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Feir Fireb's Nobilis Game -- OOC

The character ideas I'm leaning towards right now are a Noble of Doors, or perhaps Windows. (Names will come later; I'm slow at them.) I'm still pondering various personalities to go with that, but I'm leaning toward a Wild affliation, and probably having the Domain attribute be the highest. My thoughts are that he'd have a certain amount of tension and paranoia (not quite jittery, but a compulsive worrier), and be most comfortable when on the move...

Thoughts? An advantage of going for "windows" would be that we'd frequently get to mention autodefenstration... ;-)
 

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Doors and Windows

Either of these would be fine. They have a lot of potential from both a literal and metaphorical point of view, which makes them great domains in general. Start thinking about what you want your character to be able to do (and with how much difficulty) in order to better define the scope of your Domain but also to provide a symbolic focus. For example, Doors might symbolize beginnings and endings (Janus), Windows might symbolize perspective or longing, both might symbolize escape, or possibly imperfection (holes in solid structures).

The Wild is fine. Remember, you don't have to pick a particular affiliation just because other folks are leaning towards it. That'll certainly color your attitude towards doors. One of the odd things about the Wild is that its Domains tend to be primordial. Thus, even if a Dominus of the Wild's Estate is something artificial (like trains, say), the idea for trains has always existed even if people haven't made them or thought of them yet (or if the Imperator hasn't yet deputized a Noble). Rather, they come to people in dreams and haunt their imaginations until someone finally builds one. Doors and windows, of course, are rather more primordial than trains in real life (and more obviously naturally occurring). But it's something to think about. Oh, and Destructions of Doors may well violate the first point of the Code of the Wild every now and then (not that Nobles generally like destroying elements of their own Domain).

Some ideas for Doors' abilities could include: 1) creating a semblence of a door where there is none. Making an obstacle feel more passable. Create a sense of forbidding in an otherwise unblocked passage. 2) Know how to get through a given door, or what's on the other side. Know where a given door was made, or the last door that a given person or object went through. 3) Bolster a door's ability to stay locked, to stay open, a particular aesthetic quality of it, or the strength of its slam. Keep a new opportunity around for slightly longer. 4) Make a new door (or some part thereof, including its slam or a lock), any kind you can reasonably imagine. 5) Look through a Door and see the image of who killed JFK or Jimmy Hoffa. Make a door that doesn't go anywhere, or create passage through a wall without the physical trappings of a door. Seal a given door up. 6) Create a door that skitters along the wall away from people whom you don't want to pass. Make a door that can reproduce and play chess, or one that devours and digesets passers-through. Forever secure a property of a given door. Deny a foe passage through any and all doors across the world. 7) Create a building entirely of doors, put handicapped entrances on every building across the world, create a door that leads anywhere, or replicate the action sequence at the end of Monsters, Inc. 8) Destroy all doors everywhere (or just the red ones). Forever seal a mighty portal. Make the St. Louis arch a symbol of forbiddence to those passing West. 9) Doors are now a species of insect that flies around like a helicopter and shoots tiny missiles. They open their mouths wide to grant passage. If they're generally uncooperative to mortals, this probably increases Vermin's importance massively.

I imagine Windows would have a lot of analogous abilities (but with Windows!) and more emphasis on transparancy and vision, less on actual passage.

More metaphorical applications are also possible, but we ought to be careful (for example) not to steal Good Fortune's thunder too much if we delve into the realm of opportunities. It's a valid approach to explore, though.

Whether or not you want your Domain to include a particular acid rock group circa 1970 is up to you. Or you could just bring them back to life and make them ministers in your Chancel :)

I'm guessing you're probably already considering a lot of the following, but useful background reminders for everyone: why (in this case) jittery? Why a compulsive worrier? Something from job or family background? What has he been doing as a mortal and who's a major influence on his life (friends, family, associates, enemies)? How old is he? What does he look like? What has he wanted out of life up 'til now? If he has a high Domain, how will this affect the impression he leaves on people?
 

