Exexcrucication / Nobilis Document Sheets thread

sophist

First Post
the play contract for the Exexcrucication campagin of Nobilis. (see chaper 8 of the rulebook).

Player Comfort: Standard (but see below)
Player autonomy: Standard
Sex & violence: it is there, it won't be clean, but in a public forum usually much glossed over
emphasis,genre, exspectations:
1. the prosaic world will be much like our world.
2. the end of the third age of the world (see p.299,Ananda p.13,224) could be very near
3. at this point I see the game as mostly event-driven, but it will have the exploration of some basic assuptions of the game as theme
4. there is one overarching story, but depending on player input its resolution can be deferred

5. you need to post one per week, or I will remove you (9/29/05)
6. please note any absences in the ooc thread
 
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Diadora, the Huntress Beyond

Diadora permanetly came to earth only a "short" time ago, in the current third age. After appearing for the first time at the end of the second age, she left earth several times early in the third, settling in chancel only 333 years ago. Since then she has been under constant attack from excrucicans.

Diadora has always been a seeker of what is hidden, hiider where noone else dared to go. Whatever she has found, there seems to be no record of it, since in Derr'Degg, there is no library, only the songs of the sheepherders, and Diadora doesn't tell. This has made her few friends, but Lord Ananda seems to protect her. He intervened two times at Locust Court, but since it was in cases where Lord Entropy seemed to have no interest in (not even being present for those occasions), most argue that he didn't oppose Entropy, but had a fancy of mercy.

Her powers have often been on stange missions beyond earth, and have not often mingeld with other powers. They had been ruptured from their mortal lives, only to battle against excrucicans constantly. With you this pattern seems to change ....

IMPERATOR TRAITS
Failing (-1) She is heavily wounded
Unfathomable: Incomprehensible (+1)
Scholar: Survival (includes tracking/foraging) (+1)
(Hidden Drawback) (-1) [to be revealed during play]

if players take initaitive, this can change
 
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Derr'Degg, the Green Kingdom above the endless Abyss(Chancel)

Derr'Degg is a country of green highlands, with two forests. There are castles, one for each power. In the middle of the Locus Celatum is a classical greek city with Diadora's temple. The city is being rebuild after the lastest excrucican attack. Outside the city, there are few farmers, but quite some sheperds, who sing magical songs. Sometimes they gather to make out the best singer/storyteller among themselves.

Around this highland are diverse flatlands. A tundra to the north, a stony desert to the south, marshlands to the east, and a swanp to the west. The entrances/exits of the chancels are located there. Unfortunatly there areas are inhabited by wild barbarians none too friendly towards anyone passing through, and they sometimes invade the Derr'degg heartland. Fortunatly, Diadoras powers are quite adept at surviving in these hostile environments.

TRAITS
5 known roads to earth (0)
Borderguard Power 2 (+6)
Sheperd Magic (Normal), Faeriae Magic, Alchemy (+6)
Borderguard Penetration 1 (+1)
Two-way gateway to a Chancel with allied Imperator/indifferent Powers (+1)
Pleasant Landlord (-1)
Banes (barbarians, intriguing agents) (-1)
Primary Target (-4)
(hidden drawback, to revealed during play) (-2)
 
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William Marker - Marquis of the Forgotten

William Marker - Marquis of the Forgotten

Aspect 1 - 5MP
Domain 3 - 5MP
Realm 1 - 5 MP
Spirit 3 - 6 MP

Estate

Willian is the Marquis of the Forgotten. His estate is defined as that which has fallen out of human memory. He can create the Forgotten by causing Humans to forget, he can also summon that which is forgotten to do his bidding. It's far simpler for him to keep the forgotten secret, rather than bringing it back into the world, for as it's remembered his power is weakened. Humans are limited creatures, and even those with the best of memories forget as a natural process.

Code

William serves the Code of Light. He is still very much in touch with his humanity and seeks to use his powers to protect humanity from the ravages of time and war.

