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Feir Fireb's Nobilis Game -- OOC
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<blockquote data-quote="cariset" data-source="post: 3014704" data-attributes="member: 43083"><p>So yes, Doors. <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>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.</p><p></p><p>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.</p><p></p><p>In terms of stats, I'm leaning toward:</p><p>1 Aspect</p><p>4 Domain</p><p>1 Realm</p><p>2 Spirit</p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>1) Creating illusions of doors or hiding them. Opening/closing and locking/unlocking normal doors.</p><p>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.</p><p>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.)</p><p>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?).</p><p>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.</p><p>6) A door becomes impassable (without the key, of course), or unshuttable if open. Ward doors completely.</p><p>7) Create doorways in non-artificial settings (a door of earth opening out of a hillside). Two-dimensional sideways doors.</p><p>8) Nothing that could function like a door, does. Make a door lead to absolutely nothing.</p><p>9) Control exactly where anyone who goes through a door will come out.</p><p></p><p>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. <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>And at high levels, maybe Major Creations, I'm rather inspired by this:</p><p></p><p><a href="http://www.youtube.com/watch?v=QpdCi5XpCsE" target="_blank">http://www.youtube.com/watch?v=QpdCi5XpCsE</a></p></blockquote><p></p>
[QUOTE="cariset, post: 3014704, member: 43083"] 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: [url]http://www.youtube.com/watch?v=QpdCi5XpCsE[/url] [/QUOTE]
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