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Guide to Character Creation

From Nobilis Wiki

Creating a character in Nobilis is quite simple. Each starting character is outlined by 25 Character Points which you can spend freely. Depending on the campaign or the will of your Hollyhock God, Character Points (Cps) can be gained by the end of each Scene depending on how well you played your Character or as a reward for performing dangerous tasks.

Contents

[edit] Nobles

The Sovereigns of the Cosmos, each Noble has almost complete control over their Estate, the pure essence of a concept of Creation, and it's their job to protect what they represent. Their source of power are the Imperators, beings of absolute power and the Incarnations of their own Estates.

Often their Imperators are embodied in Chancels, and as such, Nobles have to protect both their Estates, their Chancels and their Imperators.

Generally Humans or Humanoids in Aspect, Nobles have also inside their Physiology a Fragment of their Imperator's Soul. This Shard contains most of the Noble's Power, but it takes skill for a Noble to nearly fulfill it's potential.

[edit] Purchasing Attributes

Each Noble begins with 0 Levels on each of it's basic Attributes. Increasing an Attribute by one level costs 3 CPs and a character can increase an Attribute to a maximum of 5 Levels, though there are rumors of Nobles that can match in Power with those of an Imperator.

The four Noble Attributes are as follow:

  • Aspect
    • The power of their Body and Mind.
  • Domain
    • The control over their Estates.
  • Realm
    • The influence over their Chancels.
  • Spirit
    • The blazing shine of their Soul and Auctoritas.

[edit] Purchasing Exclusive Attributes

The three Exclusive Attributes are as follow:

[edit] Purchasing Additional Domains

Some Nobles control additional Estates, each Secondary Domain requires an additional CP per Level, which can be used as if it was their Primary Domain. Any Secondary Domain Level can not exceed the Primary Domain Level.

[edit] Purchasing Additional Miracle Points

Miracle Points are the building blocks of a Noble's Power. With them they can cast Miracles that can virtually do anything their wills desire.

Normally each character begins with 5 MPs per Attribute. These are the number of MPs a character can spend per Campaign or Scene and are called Permanent Miracle Points.

A character can increase their Permanent MPs by spending a CP per MP on a designated Attribute. There are no limits of how many MPs a Noble can have on an Attribute but since a Noble is clearly limited by the amount of CPs he can spend upon his creation the number of MPs shouldn't be too high if you decide to build a balanced character.

[edit] Purchasing Gifts

A Gift is a step further in customization when comparing to Attributes. When a gift is chosen, it can do virtually anything, but after it's made it becomes very situational, depending on its function.

Further detail on creating Gifts can be found on its own page.

Each gift costs a minimum of 1 CP while its cost may vary.

[edit] Choosing Your Handicaps

Despite the obvious, choosing a handful of Handicaps can be helpful depending on the situation. When a Handicap hinders your actions or becomes blatantly inconvenient, they give you bonuses that may come from additional MPs that you can spend on the moment or save them for a time of need, increase your maximum MPs on a given Attributes when starting a Campaign or a Scene and even give you additional CPs to spend on abilities.

Further details on choosing and creating Handicaps can be found on it's own page.

[edit] Choosing Bonds and Anchors

A Bond is what your character values the most. This can be any number of things, such as his Family or Fellow Nobles, his Estates, Chancel, Anchors, his Imperator or other intangible values such as hobbies, items, vices, places or people.

Each character has 20 Bound Points which they must divide according to the importance of a given Bond. While this gives detail to your character, a Hollyhock God may give penalties for players who forget their Bonds or chose a less important Bond over a more Important one in any given circumstance they might face.

Anchors on the other hand are more complicated. An Anchor is an extension of your character, and should be treated as such. Neglecting your Anchors just because they aren't as powerful or as cool is wasting a resourceful option when in trouble. Owning many Anchors may allow a character to become virtually omnipresent and omniscient. Anchor can provide additional points of view for a character, even Aliases when they need to remain hidden from the real world.

Further detail on creating and using Anchors can be found on it's own page.

[edit] Choosing a Design

A design is often a Symbol, which in turn can often be a flower or a signet. Symbols should be used to represent your character's estate and even what they represent. You can even sketch a portrait of your character depending on what your willing to do to complete your character.

While this step is not an absolute necessity, further details about customizing your characters can be found in the Book of Flowers.

[edit] Write Down your Wound Levels

Wound Levels are further described in the Aspect page, but it's important to put how much damaged your character can take before becoming seriously injured or worse.

Wound levels may be increased by purchasing points in a Superior Attribute, such as Superior Vitality, above a characters normal Aspect level.

[edit] Create your Chancel and Imperator

Creating a Chancel and an Imperator is much like creating a character. Further information about their creation and maintenance can be found on their pages.