Gifts

Who was that masked noble? - 1pt
Mortals have a difficult time remembering anything about William. Moments after he leaves they're presence, they often forget even having met him. This gift functions without William's control and is often a source of frustration.
Lesser Creation of the Forgotten 4pts
Automatic +1
Local Mortals Only -2
One single trick (To forget details about William) -3
Uncommon +1

Handicaps

Uninspiring
Compromised - As a former member of the Cammora, his former family can turn the screws as they desire.
Subtle - As the Power of the Forgotten, William has great difficulty with miracles a mortal would have trouble forgetting.

Background

Coming soon...
 

Alyra Tannenbaum, Marchessa of Innocence

Code:
Alyra Tannenbaum, Marchessa of Innocence

"Innocence lies in the moments in which, having forgotten our mortality, we live
 and dream and work and play.  It is only with innocence that we have the capacity
 to comprehend beauty."

Age	19
Gender	Female
Looks	A tall, youthful girl with strikingly piercing blue eyes and auburn
	hair styled in a pixie cut.  Small but colorful butterfly earrings
	dangle from her earlobes, and the hint of a mischievous smile plays
	across her lips.
	(Note: Alyra's guises tend to manifest as children, which she has no
	control over.  She's not entirely sure why, but has the feeling that
	her Estate is being rather forceful in asserting itself.)

Imperatrix	Her Imperial Majesty Diadora, the Huntress Beyond

Estate		Innocence: The Estate of Innocence encompasses purity and
			   idealism, as well as youthful naïveté.
		Personal:  Alyra's take on it is that her domain gives people
			   the sense that they really can change things and make a
			   difference, and that it is the duty of innocence
			   to free people from jadedness, fear, and cynicism --
			   perhaps with time, the younger generation will lead to
			   the return of the real appreciation of beauty.  It is
			   this idealism that inspires the visionaries of a more
			   enlightened age.

Attribute	Level			Miracle Points
------------------------------------------------------
Aspect		2: Legendary		5
Domain		3: Marchessa		7
Realm		0: Citizen		5
Spirit		2: Incandescent Flame	5

Gifts and Virtues	Immutable (Aspect 3, automatic, self only,
				   comprehensive, common)
			Unaging   (Aspect 3, automatic, self only,
				   one trick, uncommon)
			Empathy   (Domain 2 for sensing emotions,
				   automatic, local, one trick, uncommon)
			Wayfinder (Domain 2 for finding hidden places,
				   automatic, local, one trick, uncommon)
			Virtue: Creative

Limits/Restrictions	Limit: Light Touch
			Restriction: Cannot harm works of art
			Restriction: Afraid of the Dark
			Restriction: Underage*
			Affiliation: Code of the Wild

			* In any situation involving any age limit, Alyra will
			  be too young for it.  This is a metaphysical trait
			  that always applies.

Bonds			4 Points - The sanctity of her domain.
			3 Points - Her self-image as mature, capable, and wise.
			3 Points - Purpose: Prevent the innocent from being
				   prematurely corrupted, and sow disillusionment
				   only when necessary.
			3 Points - Anchor: Joanna Hawley, a college student
					   majoring in education.
			3 Points - Anchor: Olivia Darnton, an artist who creates
					   inspiring art for a new age.
			2 Points - The Romantic Period.
			2 Points - Laurel, her pet kitten.

Design			Alyra's design is two white flowers against a deep
			blue background outlining a crescent moon.  One of
			the flowers is White Lilac, the Flower of Purity and
			Young Innocence, only slightly open with four immature
			petals pointing inward.  The other is Allspice, the
			Flower of Compassion, shown here open with four tiny
			petals, rimmed with yellow.

