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Feir Fireb's Nobilis Game -- OOC

Feir Fireb

First Post
Greetings to those whom I've invited to play in this Nobilis game, and to those who want to watch as well. Hopefully I can change the title once I've come up with a better one.

Participation is by invitation only. Comments are welcome.

This is the thread for out-of-character discussion, including character brainstorming and design, rules discussion and logistics. Once it's time for roleplaying proper to begin, I'll have a second thread strictly for in-character play (a good idea shamelessly stolen from Cerebral Paladin's Ars Magica game).

Players should feel free to start posting ideas and questions. And I'll try to post a couple examples of character generation to help players who don't have the rulebook get a better sense of how things can work.
 
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This is still a work in progress-- mostly I’m posting this for feedback on whether this is a good starting point.

George McGinty-- the Self-Made Man-- Dominus of Good Fortune and Serendipity

Mortal history: George McGinty was born in 1930 in a small town (but not rural) in the upper south (maybe Arkansas, Kentucky, Oklahoma, or even Virginia). He grew up poor, receiving no real education, but he found jobs as World War II drew the adult men of his community away. He worked hard and developed skills of leadership and management. Enlisting at 18, he spent six years in the Army, distinguishing himself in the Korean War through conspicuous heroism. Despite his lack of education, he mustered out as a 1st Lieutenant, with the Medal of Honor, a Silver Star, and three Purple Hearts. He returned home to the same town he grew up in, and used his savings from his military pay to start a new store. He made a modern convenience store, selling at low prices and doing a big business. With his new prominence in town, he became close to the wealthiest locals, eventually marrying the daughter of one of the handful of lawyers in the county. His father-in-law loaned him money to expand his business, and he was soon overseeing a large chain.

George was a pillar of his community, and fairly typical in his attitudes. For many years a Dixiecrat, he finally switched his registration to Republican in the 1960s, but his politics never really changed. He believes in the virtues of hard work, and that God helps those who show a willingness to put their nose to the grindstone. He is vaguely racist, but not in a terribly active way; he just embraced the values of his community and then let stereotypes and contempt for those “who just weren’t hard workers” replace the more open racism of his youth. He attends church regularly, a Southern Baptist, but without deep piety or thought. Mostly, the church serves as part of his social life.

George and his wife had three children, two sons and a daughter. He cares deeply about all of them, although he thinks that his oldest son looks down on him because of the education that he got that George never had access to. But his youngest son from this marriage is the biggest disappointment in his life. He has been a wastrel, involved in drugs, counter-culture, and living off his father’s money.

In the early 70s, George sold his business to Sam Walton, making a fortune in the process. With his new found liquidity, he kept a significant stake in Walmart but also invested heavily in tech stocks, based on a tip from his older son, and his fortune continued to grow. George’s marriage fell apart at this point; George still mostly blames his wife, although it was really his actions that brought it on, and he fairly quickly remarried a much younger woman. He feels that his first wife ruined their younger son by continuing to give him access to the family wealth despite his wasteful ways. Over the ensuing decades, he went through a succession of trophy wives and girlfriends. He doesn’t approve of divorce in general, but in his case it’s different, especially because so many of them turned out to be golddiggers. He had a couple more children along the way, but they were less part of his life than his children from his first marriage (partly because his later marriages were so much shorter).

EnNoblement:
George was an old man, but still vigorous and active when he was ennobled. (He had spent the last several years flipping real estate and building his fortune ever larger.) He was apparently enNobled because his life embodied his Domain: throughout his life, he was always in the right place at the right time, and caught every lucky break imaginable. While he’s glad that this has fended off death a little longer, he’s also horrified by his Domain. It embodies everything that he didn’t believe in. Good fortune? The hard-working make their own good fortune, or so he always believed. But his Imperator says that all of his success was simply serendipity? Impossible. (Of course, the truth is in between. George worked hard and was talented, but he also benefited greatly from good fortune and lucky timing.) He’s fairly hostile to his Imperator because he doesn’t like what his enNoblement says about himself, but he can respect his fellow Nobles, especially to the extent that they accomplished things as mortals.

