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.