So yes, Doors. :)

Let's call him Jeremiah Franklin for the moment (although George and Jeremiah sound enough alike that I'm thinking of changing that). He was born in 1977 and grew up lower middle class, in the "scraping by" sense. He managed to graduate from high school - he's bright, but unfocused, and has a hard time paying attention. He'd always had a knack for machinery and tinkering, which he parlayed into a job as an auto mechanic at a shop that the father of a friend of a friend owns. He does good work, but needs constant supervision or he'll lose interest in the task at hand and find something else to fiddle with. As a result, he bounced in and out of that job a few times, and has developed a nervous tick of looking over his shoulder to see who's watching.

He sometimes worked as a night-time security guard at an airport, between and sometimes during his stints as a mechanic. He was fairly lucky that he made a good first impression, and that nothing ever happened on his watch, because he most likely wouldn't have noticed or have been prepared. Instead, he spent his time reading an eclectic variety of books and daydreaming. Lately, though, he's been taking night courses at the local community college in a wide variety of subjects, because he's been trying to "do something with his life" (his mother's words). He' does fairly well in the courses, but has yet to actually complete one, because he always transfers his interest to something else and drops out. He never really figured out what he wanted out of it all, and then he was enNobled and it ceased to matter in quite the same way.

In terms of stats, I'm leaning toward:
1 Aspect
4 Domain
1 Realm
2 Spirit
and 1 point of an as-yet-undetermined Gift. He's definitely Aspect 1, and high Domain. Realm doesn't seem as definitive, but a little extra Spirit sounds like his sort of thing.

In terms of what Doors would cover, I'd been thinking that physically, they'd be: constructed, more passable than the surrounding area, not necessarily closeable. Arches and gates would fit, but two trees growing together wouldn't, nor would a completely natural tunnel in a cave. I haven't quite worked out what the symbolic portions would be.

As for Miracles, here's some of the stuff I was thinking of. Some of it might be a bit too strong, though... What do you think?

1) Creating illusions of doors or hiding them. Opening/closing and locking/unlocking normal doors.
2) Know where doors lead, be able to tell what's on the other side of a specific door slightly better than if listening at the door or peeking through a keyhole. Know who's passed through a specific door last, and how to open/close/lock/unlock them if it's not mundane.
3) Keep doors open or closed, resist supernatural tampering. Keep people safer in doorways, such as during earthquakes. Make doorways less passable to the undesirable (vampires, etc.)
4) Create normal doors and door features (locks, viewholes, bars). Create a link between two doors, even if they aren't physically adjacent (although the doorways may be difficult to pass) (maybe this should be level 6?).
5) Remove doors as though they never existed. Sever the link between the two sides of a door, causing them to lead only to themselves. Make it so that nasty things happen to people who travel through a particular door. Find the next door that someone will pass through, or who the next person to pass through a door will be. Tell what changed about someone when they pass through the same door twice. Listen at all doors and peek through all keyholes to find something.
6) A door becomes impassable (without the key, of course), or unshuttable if open. Ward doors completely.
7) Create doorways in non-artificial settings (a door of earth opening out of a hillside). Two-dimensional sideways doors.
8) Nothing that could function like a door, does. Make a door lead to absolutely nothing.
9) Control exactly where anyone who goes through a door will come out.

The thing that appeals the most is him being able to travel very rapidly through normally-unconnected doorways. Maybe he has to go through a lot to get where he's going, though, like Amber shadow-walking? I have a mental image of him walking through room after room, all over the world, going from a hallway in a NY hotel to a basement in France to a temple in India to an alley in Australia, all to be able to walk in the door of his favorite restaurant across town. :)

And at high levels, maybe Major Creations, I'm rather inspired by this:

http://www.youtube.com/watch?v=QpdCi5XpCsE
 

My oh my! I hadn't checked in a few days since I'd figured that I'd be getting automatic instant updates. But for some reason I wasn't. I'll try to get some commentary on this ASAP.