Mechanics:
I’m still very fuzzy on this. I’m picturing him as bimodal, with strong Aspect (representing his strong sense of self and personal determination) and strong Domain, with weak Realm and Spirit. Maybe:
Aspect 3
Domain 3
Realm 0
Spirit 1
Is Realm 0 a bad idea? If I take Realm 1, I have to have either a lower score in one of his strengths, or essentially no Gifts. Likewise, I’d almost rather have Spirit 0, but that just seems like a bad idea all around.

Gifts: Not sure here either. Does he need to have one of the reduced aging ones to have been revitalized? I don’t really picture him as functioning as old as he actually is. Continuous Domain would be great, but I’m not sure I can afford it.

Allegiance: Could be Light. Could conceivably be Wild. Would work well if the Imperator is an Angel, which George clearly is not in line with (although not to the point of Fallen Angel allegiance.) I’m sorta thinking that Wild may embody his capitalist values well.

The rest: to be filled in later.

Thoughts? Comments? Is the Domain too broad (or alternately too abstract)?
 

George McGinty

This is a great starting point. George is a very well-developed character, one who should be interesting to follow as he journeys down his new path. He's well-defined enough where he might be well suited to a Virtue of some sort.

As far as Estate goes, super-abstract is fine as long as we can come up with a practical sense of what it means for George and his Domain. Likewise, a broad estate is fine as long as we can define it well enough that it doesn't become overpowered. To give you an idea, one of the 'canonical characters' in the rulebook is the Domina of Strength. Nicely broad and abstract, but she does a variety of really cool things that aren't overpowered, like giving someone personal strength when their will is flagging (for maybe 1 MP). Another one is Domina of Eternity. Good Fortune could conceivably apply to everything and anything, which is dangerous to some extent. So what we really need is a sense of what you want to be able to do with your estate but also what you can't do, even with a fairly high-powered miracle. I'm also guessing that many of the effects ought to be difficult for you to predict.

One possibility is we could decide that Good Fortune applies to luck in a very broad, long-term sense--Divinations might include knowing the right decision to make in order to be on track with life, being in tune with things like Karma and Feng Shui, knowing who has the right star to hitch assuming that you can take care of the hustle and bustle of everyday life. Creations of Good Fortune might allow a person or family that's down on its luck to get on track with life as long as they're diligent or an already skilled person with good resources to phenomenally maximize their use.

Other possibilities include that this is Good Fortune as specifically applies to investments and gambling: the ability to pick the right stocks, the right horse, the winner in a fight. It might also include the ability to find some of the essentially random elements in a given situation and tweak them enough to make an even match a pushover or a pushover even.

Even a fairly broad scope is possible as long as we can gauge the power in a way that would allow another Noble with a similar level of Domain to be an effective opponent (e.g. Vizzini could have all the luck in the world, but if both cups are poisoned...). So except for Major miracles, it probably ought not cover anything truly implausible.

Very broadly speaking, for Domain 3, you can create Estate-driven divinations, Ghost Miracles, Lesser Divinations and Lesser Preservations for free. Lesser Creations cost 1 Miracle Point, Lesser Destructions and Major Divinations cost 2, Lesser Changes, Major Preservations, and Major Creations cost 4. Anything more is a Word of Power.

High Aspect makes considerable sense for George, and is a lot of fun to play. It does represent in part self-possession and discipline. The ability to influence things that are concrete is a good complement to his Estate's ability to influence things that are presumably less hard and fast. It's also especially a lot of fun to have a character who looks really old but can punch through a steel wall without breaking a sweat. Aspect is very broadly George's ability to bend the world and his own body actively to his will. It's a bit of old-fashioned godhood, such as you might find with the Norse or Greek deities in stories that are not so much about what they represent as all the nifty things they do by being oh-so-much cooler than ordinary people. Plus with 2 or higher you get guising.

