Simon T. Kinnon, Duke of Keys
"It's like... leaven. You have all that you need, but you lack that smallest, seemingly insignificant something that would lead you to success. A sparkle of life to set everything in motion. A key to understanding. Once you find that, everything changes, everything starts falling into place, and something new is born. A new way is open for you, a secret is discovered, and the univerce is just a bit bigger and brighter. Ain't it grand?"
Estate
Keys have the power to unlock paths or bar them, to discover secrets or keep them safe. They're a handle for reality. A key helps in deciphering a map, solving enigmas, translating languages and understanding music. Simon feels it's his duty to help people looking for the right key, especially for great undertakings, so they will rightly feel that with the right tool they can do everything. In his vision, even people using picklocks or 'keygens' strenghten his domain, for they implicitly admit that a key is what they need. Not so much people who feel 'bursting open the door' is the right solution.
Attributes (24 CPs spent)
Code:
Aspect 2 : Legendary (6 CP) 5 AMP
Domain 4 : Duke (12 CP) 6 DMP
Realm 1 : Radiant (3 CP) 5 RMP
Spirit 1 : Hearthfire (3 CP) 5 SMP
Gifts (1 CP spent)
Gatemaker: the Power of Keys can open every door. (1 CP)
Limits (1 MP gained)
Light Touch: Simon has too deep a respect for freedom to force his will upon his anchors. (1 MP)
Restrictions
Compulsive: once Simon has stumbled on a riddle or a puzzle, he won't know peace until he has solved it.
Virtues
Courageous: Simon is not bound by fear.
Resourceful: In every situation he sees and seeks lots of different solutions. He'll resort to violence only when every other way would fail.
Affiliation
Code of the Wild:
1. Freedom is the highest principle.
2. Sanity and mundanity are prisons.
3. Give in kind with a gift received.
Bonds
4: The sanctity of his estate.
4: The birth of new ideas or clever solutions from a small hint he suggested.
3: His new Familia
3: His wounded Imperatrix
2: Anchor 1
2: Anchor 2
1: The Palace of Keys
1: Thieves stealing from the rich and powerful
Design
Two flowers open wide, whose stems entwine until they become one: a purple and beautiful Ragged Robin, flower of Modest Genius, and a strikingly vermillion Butterfly Weed, flower of Freedom. They shine on a background of dark blue, with a grin-like golden waxing moon, and diamond stars all around.
Wound Levels
2 Deadly Wounds
2 Serious Wounds
2 Surface Wounds
Imperatrix Inheritance
Mastery: Scholarly (Mastery of Survival Skills)
Incomprehensibility: Unfathomable (Unblemished Guise, Resilient Truth, Indescribable)
Looks
Simon is an attractive man about 30, though he seems younger. He has got a slim and very athletic physique, and always wear elegant but comfortable and casual clothes. Despite being quite handsome, he never looks perfect, there's always something a bit wild about him: his tie never stays perfectly tied, his hair falls out of place, or his shoelaces get loose, or his jacket misses a button.
He's clean shaven, keeps his black hair cut rather short and his smile and laugh are quick and friendly.
Personality
Simon is a rare man indeed, because he has known both pain, but learned how to cling to joy. He's almost always happy, pursuing life and new adventures with enthusiasm. For him, nothing is a joke, he thrives to live with passion and intensity every moment of his life.
Background
Thaddeus Kinnon was a rich and busy man. When he and his wife died in a plane crash, their son was left with a little fortune, but also little memories of his parents.
Having no close living relatives, Simon was put in custody of his parents' lawyer, and spent most of his time in school and summer camps. He quite loved school, because he was smart and well versed in sports, so both teachers and students liked him. But he also knew that he lacked something, a sparkle of excitement to be truly satisfied.
The day, or rather the night he found out what it was, his second life began. He remained at school during winter vacation, and wanted to take a book from the library, but he found it closed, since the librarian went home for the holidays. Simon was nearly alone in the huge school complex, so, lacking more interesting things to do, he planned to sneak into the library at night, with the help of a piece of wire. Call it beginner's luck, but that night he managed it. The sudden realization that there was no place he could not go now, that the whole school was his, if he was careful enough, totally exhilarated him. He had his first sip of freedom, and was already addicted to it.
By the time he got out of highschool, he had excellent grades, he was a very good pitcher, and a professional thief.
He never stole for money, he rather did it for the challenge, the adrenaline rush, o sometimes, because he thought the victim deserved it. And he was very good at it.
Then one day, in college, his biology teacher asked to speak with him. Simon was quite dumbstruck as the man showed him the press clippings of his most famous raids. Then, instead of threatening him, the man asked him a favor. He told him the story of an ancient book, that was locked in the basement of a famous natural history museum. The teacher only asked to read it after Simon was done with it.
That was a smart move. If the teacher had tried to blackmail him, Simon would have never accepted. This way, his curiosity won. This was Simon's first contact with the Cleave of the Botanists. Years went by and Simon made other missions from them, always with this clause. Slowly, Simon began to gain more and more insight in the work of these mysterious 'scientists', until one day, as he was on a mission, he heard something call at him behind an ancient wooden door. He solved the riddle that opened the lock, and stepped into Derr'Degg.