Briefly, this is all good stuff. Of course, this my gut says that linking two unconnected doorways is more level 6 than level 4, but that may be a matter of scope, i.e. lesser miracles tend to be limited in power, space and duration. So maybe a sort of short-range "dimension door" effect would be lesser creation (4) but a "gate", whether permanent or temporary, would be greater creation (6) and up depending upon whether it just leads somewhere else in this world or someplace deep and difficult to get to.

Definitely think a little on mystical and symbolic associations a bit, but we can move onto other things if you think they'll help you flesh that out. And of course you can do more than the stuff you've listed, that's just to get an intuitive feel for things.

More thoughts on gifts and other appropriate things later. Durant is always nice (gee that coup de grace hurt a lot, I'm a bit angry!), as is Immutable . Of course, we could always come up with something weird and unique for 1 CP (or even something so mundane as "Invisibility" or "Petrify with a Look"... D&D monster abilities are your friend for 1 CP ideas!). I'm tempted to say that you can probably already use "Gatemaker" as part of your Domain (it's a Lesser Creation of Passage) so you don't need it. You might try "Wayfinder", or you maybe even the second part of "Worldwalker" (the latter of which you'll probably be able to approximate at least to some extent). Last but not least, you could always buy another Miracle Point.

"Inability to Concentrate" or something similar ("Flighty"? "Absentminded"?) would make a good Restriction.

More thoughts later.
 

Also remember that "change" miracles are extremely versatile! You can do some really weird things with Doors using a change miracle, with the scope limited by whether it's "lesser" (6) or "greater" (9).

Oh, and I made a mistake or two in my previous post: "greater creations" are level 7, not 6. But looking at the example of "Roads", redirecting a road so that it leads somewhere new is a "lesser change", level 6, so on second thought I would expect similar guidelines for "Doors". This level of difficulty (2 MPs at Domain 4, a "Hard" miracle) would actually make those other gifts (or something similar) worthwhile.
 

I think that since this is central to your character concept and you're spending the big bucks to be a Duke, I'm going to go with my earlier interpretation: creating a door (or a link between two doors) that travels some fraction of a mile and is of limited duration is a Lesser Creation. Deliberately going to Paris from New York is Greater. What helps me tie this down is that I think that one of your unspoken symbolic ties is 'passage' or 'movement'. But let's say that's just in keeping with your ultimate purpose, not the method: if we give you some sort of "Inexact" Restriction that frequently sends you every which way but where you want to go, I don't think the details of ending up in weird places all over the world is problematic. In fact, if it puts you in really hot water or delays you significantly when you're in a rush, you could get a Miracle Point for it.

Several of your higher-level miracles could easily be lower-level, BTW. If a miracle is specific, local, mundane, of limited duration and (in the case of Divinations) doesn't tell the future, or some definitive combination of several of those, it's generally Lesser. Creating a door in a natural setting should be fairly trivial for a Duke, level 4. For level 5, Lesser Destructions generally means you're destroying some part of the door (including its purpose or another part of its nature) rather than simply using them destructively. Making a door generally destructive is likely to be a Lesser Change, level 6, unless you're destroying something typical to a door that lets it grant safe passage. Ghost Miracles (level 1) are truly insubstantial. I doubt they could even open a real door. That said, you could probably open a door pretty trivially as a level 3 or 4 (preservation of the door's ability to open or creation of openness, only an issue for a Duke if you need to do it inside another Noble's Auctoritas). All of this said, I think we have a good sense of what you ought to be able to do easily and what will come with some difficulty and can hash out more of the specifics in play.

Also something I neglected in my example characters, think a little bit about why he resonates enough with Doors to attract the attention of an Imperator. Maybe in his case, doors symbolize surprise and redirection?