I wouldn't sweat the low Realm too much. The example PCs in the rulebook all have very low realm (including 0's) but get along more or less okay. There will be consequences, of course, but that's what your other abilities are for. If not many PCs take Realm points, the only way to buy nifty Chancel properties will be to take nasty disads. And you'll want to stay on very good terms with fellow PCs who do have some Realm... if you want to keep some sort of sanctum, it'll be largely at their pleasure.

I suspect I would not shortchange Spirit too much for George. Strong sense of self and personal determination is at least as likely to be represented by Spirit as Aspect. But Spirit is tricky to get a good sense of. To some extent it represents ability to integrate new realities into your world without losing your sense of who you are. It's your call, of course: it depends what you mean by strong sense of self. A character can be very stubborn and strong-willed yet have no mastery over their Imperator-shard whatsoever: if a Power with a low Spirit chafes under his Imperator, he probably doesn't actively rebel. And it's perfectly possible for someone as self-possessed as George to have very little sense of the divine souls of others (which could be why he just couldn't hang onto his wives, despite his obvious considerable personal skills in other arenas). You might consider moving a point from Aspect (or maybe Domain) to Spirit. But if you like the interpretation that despite his strong sense of self he just can't control the Imperator soul-shard within him all that much, a 1 works quite well too.

As far as age goes, each point of Aspect adds about 50 years to a natural lifespan. And physically and mentally you function according to your Aspect, regardless of age. Even an Aspect of 1 tends to be much more competent at everything than your above-average ueber-shmoe. A high Aspect character could be visibly rejuvenated, or their physical prowess could be a hidden trait. With an Aspect of 2, 3 or higher, you'd have no problem plausibly saying that George is a strangely vigorous version of the same old man he's been for the past few years, or that he's taken on some other form such as a Chinese kitchen god, a luck dragon, his version of what a truly accomplished person ought to look like, or a walking, talking roulette table for that matter.

Immutable (1 point) and Eternal (3 points) are both in the Nobilis 101 document and either would be a good buy for George. Beyond the N101 desc. : Immutable also doubles or triples your Aspect-based lifespan, whereas Eternal basically lets you fix your age forever. Of course, we could try to come up with some other weird age-related Gift, but the basics cover a lot of ground.

Another Gift worth considering is "Luck" (Spirit, 4 to 9 points). Basically, you can spend a single Spirit MP to guarantee that something significant will go right for you (though you have no real control over the what, where and when). The higher cost versions give it some Penetration, allowing it to occur within an Auctoritas. Lowering an ability or two to pay for a combination of "Luck" and the higher-cost (5pt) version of "Perfect Timing" are yet another way of making George super-serendipitous.
 

Two ideas

I'm pondering two directions, although I've put more thought into Idea #1. I've read much of the files you sent along and have a bit of trouble imagining the WHY of things. Most RPGs I've played have been down on the earthly scale, which made it easy to understand what characters needed and wanted. (Money, power, justice, to be left alone, etc). I sort of get that Nobles want existence to continue and that they tend to their domain, but the hows and whys are a bit fuzzier. How, for instance, could your Prisons Domain fella expand his domain? What motivates him? I know he wants to Take Care of people, but how does he do that? Ya know?

Anyhow here's two quick character sketches:

Idea #1
Leonica Templeton > Domain of information


Quick bio: Lower middle class black woman from Chicago. Taught from early age that education and knowledge is the way to success. Practical, stubborn, and hard-working, graduated high school, went to junior college and then U of I to get degree in information systems.

Ennoblement: Leonica came across something on the internet called Majestic. It was an elaborate "test" by an Imperator to find someone to assist him. Leonica worked on it for over a year, finally revealing a time and place to be. She arrived and was Ennobled.

Domain of Information is that of knowledge and fact. It can support inspiration and sometimes helps spark great works of art, but at its core it is gritty cold numbers and data. More brute-force than lateral thinking.


Idea Two
Bridgett Murphy > Domain of Vermin


Quick bio: Homeless and luckless, Bridgett has lived on the streets for years. She has become adept at finding places to sleep, knowing where to find food that is (moderately) safe to eat, how to stay alive.