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)

Personality	Alyra Tannenbaum is a playful, clever girl who tends to approach
		every situation from outside of the box and carries a definite
		"If we keep working at it, we'll succeed!" vibe.  She wasn't
		always this way, though -- there seems to be a darkness in her
		past that she doesn't seem willing to talk about, and now, given
		her unfathomable Imperatrix, she doesn't have to.  She only says
		that it was her enNobling that brought her out of the darkness
		and into the light, through the union of her soul with her domain,
		the two entwined intimately together.

		Alyra almost feels as if her Estate is _too_ powerful, and is
		asserting itself through her -- not exactly against her will,
		but it's certainly not intentional.  At the moment, however, it
		merely makes her worry about the possibility that her Estate is
		purifying her _too_ much, and she doesn't want to think too
		deeply about what this might result in.  It's already managed to
		affect the manner of her guise and seems to be trying to insulate
		her from corruption by causing her to be perpetually underaged.
		Regardless, she feels the need to protect her Estate from harm,
		and she feels safe in relying upon her strong-willed spirit
		to maintain her sense of identity.

		Alyra is a rather garrulous sort, and loves to receive visitors,
		often taking a deep interest in their lives and insisting that
		they keep in touch, if she happens to like them.  She has a bit
		of a penchant for new and exciting things, as well as beautiful
		pieces of art and works of raw emotion and energy; it's hard for
		her not to put her entire soul into any task.  She also keeps a
		pet kitten with a coat of black fur named Laurel, a link that
		reminds her of her mortal life.
 

David Artel, Baronet of Chivalry

[smallcaps]"Civility[/smallcaps] is married to happiness. If everyone can make sure everyone else is happy, then we have achieved a perfect society. If we cannot at least attempt to live in a perfect society, we have failed in achieving happiness and what is the point? There are those, though, that seek to defy happiness -- evil forces in the world that seek to undermine Civility, Happiness, and Honor. Against these forces, one must be strong and unbending. Chivalry is the union between Civility, Happiness, Honor, Strength, and Fortitude."

David is a relatively young gentleman, about 28, but easily gets on the good side of people. He has a strong sense of duty and thinks everyone should strive to be the best person they can. He dresses to always give a good impression and smiles at strangers he interacts with.

He feels tied to the Estate of Chivalry and sees it in a very knightly-King-Arthur sort of way. He wants to give people the sense that they should always be courteous and polite, welcoming people and living up to their words. There is a sense of duty, honor, and strength to it. The strength aspect he sees as important, but also as a last resort. If things cannot be solved diplomatically, then he must always be prepared for ... other means of solving problems.

Code:
David Artel, Baronet of Chivalry.

[smallcaps][b]Attributes[/b][/smallcaps] (24 CPs spent)
Aspect 3 - 5 MP: Inhuman
Domain 1 - 5 MP: Baronet
Realm  4 - 5 MP: True King
Spirit 0 - 5 MP: Candleflame


[smallcaps][b]Gifts and Virtues[/b][/smallcaps] (1 CP spent)
G: Durant.  David is hard to kill.
-Virtue of Honor
-Virtue of Hospitality

[smallcaps][b]Limits and Restrictions[/b][/smallcaps]
R: Cannot Enter a Home Uninvited - Doing so would be a burden to the host
of the house and would be the mark of a poor guest.
R: Honest - A lie would mar one's honor.

[smallcaps][b]Affiliation[/b][/smallcaps] (Code of the Angels)
1. Beauty is the highest principle.
2. Justice is a form of beauty.
3. Lesser beings should respect their betters.

[smallcaps][b]Bonds and Anchors[/b][/smallcaps]
5 Derr'Degg
5 Chivalry
3 His own Reputation
3 Honor
1 Courtesy
1 Correctly Hosting Parties
2 Hubert Aldon is a pub owner who devotes his life to his work.  He welcomes
guests at most times of day (always being close to the entrance to hear
newcomers arrive) and makes sure his guests are kept clean and comfortable.
He does not have a lot of friends outside the regulars that come to visit
him, but this is more of a business relationship.  His wife and daughter help
him run the place by cooking, cleaning, and taking shifts at the door.  His
is actually David's sister.