From here we'll need a 1-point Gift or extra Miracle Point, some Limits, Restrictions and maybe a Virtue (if you want any of these), 20 points worth of Bonds to delineate what's important to Jeremiah (or whatever his name ends up as) and as many as 3 Anchors. Descriptions of Bonds and Anchors don't need to be more than a sentence each but we do need some sense of who and what matters to your character.
 

Hm, with regards to Gifts, it sounds like "Gatemaker" and the second part of "Worldwalker" are things that he could do, if perhaps not always for free, but that Wayfinder could be really useful. Or, alternatively, it might be more interesting *not* to have it. ;-)

I'm also halfway tempted to drop a level of something and go for the full version of Perfect Timing, where he'd "transcend linear time"... That sounds like a particularly amusing conceit. ;-)

As for restrictions, I'd been pondering whether "Cannot Enter a Home Uninvited" or "Summonable" might make for an interesting combination, but that's going to take a bit more thought. And along the lines you were thinking, maybe "Easily Distracted" or "Lack of Focus" would work.

On the subject of "what's possible for free", I'd prefer if there were some sort of more conscious direction involved (although maybe that's what you meant)? Maybe something where it's easier to go someplace more familiar, but harder to go someplace unfamiliar, measured in the number of hops, where each hop is in some way slightly closer (whether physically, environmentally, thematically, etc.). So it would be possible to travel to and from an Anchor's home in 3 or 4 hops (which wouldn't be through any predictable place, so there's still an opportunity for bad stuff to happen), but going to somewhere that's completely unfamiliar and warded might take an indeterminate amount of time that's longer than any single game session (making it better to just spend the points and be done with it). Does that sound reasonable? I think fundamentally, in character terms, I'd like him to feel in control of this power, even if it's inefficient and could get him killed...

The way I'm picturing it working, inside his head, is that to start the process, he'd walk up to a door with an idea in his head of where he wants to go, and enter. He'd come out somewhere else that's probably unfamiliar, and have a sense that one of the nearby doors will take him closer to his goal. So he goes through that door (assuming nothing stops him), and the process repeats until he eventually gets where he's going. Maybe he's got a vague sense of how "close" he is, but it wouldn't be good enough to tell which is the last door until he was actually through it. What do you think?

And for the mythic associations, "passage" is a good one; I'd been thinking of things like "rites of passage" and so forth. Bottlenecks, gateways, flow control, transitions from one state to another. Things like academic exams, commitment ceremonies, and so forth. I think there's also probably an element of an artificial or formalized interface between two things. For instance, I'd lean *slightly* toward saying that he could inherently stop the Persians at Thermopylae, but it's iffy, at least in my current thoughts. (It would also be possible to create a physical gate at a narrow enough point in the passage (assuming there is one) and then make it impassable, but IMO it's more interesting to ponder whether the geography is distinct enough to provide inherent authority.)

And on that sort of note, I think the thing that made him resonate most strongly with doors (at least, of the people in the vicinity) was that he had his foot in so many, and yet hadn't gone through. ;-)
 

Bridget Murphy, Our Lady of Vermin

Bridget "Red" Murphy has had a hard life. She's in her mid 40s, but looks to be in her late 50s. Born to a large upper lower class family, she grew up on the south side of Chicago. She went to public school and was an average student, clever but not smart; although while there she served a fair amount of detentions / suspensions for tardiness, truancy, fighting, talking back, etc.

She worked as a waitress and alientated her family by marrying "A Beaner" (a Guatamalean immigrant named Herbierto). She had three daughters and things went well until Herbie had an accident at his job. He lingered at the hospital for several days before dying.

After the funeral, Bridgett tried to keep things together, but it was just impossible. Her family still wouldn't talk to her and her wages + public aid just wasn't enough. The medical bills from Herbie's accident were huge and the hospital was ruthless. She took to the bottle. One thing led to another and DCFS took away her kids and she ended up on the street.