Ennoblement: While staying in a squalid tenement, it was turned into a Chancel.

Domain of Vermin is primarily that of rats, pigeons, cockroaches, etc. Metaphorically it can also mean people who live on the fringes of life and success, taking what is discarded as trash. The Domain of Vermin, therefore, is sometimes referred to as The Domain of the Lost.
 

Re: Yellow Kid, Two ideas

They're both good ideas and either could work (with some caveats on the first).

Leonica is a very interesting character and could work quite well. "Information" is a very broad domain, so we'd need to get a very good handle on what that means. What specifically would you like her to be able to do? I'm guessing she could do some pretty powerful divinations, but what does it mean to preserve information, or to create it in a way that's distinct from divination, and in a way that doesn't infringe too much on what would probably be other typical domains (like the Internet, Books, Science, etc)? I'm having a hard time wrapping my head around that, and it's an important step.

It should be interesting to see how she interacts with George McGinty, given their respective backgrounds. George and Leonica would also both govern very abstract Estates. This is fine and (as I'm telling Adam) abstract is perfectly acceptable, though depending on what other folks come up with could very strongly color the Imperator's demeanor. How much of a challenge this is to me to create Estate-based character challenges and roleplaying will depend upon how much meat we can give to Leonica's abilities.

Bridgett sounds like a lot of fun on a number of levels and her Estate should be relatively simple to define. I think she'd be interesting to play no matter which abilities or codes you favored, and I have several ideas about how different scenarios could play out. I could also suggest a few interesting gifts, depending on how you specifically envision her.

The interaction between Bridgett and George should also be fun, though for very different reasons.

The WHY (and how) of things gets covered pretty heavily in the rulebook, so much so that it's difficult to boil down concisely. But I will try to do so.

To some extent the original interests of Nobles do continue past their enNoblement: friends and family may need protection (and possibly extension of their mortal lifespans). They take more than a passing interest in things that formed their lives as the stood up until enNoblement (favorite causes, important places). All of this also affects how they approach their Estate: what does the Estate personally mean to them? I'm hoping that with well-developed characters, a lot of this will grow organically based on their early experiences and interactions with other Nobles and their Imperator. Of course, there's always jockeying for power and relationships with other Nobles they encounter.

But let's say the Dominus of Prisons wants to expand his domain. His Estate will always be all things prisons, but by making prisons more common or more important in the world, he increases his own influence. If more people are in prisons, he has power over more people. If prisons become more socially acceptable (i.e. The conventional wisdom being "he's not a bad guy, he's served his time"), people will also be less averse to going resisting prison sentences themselves or sending others to prison. He can also try indirectly to turn otherwise mundane situations into prisons of a sort (I thought my boss was a bit of a control freak, but manacles?) and make the world at large more dependent upon prisons (my goodness, who can we get to make license plates if the prisons don't?!?!) to provide extra strings to pull. All of things expand the practical influence of Prisons in the world and give him more power to work through his Domain.

And how can our Dominus of Prisons make sure that prisons are more like places of healing than centers of collective vengeance or (as an Angel might advocate) places where justice is meted out and the inhabitants are uplifted in their personal (probably spiritual) beauty? He can make sure that they employ skilled therapists and social workers are readily available to treat the inhabitants. He can tighten the bureaucratic net that prevents people who would otherwise harm society from getting out too early and dabble in law enforcement to make sure the most murderous elements of society find their way to his domain. He could equip himself for a hunt and try to round up all the spirits of malice and violence that plague prisons, probably killing them (since dumping them elsewhere would probably just leave a different segment of humanity to suffer their ill effects). He could work a Word of Power that actually causes prison cells to actively make their inhabitants more peaceful (and prepare for anyone who might try to take advantage of his weakened state, or deal with humans who are having a hard time rationalizing this new change to prison life. If people begin to suspect the miraculous, there could be a slew of cases of dementia animus across the world, and he could be brought before the Locust Court).

