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Feir Fireb's Nobilis Game -- OOC
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<blockquote data-quote="Feir Fireb" data-source="post: 2991631" data-attributes="member: 14074"><p><strong>Doors and Windows</strong></p><p></p><p>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).</p><p></p><p>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 <em>always existed</em> 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 <em>like</em> destroying elements of their own Domain).</p><p></p><p>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.</p><p></p><p>I imagine Windows would have a lot of analogous abilities (but with Windows!) and more emphasis on transparancy and vision, less on actual passage.</p><p></p><p>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.</p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="Feir Fireb, post: 2991631, member: 14074"] [b]Doors and Windows[/b] 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 [I]always existed[/I] 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 [I]like[/I] 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? [/QUOTE]
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