She survived on the street for many years. She's been assaulted, spit on, insulted, ignored, and manhandled. She's been in and out of a variety of underfunded and/or corrupt rehab clinics. She's done a bit of jail time for petty theft and vagrancy. She spent most of her time in the bottle, panhandling, doing odd jobs, pretty much anything. Her life finally took a turn for the better when she found Nowhere.

Nowhere is a decrepit, rat infested warehouse on the near west side. It is a sort of commune for street people. It had been started and "run" by an ex-Black Panther named Robert "The Breeze" Taylor who had also fallen up on hard times. He invited her in, helped her crawl out of the bottle (mostly) and helped her trust and respect people again. The people of Nowhere looked out for each other and protected their squalid little piece of heaven and after The Breeze died, the commune just kept running. They kept it to about 15-20 people, Red being their token cracker. It was the closest thing she had to a family in a long time.

Enoblement
Nowhere was turned into a chancel one fine morning. Bridgett awoke to find an angel standing threateningly above one of the Nowhere residents. Righteous fury took over and she attacked without thinking. The imperator was angry and amused by this, but saw that it came from a deep sense of justice and concern for her comrade and enobled her for that sentiment. Bridgett's alignment is that of the Angels. That being said, she doesn't like her Imperator all that much. She doesn't think it knows what suffering and pain is and views him more like those faceless angencies and judges and corporations who were always trying to "help" her. She can't argue that people need help, but doesn't think that anyone who hasn't been in the trenches can really get it. Her model for helping people is The Breeze who...in her mind...has risen to nearly demigod status.

Personality
Bridget is headstrong and judgemental, but is also kind. Having spent so much time in such a small world (just herself and her survival and then Nowhere and its survival) that she has trouble seeing the big picture. She's quick to act and would rather do SOMETHING NOW than ponder on what may be the RIGHT thing LATER.

STATS
I leave it to you, Pete, to assign them where makes sense. Let me know if you need me to answer questions to help you figure it out.

MIRACLES
I've had several thoughts. Let me know what grabs you.

- Hard to kill, but always sickly = Like most vermin, she's hard to eradicate. However, being on the edges of society, she's not the healthiest looking / sounding. Maybe she has TB of sorts.

- Eat anything = Maybe its part of the above. But she can eat pretty much anything and survive on it. She can also have it taste pretty much as she wants it too.

- Command Vermin = well, that's the obvious one. She can talk to and order about Rats, pigeons, cockroaches, etc. (should we define what are vermin and what are not?)

- Find the Lost = Things that have been lost or discarded become easy to find.

- Lost in the Crowd = It isn't invisibility per se', but more like People ignore her, they don't want to see her, so they don't see her. She'd stand out like a sore thumb in someplace she obviously doesn't belong...but in a crowd or alone on a street, she's hard to see.

- Mile in my shoes = She can make someone live a whole lifetime of hunger and suffering in a few moments or hours. I'm picturing this to be a sort of 3 ghosts of christmas type power. It may be linked to her domain somewhat.

Does she need more? Less? Do you have any thoughts?


Her Domain

I would like Nowhere to be a sort of Faerie hole. Time is screwy in it. I liked your idea of the Servants being stockbrokers and bankers and the like. I'd want it to be tied to the Mile in My shoes...ie she selects particularly uncharitable people and hits them with the miracle. They're transported to Nowhere, where their mind lives the hard life that she and others have lived, but their bodies are there to do menial tasks and the like. They may spend years in Nowhere, but when transported back it has been no time at all.
 

cariset said:
The way I'm picturing it working, inside his head, is that to start the process, he'd walk up to a door with an idea in his head of where he wants to go, and enter. He'd come out somewhere else that's probably unfamiliar, and have a sense that one of the nearby doors will take him closer to his goal. So he goes through that door (assuming nothing stops him), and the process repeats until he eventually gets where he's going. Maybe he's got a vague sense of how "close" he is, but it wouldn't be good enough to tell which is the last door until he was actually through it. What do you think?