Also, it pays to think big about what sorts of things a person who has been enNobled could do. There's all the tropes of immortality stories like comprehensive experience: a food aficionado could try to eat at every restaurant on the face of the planet, a shallow casanova could try to sleep with everyone. A character could try to win the heart of someone beyond their reach. He could try to reform every individual human, punish them, or replace them. The Noble entrusted specifically with mosquitoes is likely to be very powerful or influential indeed, for more than a few Nobles have tried to wipe them out or transform them entirely. You could try to find loopholes in Heaven's laws or free all the souls in Hell. You could try to take over a nation, a movement, or a field of endeavor. Lord Entropy is very powerful and none dare resist him openly... but could he be overthrown? Some characters try to control worlds, realities, races and species, others create new ones. Some seek deep truths and answers that nobody knows (whence comes the Wild? Why do the Excrucians really want to destroy existence? What lies beyond the Weirding Wall, in the Lands Beyond Creation?) Can a Noble become an Imperator?

Nobles also tend to their Chancels for their Imperator, punishing and rewarding, initiating projects, providing justice, and doing all the sorts of things that Kings and Queens do, but much more comprehensively and usually on a weirder stage. They attend Noble social events and initiate them, celebrating festivals and holidays, meeting with factions, artistic events, ceremonies to transfer items or construct monuments, duels, and things that they do just for fun (a Noble of the Dark might call a social hunt where the prey is none other than Man). Nobles generally look out for their Anchors. Sure, they send their Anchors to do stuff for them, but Anchors also tend to be weirdness magnets, getting things like radio signals through their teeth purporting to be from Adam and Eve.

Defending your Domain means foiling Excrucian attacks which come in a variety of forms. They enact 'Flower Rites' which try to take an isolated situation as an exemplar for the whole estate and render it meaningless (what is a prisoner who is perfectly free?). Once the real-life situation is set up, they work the magic and Nobles can be severely debilitated, even killed. Excrucians will do other things like attack the Domain of Horses by sealing the spirit portal through which new horse souls enter the world or through something more mundane like spreading a deadly new horse flu.

Nobles also serve their codes: Powers of the Light work to end wars, tobacco use, and consumption of fatty foods. They sponsor extropian projects. Powers of Heaven render justice in the world, sponsor the arts, creativity and science. They uplift and beautify the ugly (and themselves) and foil the plots of Hell to ruin the world. Powers of Hell spread corruption, buy human souls, and encourage suffering. Powers of the Wild undermine social boundaries, make up their own rules, and cause weird, random frustration for other people. Etc.

And just when Nobles think they've got life under control, their Imperators boss them around.
 
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More from the Yellow Kid

I understand about needing / wanting to define Leonica. I have a fuzzy but definite direction of where she is to be going. I'm thinking that...this being the Information Age....the Imperator of Information is very powerful. He's enroaching on all sorts of Other People's domains (internet, books, etc), but since pundits everywhere say Information is King and treat it as the new currency, it is obvious that is where their loyalties lie. Anyhow, because of this rapidly expanding domain, he's been required to take on Specialists as nobles. A sort of Bureaucracy in his domain...just to handle all the stuff he's trying to take on. (I love bureaucracy, it makes me giggle.)

ANYHOW, Leonica's speciality is either: Freeing Secrets or Finding Nuggets of Value in Seas of Crap (or both). I think back to some Neuromancer (I think!) where some people have become experts at ferretting out information. There is SO MUCH generated, that it takes real skill (and bad ass programs) to get the goods you want and to deliver them safely. THAT is what Leonica is good at. She's taken the ideas of: Information wants to be free! and Information will set you free, and turned them into a mission: No one should have any secrets.

Of course, that is sort of problematic considering her current state. Can / should she go around and explain the Truth of Reality to people? Would they believe her? Would they care?


As to Bridgett, I'd be fine with playing her too. Its easier to get the ole head around, and it is fun to be in charge of Vermin. As usual she got the short end of the stick. Couldn't be in charge of luxury or comfort. NOOOOooooOOOO! Had to be Vermin and Filth. Typical. No one gives her a break.
 

