Nobles generally do not represent an entire aspect as much as a certain
connotation of that aspect. For example, one might be the Power of Night,
but that doesn't mean much. The character could be more attuned:
Choosing an Estate
This is probably the starting point for any character concept since
it is central in defining almost all other aspects of the characters.
A Noble's Estate is so much more than simply a set of powers - it
defines their outlook on the world and represents a fundamental part
of their being. It will shape their thoughts and appearance, not to
mention the way in which others interact with them.
It isn't that the other items would be beyond the governance of the
Noble, but they would not be the primary focus of the Noble and the Noble's
ability would be weaker outside the primary focus. Players may wish to
read through my discussion of Estates
for more discussion on the distinctions.
It is also possible for a Noble to have secondary Estates that mesh well with their primary Estates. For example, A character might have a primary Estate of The Sea and a secondary Estate of Storms. The Noble will not be as powerful in the secondary Estate: some types of miracles will be beyond their abilities. It can, however, be useful. Secondary estates cost the same as primary estates in terms of character points.
All Nobles create a Design or Sigil that signifies their Estates and their personages (if there is a distinction between the two). The primary part of the design will almost always be made of two flowers. (Not necessarily Earthly flowers, but flowers chosen from the innumerably species that exist in Heaven. When the Angels were going about creating the worlds of the universe they found their own powers too great. By channeling their energies through flowers, they were able to gain the fine control needed. Even the Fallen Angels still use flowers in their Designs.) There exists in Heaven a flower for every meaning that can possibly expressed. The first flower in a Noble's design is the flower signifying their estate. The second flower signifies the Noble's view/specific aspect of this Estate. For example, the periwinkle is the flower of memory while barberry represents anger. So the Noble of Memory might use this if their view on their aspect was that old slights should never be forgotten. The book actually contains pages of flowers and their meanings. Moreover, it lists meanings behind petal shape, petal position, whether the flower is open or closed, the number of petals, the leaf shape, the leaf positions, the number of leaves, the positions of flowers relative to each other, the path of the stems, and a half dozen other things. To this end, the Design can reflect a large amount about the Noble and their Estate. Personally, it is probably easier for players to simply state that their Design contains the flower of A and the flower of B with the petals indicating C, the leaves D, and the stems E. Then whatever design the player wants these meanings to look like will be fine.
Player should develop a back-story that includes all these things. Remember,
the character would not have been enNobled if they didn't represent their
Estate at some level. The character may not know exactly why they were chosen
from among Creation, but it does need to be plausible that they were chosen.
Keep in mind that the character will certainly have family, friends, enemies,
business associates, etc., who will wonder where the character disappeared to.
Of course, the character can always come back and explain: "Hi dear. Sorry
I wasn't home for our anniversary but I was grabbed by a host of
demi-gods and turned into the Incarnation of Silverware."
These persons provide possible Bonds and
Anchors for the character, as well as interesting role playing opportunities.
As such, a rough sketch of major people in the characters life should be
imagined.
At the same time, the character's back-story will provide an indication of
what skills the character has and what situations and cultures they are
familiar with. Nobilis characters have no "skills" per-se; this is all
subsumed by the back story. Again, a great deal of leeway is given here.
Some humans are aware of the coexistence of the mythical earth - human
sorcerors exist who can command spirits and elementals. Magic exists in the
world of Nobils, although most people wouldn't believe in it. Creatures from
Faery occasionally visit the earth for their own amusements and humans have
learned the secrets of Glamorie from them. And some few humans have learned
of the Impirators and Nobles and serve them (although the latter are generally
viewed as ammo to be spent at opportune moments by their masters). The vast
majority of humanity lives what we would call a normal life, however. And
can provide interesting opportunities as well; one can imagine the
opportunities of playing a truck driver who woke up one morning to discover
that he had become a living incarnation of the concept of Distance.
Also remember that, while humans are the most common candidates for
enNoblement, they are by no means the only choices. An Imperator can create
a Noble out of just about anything: animals, plants, fictional characters,
mythical animals,... anything. It is not even necessary that the character be
alive at their point of enNoblement - Imperators are well capable of bringing
someone back from the dead to serve them.