This is basically how I picture it, too. I suggest, however, that there probably any correlation between familiarity and time taken ought to be fairly low. To a large exent by being a Noble, and especially by being a Duke, you are the concept of Doors. As a Duke, when people meet you they'll remember less of how you looked (though that's important to work out) and more, for example, a sense of movement and transience, the way you fit into the surrounding environment, and (if you're feeling persnickity) obstruction. While Nobles with less a connection to their Estate might find their Domain elusive or slippery, Dukes generally don't. With that in mind, being able to create these links between doors and the weirdness involved in exactly pinning things down probably says something very fundamental about the nature of Doors and about you as a person. You're about as familiar with Doors in general as you are with the back of your hand. You're about as 'at home' with any given door as you are anywhere else (granted, some of them might be like annoying relatives, a horribly unkept attic, or a plumbing problem, requiring more personal effort [and MPs] to deal with). So not only would a certain amount of randomness make sense, but it could help me rein in a somewhat loose rules interpretation when necessary. For larger distances and more mystical destinations, of course, you'd need more powerful miracles. Does this make sense for you? Does it work for you?

For restrictions, "Cannot enter a home uninvited" could work, but remember it may affect "door jumping" pretty adversely! "Summonable" is, of course, always a fun one. I would suggest a restrection dealing with your character's attention lack of focus to be kept distinct from his inexactness with Door miracles (do you want the latter to extend beyond "Door Jumping" in any way?). A limit that might be appropriate if it appeals to you: Uninspiring, 1 MP for Spirit 2 or higher. Your Spirit is great, but the fire does not show enough to sway others. A restriction that migth be interesting: Ceremonial. One can think of all kinds of things that a Power of Doors might be called to do on a regular basis.

It'll take you 5 points, not 4, to get the more expensive version of Perfect Timing, so it'll cost 2 levels of abilities. By dropping 1 level, you could get the lesser version of Perfect Timing and have 3 points left to spend on one or more other things.

Great ideas, all around.
 

Quite generally, this stuff rocks. Great background.

Thoughts on Affiliation/Imperator: whether or not your Imperator is actually an Angel is something you'll have to work out with the other players. That said, it looks like it would work well for the concept of George McGinty, and mmeubiquitous' character will follow the Code of the Angels. So we should see what cariset and Cerebral Paladin think of this, as a Wildlord, True God, or even an Aaron's Serpent might still make sense. But if they're okay with this, we'll go for an Angel. If not, there are other ways that Bridgett could easily have come into contact with a Power of Heaven and embraced the Code of the Angels.

Yellow Kid said:
- Hard to kill, but always sickly = Like most vermin, she's hard to eradicate. However, being on the edges of society, she's not the healthiest looking / sounding. Maybe she has TB of sorts.
Easy enough: 6 Character points, Immortal! You cannot be killed, you cannot die of old age or pretty much anything else. You have the tenacity of the cockroaches, and when nuclear war comes, the only things left will be them and you. You can pretty much only die if your Imperator is slain or by some very rare Excrucian methods. Immortality is a little weaker outside of Earth. Do you want to be able to commit suicide or to have some particular circumstance able to bring about your death? You should specify whether you can actually suffer injuries (for dramatic/cosmetic purposes). Spiritual injuries are always still possible.

The TB we could play as a Limit if it's more or less constant and predictable: It would never actually hurt you, but you cough like mad. You could be an actual carrier of TB or just bear the symptoms. You'd add a Miracle Point to your default 5 for one attribute of your choice. Or we could play as a Restriction. Any time it severely interferes with something you need to do (makes important physical or social action difficult, makes you stand out when you don't want to be seen, maybe even disease spreads to someone important) you would gain a Miracle Point.