Leonica and Bridgett

Thinking some more about Leonica: again, she is conceptually very cool, but needs some fine tuning and a certain subtlety to how we approach her. In particular we need to figure roughly what she can and can't do if you're going to play her. If we're talking about secrets, reality and truth some possibilities include: Ghost Miracles: Make things seem more factual, revelatory or informative. Pull an illusionary, inconsequential media carrier (i.e. book, web page, etc) out of thin air. Lesser Divinations: this is maybe more tricky than I'd first thought. One possibility is that Leonica is very powerful with Divinations (basically able to process any given item that's written down or stored in some artificial manner without actually ). Another is that she is very good at finding out how to get at information: the divinations are very meta with respect to the actual contents of information that is non-local. Lesser Preservations: Imbue a particular rumour or some other sort of information carrier with real staying power. Make a particular piece of information more comprehensible. Etc. Lesser Creations is where I'm really starting to get a bit fuzzy on how Information ought to work. I expect once we can pin that down, the rest will follow more naturally.

Of course, the point is not so much to pin you down to one particular ability per type of miracle but rather get a general sense of how Leonica's focus plays out in practical terms for each type of miracle.

A good place to start from might be the examples the rulebook gives for one possible Domain of Books, which are also included in the Domain Miracles section of the Nobilis 101 document since it does have some overlap. The trick in this case is to figure out what Leonica can do that isn't in the Estate of Books and what the Estate of Books covers that Leonica can't.

An Imperator might definitely need to take on Specialists to bolster a growing Domain, though this tends more to be a manifestation of their personal preoccupation with the Spirit World. That's where the heaviest fighting in the Valde Bellum is against the Excrucians, but their Estates and Chancels still need defending and maintenance away from the Spirit World. Information has probably always been major but largely tied to its relevant media. Its growth and increased importance as an Estate in itself makes it an even bigger target for the Excrucians. I expect an Imperator could handle a growing, important Domain relatively well if it weren't for such complications. So it's likely to be as much a deputization as an expansion of bureaucracy (of which there's plenty, particularly with regards to Chancels).

The whole idea of setting information free is tricky, but somewhat plausible. If Leonica wants to be a super cyber-sleuth who hacks reality itself, it's possible to let the rest of humanity in on it but she will have to be very, very careful. First off, some people will protect their secrets jealously. Personal vengeance is a common option for those who are compromised or embarrassed. Second, there's the Chestnut Law of the Code Fidelitatis: Thou Shall Harm None Who Has Done No Harm. This includes giving people enough information about mythic reality that they start perceiving it ordinarily and effectively go insane (dementia animus). It happens occasionally, but multiple incidences can get you in trouble and mass incidences are very, very bad. The more blatant she is, the more likely that people will believe and/or care (rather than just rationalize) but also the more likely she is to cause dementia animus.

There are ways around this, of course. One possibility is: do it gradually, in little bits and pieces, so that everybody's already warmed up to the Truth when it finally hits them hard. Another one: Don't get caught. Frame somebody else. This is pretty hard since Nobles have ways of finding things out, but it can be done. Yet another is: dump information on people who already perceive mythic reality, like agents of the Cammora, inhabitants of the local insane asylum, or the staff of the Weekly World News. That way you're not really hurting anybody. Lastly, there's the Principle of Sevenfold Vengeance (an interpretation of the Chestnut Law): find someone you perceive as having harmed you or by extension your estate (such as censors) and start feeding them dangerous little nuggets of Truth and the urge to spread the news.

If you do play Bridgett, luxury and comfort could well be one of her personal goals. If she has a decent Realm score, her part of the chancel might be a gleaming golden palace (complete with roach- and rat-shaped statuary) where she eats lobster all day, served hand and foot by diffident, subservient Wall Street executives.
 

Bridgett it is

I think it probably best that I stick to something a bit more grounded. I am not familiar at all with the game system and it probably wouldn't do me a lick of good to start fuzzing the boundaries when I have no idea where the boundaries are!