[smallcaps][b]Design[/b][/smallcaps]
David's design is a lotus, Flower of Nobility, intertwined with a Bluebell,
Flower of Constancy, made of pastel blues and purples, without a background
but an ornate border of yellows and reds.

[smallcaps]Other Notes:[/smallcaps]
MPs left:
AMP: 5/5
DMP: 1/5
RMP: 3/5
SMP: 5/5

Knight Carlo has children with many women. A new standard for knighthood? Start everyone anew?

"what you want to keep out by wall comes (back) to haunt you"
 
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Michael "Mamba" Martinez, Duke of Shadows

Michael "Mamba" Martinez, Duke of Shadows

Attributes (21 CPs spent)
Aspect 2 : Legendary 6 CP 5 AMP
Domain 4 : Duke 12 CP 6 DMP
Realm 0 : Citizen 0 CP 5 RMP
Spirit 1 : Hearthfire 3 CP 6 SMP

Gifts and Virtues (4 CP spent)
G: Shapechange, comprehensive. 2CP
G: Venomous. Michael's is capable of creating any toxin or acid from drops of his blood. 1CP
G: Durant. Michael is hard to kill. 1CP

Handicaps
Limit of Domain: Michael cannot affect powers or anchors of the light - they are anathema to his domain.
Limit of Realm: Unseen. Michael operates in the shadows and avoids the notice of the world.
Limit of Spirit: Light touch. Michael only chooses those similar to himself. As such, they tend to more free will than most anchors.


Affiliation (Code of the Nightwalker)
1. Do whatever is necessary to defend freedom.
2. Visit three fold vengeances upon the unjust.
3. Lesser beings should respect their betters.

Bonds and Anchors
6 Adherence to his personal code.
5 Sanctity of his estate.
5 The survival of his Imperator.
2 Thomas Cartwright, CIA Black Ops Director. Before his ennoblement, Cartwright was Michael's superior. He does not officially exist, nor do the teams he directs. Michael used the Rite of the servant on him to ensure that he could continue with his good work.
2 Abdul El'Quarad, Millionaire art collector and occultist. Abdul is a dabbler in the arcane and was amazed when his attempts to summon a demon seemed to work. Of course, Michael was simply taking advantage to gain a useful anchor in the mortal world. Abdul still believes that Michael is a demon but understands he has been enslaved.

Imperatrix
Her Imperial Majesty Diadora, the Huntress Beyond

Design
A single closed black lotus with petals edged in silver. Four identical black petals (also edged in silver) climb the stem, on alternate sides. The design has a simple midnight blue design.


Example miracles
Steal shadow: Lesser destruction of domain, removes target's shadow
Cloak of shadow: Lesser creation of domain, hides target in shadows
Shadow walk: Lesser change of self (location in space), steps from one shadow to another

Background
The adopted son of Cuban freedom fighter. Michael grew up understanding the concept of freedom in a way that most never will. His academic and athletic excellence led to a military scholarship and eventually to the US Navy Seals. His strong belief in freedom and lethal skills made it a natural step into the Black Ops CIA. He traveled the world, doing whatever it took to guarantee the freedom and security of his country and its allies.

In recent years, he had begun to suspect that his controller might not be taking all possible steps to achieve these aims. After expressing these concerns to Cartwright, he found more and more of his missions being compromised through internal leaks. His ennoblement occurred as he lay dying after the last betrayal, riddled with bullets, lying in the shadows of an Olive tree.
 
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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.
 
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Name: Once (Regal)

Domain: Empty

Domain concept: Once embodies Empty. Where there is a lack of an item, he is there. When a mortal feels sorrow at a loss of a loved one, he feels it. If you ever felt hollow, or useless, or tired and bored – Once was entering his fingers into your existance. To be Empty is to experience part of the true nature of reality, for ultimately everything comes to an end, and becomes part of the great Emptiness.