Yellow Kid said:
- Eat anything = Maybe its part of the above. But she can eat pretty much anything and survive on it. She can also have it taste pretty much as she wants it too.
This can probably go along with Immortal. Certainly nothing would poison you or make you ill. Some things might be hard to bite or chew, but if your Aspect is decent, you'll be able to bite or chew anything any human could and then some. I'd also suggest that decent Aspect would allow you to trick yourself into thinking something tasted differently than it actually did. The Domain of Vermin or the Lost probably couldn't cover that, and it's such a minor power that if the 'Aspect' interpretation doesn't work for you, I think you can have it for free.

Yellow Kid said:
- Command Vermin = well, that's the obvious one. She can talk to and order about Rats, pigeons, cockroaches, etc. (should we define what are vermin and what are not?)
I don't think we really need to define Vermin too tightly. If it's pretty obviously a small pest in some way, it counts. I think, given the character concept, I'll allow any severely marginalized human to count as well. What's a little bit tricky is how we want to do this with game mechanics. If we try to do it with Domain, Level 1, Ghost Miracles would cover things like creating illusory swarms of vermin or make something seem more vermin-like. Level 2, Lesser Divinations might allow you to talk to Vermin but they might or might not listen to you. Lesser Divinations could also make it easier for you to figure out what would be the best incentive to get a given rat to do something. Level 3 is lesser preservations, things like make a cockroach truly impossible to kill or a swarm of mosquitoes extremely effective at sucking blood. Make sure a rat-infested building will stay that way. Level 4 lets you locally create vermin (or elements thereof) in large or small numbers. I think this is the point at which you could really say 'I'm going to create a critter that knows to do my bidding'. It's not until you get to level 6 that you get Lesser Changes which is where I'd expect you could get rats to arbitrarily do your bidding, so it would be a costly effect even if you had high Domain. Of course, you could save up for a Word of Power (8 Miracle Points and a Terrible Wound) or a Deep Miracle (4 MPs) if you had Level 5 Domain, then you could work a level 9 miracle to make it so all vermin can listen to or obey you by default.

There's a simple way of doing this, though: If you take the Sovereign's Gift (Mastery), 3 character points, you can pretty much command vermin as you please. Rats will obey you as their master, regardless your ability to work Domain miracles.

Yellow Kid said:
- Find the Lost = Things that have been lost or discarded become easy to find.
This seems rather conceptually different from vermin in many ways, so I'd suggest buying a second Domain. Secondary Domains cost 1 point per level rather than the normal 3.

Yellow Kid said:
- Lost in the Crowd = It isn't invisibility per se', but more like People ignore her, they don't want to see her, so they don't see her. She'd stand out like a sore thumb in someplace she obviously doesn't belong...but in a crowd or alone on a street, she's hard to see.
This you basically get for free with Aspect 2 or higher. It's called 'guising' and it allows you to take on an appearance that allows you to perfectly 'fit in' with the highest life form in the area (usually humans).

Yellow Kid said:
- Mile in my shoes = She can make someone live a whole lifetime of hunger and suffering in a few moments or hours. I'm picturing this to be a sort of 3 ghosts of christmas type power. It may be linked to her domain somewhat.
You could do this with Ghost Miracles, I think, though not in a few moments: that's way too much stuff to pack into a short amount of time for such a weak miracle. If you want 'moments', you'll need a pretty high Domain or to spend Miracle Points when you want to do it.

Yellow Kid said:
I would like Nowhere to be a sort of Faerie hole. Time is screwy in it. I liked your idea of the Servants being stockbrokers and bankers and the like. I'd want it to be tied to the Mile in My shoes...ie she selects particularly uncharitable people and hits them with the miracle. They're transported to Nowhere, where their mind lives the hard life that she and others have lived, but their bodies are there to do menial tasks and the like. They may spend years in Nowhere, but when transported back it has been no time at all.


Putting all of this into one coherent package is a little tricky. If you have a lot of little things that you want to do, you won't be exceptional at anything.

