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Feir Fireb's Nobilis Game -- OOC
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<blockquote data-quote="cariset" data-source="post: 3026542" data-attributes="member: 43083"><p>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. ;-)</p><p></p><p>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. ;-)</p><p></p><p>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.</p><p></p><p>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...</p><p></p><p>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?</p><p></p><p>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.)</p><p></p><p>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. ;-)</p></blockquote><p></p>
[QUOTE="cariset, post: 3026542, member: 43083"] 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. ;-) [/QUOTE]
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