on the number of tiers, it will just take longer for the user to learn them all) and have rioting as an aspect, where they can make human targets attack whatever enters their eyesight. I would really prefer not to though:

And yeah, basically the Semblance is not meant to be some memory-wiping God-mode. It's meant to be difficult and hard to use at higher tiers. The main use is for the confusion the base two tiers cause when used, allowing the user to get the upper hand or slip away in the confusion.