Here's what I suggest:

Aspect 2 (6 cps), Legendary
Domain 1 Vermin (3 cps), 1 Lost things (1 cps), Baronet
Realm 2 (6 cps), Realm's Heart
Spirit 0 (0 cps), Candleflame

Mastery (3 cps)
Immortal (6 cps)

With Aspect 2, you'll be able to guise and have mental and physical abilities on par with world record breakers. With miracle points, you can do considerably more.

With a Domain of 1, only Ghost Miracles will come to you without effort. Lesser Divinations (such as finding lost things and learning from vermin) will cost 1 MP, Lesser Preservations 2 MPs, Lesser Creations, Lesser Destructions and Greater Divinations will be 4 MPs. Anything more would be a Word of Command.

With Realm 2, Ghost Miracles and Lesser Divinations of the Chancel will be free. Lesser Preservations will be 1 MP, Lesser Creations 2 MP, Lesser Destructions, Greater Divinations, Lesser Changes and Major Preservations will be 4 MP. Anything more will be a Word of Command. You would also have a Realm's Heart, a thing at the mystical heart of your Chancel that would always keep you aware of your surroundings. I suggest this level of Realm because though it is still fairly low, everyone else in your Familia has even lower Realm. It would make you foremost of your Familia in your Chancel. You would have more say on what the Chancel is like and allow you and your Familia to buy nifty properties for it. When other Nobles interact with your Familia, they would pay you the most respect and attention. Your servants will also better respect you, and you will have more power over them, easily keeping tabs on who needs to be nudged in the right direction.

With a Spirit of 0, you have have an Auctoritas of 0 and up to 1 Anchor. The Simple Rites of the Nobilis are difficult and ineffectual for you. You've been beaten down by life, but you're not out of it yet. You may be stubborn, but you've been on the margins of society for so long that it's hard to grasp the nature of others' souls, let alone the Imperator-shard within you.

With Mastery of Vermin and the Lost, you can control the lesser motions of either, including commanding your servants to do your bidding or even using them as minor projectiles.

As an Immortal, you pretty much can't be killed. It's costly, but it's a huge advantage and would even make having a very low Auctoritas bearable.

Things you might consider changing with this set-up: if you don't want the Realm advantage, you could drop your realm to 1 to put more points into Domain, making Lesser Divinations free. Or if you're okay with doing a little 'negotiating' with Vermin to get them to do what you want, you could drop 'Mastery' and boost your Domain. Or by dropping 'Mastery', you could boost either your Realm or your Spirit by 1 if you like. If you think Immortal is overkill, you could drop it and get a combination of 'Durant' and 'Immutable' for 1 CP each instead. You'd be difficult to kill by violence or the elements (instead of nigh impossible), but it could be done by even mundane means. And it would free up 4 CPs to put elsewhere, such as Domain or Spirit.

Suggested Handicaps:
Disabled: Tuberculosis (Limit, 1 MP, possibly a Restriction as well)
Alcoholism (never really kicked the bottle, just ran out of booze money), (1 MP Restriction)

Ideas for other possible handicaps:
Doomed (some day, TB will claim her life despite all her Immortality), (Restriction that gives 3 MP every time you need to avert the final doom)
Cannot Enter a Home Uninvited (still just a bum on the street...), (1 MP Restriction)
Revelatory trait (a small swarm of worshipful vermin could be constantly crawling under her clothes. It doesn't 'bug' her, but occasionally they get out and people realize she's more than human), (1 MP Restriction)

Do you want a Virtue of some sort? Can you think of a single defining trait that will simultaneously be a hinderance and an asset?

Aside from this (once you've figure out what you want to go with), you still have 20 points worth of Bonds to assign and possibly an Anchor (maybe more if you boost your Spirit a bit). If you ask, I can assign some sample Bonds, too, but you know her priorities better than I do. Likewise, I could suggest some Anchor candidates.
 

Into the Woods

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