Likewise, all Nobles have a true form. For most enNobled humans, this is
a human (maybe with a couple cosmetic differences). Occasionally, however,
an Estate will impose itself on a Noble (or vice versa) and the Noble's
appearance will change dramatically. They can still Guise themselves
to appear human at need (the Guise also changes their size - this way a
dragon could enter buildings) but this is what they really look like. Again,
players should decide what they want their true form to be.
Things to spend character points on:
This is also the time to pick restrictions and/or limits. Restrictions and
limits handicap the character in some way or another. In return, the character
gets miracle points whenever these get in their way.
Restrictions are specific weaknesses that may come up during the game.
Examples include, the inability to lie, being unable to kill, must feed
on human blood, cannot cross running water, can be summoned, cannot leave
an unbroken mystic circle if placed inside, etc. The Noble will gain one or
more miracles points each time they are seriously inconvenienced by these
restrictions. All characters must take the restriction Affiliation and
specify a certain code of conduct. Usually, characters are allied with
Heaven (beauty is the highest ideal), Hell (corruption is the highest ideal),
The Light (humanity must be preserved at all cost), The Dark (humanity should
be encouraged to destroy itself), The Wild (freedom is the highest ideal), or
some other code of the character's choosing (although note that taking an
Affiliation with one of the above factions guarantees you some allies).
Limits are similar, but are more general. Examples include a small Estate
(your Estate is very specific and you have few powers outside it), Hatred
(the citizens of your Chancel hate you), uninspiring, Focus (part of your
Domain or Realm abilities are invested in objects and you are weakened
when these are not in your possession), blind, lame, addictions, limits on
conditions where the character can use their powers, etc. These will result in
additional miracle points at the beginning of each story. (Usually every
session or two.)
Building a Background
Characters are (almost) never born enNobled. It is a position that is thrust
upon them. The Nobles time before their Commencement is extremely important
in determining what kind of Noble they are. First, it indicates
what the Noble was doing during their formative years. Second, something
must have happened during these years that caught the attention of their
Imperator and made it decide to turn them into Nobles. Third, a Noble can
only create Anchors (beings, usually human, that the Noble can possess and
act through on Earth) from people that they either love or hate - there
must be a strong emotional bond and, while Nobles can grow to love or hate
humans after Commencement, a Noble's Anchors are usually the result of their
feelings before being enNobled. Finally, Nobles must choose Bonds. Bonds are
things that the Noble cares deeply about and that attach them to the world.
They can be people, places, trends, ideas, attitudes or anything else. But
whatever they are the Noble will need to protect them (especially from other
Nobles - attacking an opponent through their Bonds is a age old tradition).Choosing an Appearance and Manner for the Noble
A great deal of a character's personality is created before being enNobled.
However, being snatched from one's life and turned into a living
representation of some aspect of reality will be a life shaking process
for all but the most resilient souls. (For some, the mental trauma is
accompanied by physical trauma as well and they spend days writhing in pain
as their body fights with the shard of divinity that has been placed
within them.) A character's personality will almost
certainly be shaped by this experience. Maybe they will start seeing the
world from the perspective of their Estate. Maybe their Estate will force its
views onto them. In either case, there is likely to be some part, large or
small, of the character's personality that is a result of their Estate.Assigning the Points
At this point, players can start building their character's statistics. All
characters start with 25 character points, a level of 0 in each attribute
(Aspect, Domain, Realm, and Spirit), and 5 possible miracle points in each
attribute.
An attribute's level indicates what sorts of miracles a Noble can perform
without expending any extra effort. Miracle points may be spent to go
beyond this level. Characters can hold up to their possible number of
miracle points (although, as they spend them, the number of available points
goes down). Beyond these items, characters may purchase additional abilities
called Gifts. Gifts may allow the character to perform some feat, create
doors between any two points, make the character harder to hurt, give
them an item that bestows some ability, or virtually anything else. Generally,
the more powerful the Gift, the more points it will cost. Each Gift is
unique and it's exact cost will have to be given by the HG (Hollyhock God,
Nobilis's word for the game master).
Special things to note:
Spirit is a multifaceted attribute and deserves some extra comment. It
controls:
In other words, don't ignore Spirit. Better descriptions of what various
attribute levels allow you to do can be found in
Ry's summary of the game.Character Design Summary
To be brief, to build a Nobilis character you need to:
After this, there is still the Chancel and Imperator to design, but these
are done by the group. More on this when I have time.