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Feir Fireb's Nobilis Game -- OOC
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<blockquote data-quote="Feir Fireb" data-source="post: 3024716" data-attributes="member: 14074"><p>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.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Feir Fireb, post: 3024716, member: 14074"] 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. [/QUOTE]
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