|
|
Be assured, recent silence notwithstanding, thoughts have still been ongoing regarding the game.
If anyone has further thoughts on the setting (chancel/imperator) now’s the time to get them out there, and I’ll just devise something from the various threads of thoughts going. If anyone has any major objections to New Orleans as being linked to the setting then now’s the time to say. The more you say now the more you shape what we all end up with.
Right, below should be the last bit of the character creation. It’s the less central stuff, so it’s not necessary for it to be fully completed, and ALL this stuff should be flexible enough to accommodate more development once the game’s started, which I think we should do sooner rather than later. But it would be nice if everyone had the basics down, even if they’re not fully fleshed out (some people are there already, which is great). Ok:
Anchors
Spirit represents the numbers of Anchors that you can have in the world, plus one. You don’t have to fill the slots for the sake of it. The requirement in bonding an Anchor is fundamentally that the Noble must love or hate the Anchor in question, and act appropriately – if your beloved Anchor is about to lose their job, at the least you’d be expected to be sympathetic, and possibly do something about it. In return you get to interrupt their lives at various points. What I’d be looking for in a description of an Anchor is 1) The Noble’s attitude towards them, 2) Their attitude to the Noble, 3) A short biography/list covering at least name, age, gender, profession, and location. That’s it.
Bonds
Bonds are a simple way of thinking about what the character finds important. Anyone attacking the noble is most likely to do so through their bonds, which might and often will include the sanctity of their Estate, and/or specific functions associated with the estate (like personally learning more secrets), Affiliation, Anchors, their Chancel or parts of it, other loved ones, relationships or principles. You don’t know have to use those, and it would be interesting to go beyond them. Anyway, you should divide 20 points into values for each concept you pick. If you don’t make it up to 20, then leave it and you can add to it as you get a grip on the character.
Handicaps
Handicaps don’t add to your character points at the start of the game. They do add to your miracle points mid-game. Once you realise all the things you can’t do without expending miracle points, it will become clear firstly how important it is not to spend them needlessly, and secondly how important it is to have a method of speedily replenishing them. Ones that add to your stock of replenished miracle points at the start of each new story will for this game also add to your starting miracle points.
Limits adversely affect your basic traits, like Aspect, and add miracle points to the trait of your choice at the start of each story (not session).
Restrictions affect the Powers in more general ways, and generally add miracle points to the trait of your choice as and when they come up during the game. Being chased by multiple Excrucian-shards towards the river but can’t cross running water? Have some miracle points. They might help you avert your fate.
Virtues Not every character will have these. These are virtues which the Power does not just have, but which is an actively miraculous force in their character. If a character is loyal, then nothing can force that character to break their bonds of loyalty, or be tricked into doing so, and they will intuitively know which actions will be in accordance with their virtue. If they have been charged with protecting the entrance to their chancel by their Imperator, they will do so even in the face of certain death, and when the best course of action might be to “tactically withdraw” and regroup. Which less loyal characters might do, leaving those less flexible in their loyalty on their lonesome. In which case they will be rewarded with a miracle point. Note that Virtues can also be negative virtues, like secretive, cruelty or greed.
Affiliation All characters have these. High service to the principles of one's affiliation gain you miracle points, disservice loses you them. This will mainly be by following the codes of each Affiliation in the book, though you're free to choose personal codes as well.
Designs
Trickier to do in text perhaps, and pretty much optional. The Nobilis each take to themselves a floral design which represents their Estate and their Affiliation, which consists of two twined flowers (occasionally incorporating Tarot or other symbols) on a background. It’s up to you if you want to put these into play, it’s maybe more pertinent to understand that flowers are a central conceit of the Nobles worlds, and assume that each one has a specific design. Of course if we’re going to have a garden chancel you might want to specify that the garden of heartache is filled with flowers of a specific meaning; there’s tons of info in the book, but I’ll leave this one mainly up to you. |
|
|