So Bridgett Murphy. I'll think about her more. I like the semi-vindictiveness of her being waited on hand and foot by her "betters". I think that will be quite amusing.
 

Leonica and Bridgett (and George)

As I've said, either one is fine. Remember to some extent the boundaries are where we put them, as long as we're reasonably self-consistent and nobody starts feeling "Wow, so-and-so can do so much more than I can!". The numbers gauge your power and direct comparisons of how much power you muster forth on a given issue determines who wins a contest, but to a large extent how characters relate to the rules beyond what's in the documents I've sent out is based upon a rough contract between the GM and the players. Beyond that, there are some specific resolution methods but things can be pretty fuzzy. Part of what we're trying to establish here is what happens when two similar but different characters butt heads at equal strength: say the Power of Books can keep a set of Books intact, legible, and full of content but the Power of Information can render them meaningless or incomprehensible. We don't have to hammer every iota out as part of the fun of the game is figuring out how some of this unfolds on the fly.

If you've decided on Bridgett, we'll need to flesh out her capabilities some (Abilities and Gifts) and motivations (Anchors, Bonds, Affiliations, maybe a Virtue). I can imagine a host of bizarre reasons a derelict might pick anchors she loves or hates since situations like hers usually arise at least in part from a tenuous social net. Some possible takes different codes might have on her situation: If she follows the Code of Heaven, she would have no pride (that's one of Lucifer's domains) and might seek to spread beauty through justice for the poor and transcendence of station, ennobling (little 'n') the lost and beautifying their lot in life. And even the mightiest executive is beneath a servant of the Angels. They make such dapper servants with their Armani suits and perfect hair! The vermin themselves might have a strange inherent beauty (aesthetic fascination?) to be appreciated and enhanced. A follower of Hell might seek to spread urban blight and filth, dragging others into the sort of misery she once knew, teaching them to suffer as she did and to scrabble for their needs without conscience. A follower of the Light might see Vermin as potential guardians and protectors of those on the margins of life, like shoe-elves coming to the rescue of those on the verge of an ignoble death (and stealing their drugs so they don't ruin themselves further). A follower of the Dark might easily revel in the ugliness of her estate (and punishing the mighty who once looked down upon her) and encourage people to ruin their lives and their livelihood in pursuit (or application) of her little fiends. The Wild is quite appropriate for a somewhat feral character who is used to living outside of society. She'd be likely to be capricious and a bit batty. And of course you could come up with a different code tailored to her.

Plenty of Gifts are likely to work for Bridgett, but she might particularly consider taking one of the "Gate" gifts, like "Wayfinder", "Worldwalker" or "Gatemaker". They make a lot of sense for someone who's used to roaming the fringes of society and whose Domain basically involves critters who always seem to be getting into any given location.

BTW, I think I forgot to mention that the Wild is also quite appropriate for George McGinty. It works quite well as a capitalist ethos. The tricky bit is figuring out his particular interpretation of the second point, "Sanity and mundanity are prisons". What sorts of sanity and mundanity stick in George's craw in particular? He's very much a creature of the society with which he's familiar, so there'd have to be more to it. Are there certain social conventions that really get his goat? Or possibly certain ways in which Good Fortune is playing with his sense of what's appropriate? Is this a point that we can leave open to personal conflict and development? Otherwise, the Code of the Light is not bad if he's generally altruistic to begin with. The Codes of the Serpents (found in the chargen pdf link) have some potentially interesting points (Take Only What You Have Earned, An Oath Sworn Under the Stars is Binding), but likely only if your Imperator is an Aaron's Serpent, whom George is unlikely to emulate anyways. That said, we could tweak some of that into a Personal Code or think of a reason George is emulating an Aaron's Serpent rather than his own Imperator (if we don't later decide on an Aaron's Serpent anyways).
 
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Oh yeah, a servant of the Dark is also likely to look forward to the day when cockroaches and rats rule the ruins of lost humanity's works. But such a Power is unlikely to have any sort of benevolent interest in the Lost of society.
 

Into the Woods

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