[font=&quot]Once is the statue from the square of executions in the greek town. He stood, and under him humans died. Their lives were empty and meaningless, and their deaths merely the cornerstone on their lives. With each death the statue grew more aware, [/font]slowly swimming towards the waters of Sentience. Finally it could no longer abide to stand atop it’s pedastal, and stepped down. Instantly Diadora filled him with the Power of empty. Whether she planned this all along, or whether it simply became inevitable as the change occurred, none can say.

Once is cruel, for kindness is merely an attempt to fill the Emptiness. Be kind to someone, and they will grow – in happiness, in existance, in life. Be cruel to someone, and they will shrink, leave, become less than they are. It is really academic when you think about it. Other than that, he is new to creation, and still learning. There is a real danger that Once will be swallowed by his domain, for it guides almost all that he does, and he has never existed without it. Whether he will be content to subsume himself within Empty, or whether he will emerge and develop independantly of it, is yet to be seen.

In looks, Once is a noble but stern greek statue, over 7 feet tall. His chest is bare, and he has sandles and a loincloth, in addition to a metal skullcap, made from bronze. There is a bronze sword in a scabbard at his side, and his (white) face is angular and stern, but does not look cruel. He has an outstanding physique, bulging muscles and smooth skin, but he is still a marble statue. This only serves to highlight his sheer physical presence.

His 'castle' is a great cavern, miles in size, beneath the greek town. It is accessed by a spiral staircase, almost a mile in height, that ascends through inky blackness and about 30 metres of rock until it reaches a doorway set in the base of the Pedastal he once stood upon. The cavern is empty, apart for a lake that shimmers and lights the bottom of the cavern with moon-light. There is a set of battlements in a square shape, about 15 feet high, and 10 feet on a side at the very bottom of the stairs.

Bonds:
Estate – 10.
Realm – 3.
Imperator – 3.
Square where the statue originated – 2.
Sculptors of any kind – 1.
His Familia – 1.

Design: A green flower, closed, with a disk of petals, with thorns. There is merely a flat black space where the other item should be, and the background is Incarnadine and black, with a swirling pattern.

Attributes: 21 points
Aspect 1 (3 points) [5/5 miracle points] <- Although he is a statue, he is not that much stronger, is not stunningly bright and is physically somewhat slow.
Domain 5 (15 points) [3/5 miracle points] <- he was essentially created by his domain, and as such has amazing control over it.
Realm 1 (3 points) [6/6 miracle points] <- He was once part of the realm, and still retains a bond to it.
Spirit 0 (0 points) [5/5 miracle points]

Wounds:
Deadly [1/1]
Serious [2/2]
Surface [2/2]

Gifts & Restrictions: 4 points
Eternal – Empty will outlast everything, including existance. 3 points (Page 115)

Durant – Once is a stone statue, and harming him is rather difficult. 1 point. (Page 115)

Hated – Once is the statue that used to stand in the square of executions. He is a walking indication of death to them. 1 extra miracle point per level of Realm (Page 128)

Honest – Just as you cannot hide a lack of something, Once cannot hide the truth. Empty is, by it’s very concept, Truth; you cannot hide it, you cannot ignore it. 1 MP at GM’s discretion (Page 132)

Visible – Emptiness spreads, and when it spreads it leaves it’s mark. A lack of flour means a lack of bread. A lack of blood leads inexorably to a lack of life. Once cannot hide the results of his actions, for he is Empty. 1 MP per mark (Page 132)

Revelatory Trait – Statue, obviously inhuman. 1 MP if it comes up. (Page 132)

Virtue:
Cruel (Page 133)

[font=&quot]Affiliation: The code of the Dark – Humans attempt to deny Empty. They fill the world with things, they explore, they destroy spaces. They reproduce and expand, attempting to know and control everything. Empty cannot stand such things, Empty will not allow such acts. Centuries of standing in a rainy square watching humans getting executed didn’t add to his love of them, either.[/font]
 
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