Nevermore:Erin Doucet

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Erin Doucet, the Baronet of Wind[edit]

Erin is a character in the Nobilis game, Nevermore.

Background: Erin is a woman of 27 years who grew up in the South. She is the younger of two sisters: her older sister Rebecca is only 18 months older than Erin, and Erin was an unplanned birth. For the last ten years or so, Erin has harbored suspicions that she is the result of an affair between her mother and an unknown man.

Erin has always sought a degree of isolation. She never got along well with most people, fighting with other children when she was young and simply withdrawing when she was older. The only people she's maintained a relatively close relationship with over the years are her nuclear family, though others have drifted into and out of her life, including Espejo, whom she briefly dated.

In her teenage years, Erin developed a love of sailing which has proven her dominant interest in her adult life. Her pride and joy is a 38 foot yacht, the Wake's Waft. She has an undergraduate degree in marine biology, and has worked in the boating industry since college.

Erin was in the process of moving the Wake's Waft to a new, hopefully safer berth a couple of days before Hurricane Katrina was expected to hit, when she was caught up by something. She's not entirely sure what happened -- she just seemed to forget about the urgency of the trip and got caught up in the fun of sailing, and the next thing she knew, more than a day had gone by and she was overtaken by the storm...

Appearance: A skinny, athletic-looking woman with a skin tone dark enough to suggest either some minor non-caucasian ancestry or a lifetime in the sun. Her short, curly dark-brown hair is usually pulled back away from her face. She could potentially be pretty, but usually looks severe. Her best feature is her penetrating brown eyes. She smiles rarely.

Disposition: Erin is modern in orientation, uncomfortable with her new role as the Domina of Wind, and self-reliant to an extreme. She is charmed by unfeigned altruism, and, while not a terrible person herself, surprisingly comfortable around the dregs of humanity.

Design: Six blue flower petals, free and seperated from each other, blown as if in the wind.

Attributes[edit]

Aspect 2 (Legendary) [5 AMP]
Domain 1 (Baronet) [5 DMP]
Realm 1 (Radiant) [5 RMP]
Spirit 2 (Incandescent Flame) [5 SMP]

Gifts[edit]

Elemental
Omniscience of Air
(Greater Divination of Wind/Simple/Almost Anywhere/A wide variety of situations/Uncommon = 5 points)
Erin can, with a thought, divine a startling amount of information from minor changes in air currents. If a mouse is on the move fifty miles away, the slight air currents it makes are Erin's to read. If someone is speaking at a whisper, the words will still reach the mistress of Wind. Weather is hers to divine for the next day or two at least. The limitations of this ability are mostly those imposed by Erin's still fairly prosaic worldview -- she can not divine any information that could not reasonably be carried by the air (such as color or texture), and anything that happens without an unbroken air connection, such as from inside a relatively airtight building, is invisible to her. The information from further sources may also be slightly out-of-date by the time the wind carries it to Erin, but her range is extremely long -- she has divined the location of a person 1,000 miles away.

Bonds[edit]

Her family (Her sister, Rebecca; her father, Henri; and her mother, Rachel): 4
The sanctity of her estate: 2
The conception of her estate: 5
Her sailboat, the Wake's Waft: 4

(The sanctity of her estate is the sense of "people besides natural forces, Erin, or Erin's Imperator don't get to mess with Winds." The conception her Estate is, "winds purify and cleanse, blowing away corruption -- sometimes at great cost." So it doesn't really bother Erin a whole lot if someone else horns in on Winds if they do so in accordance with her thematic sense of what wind does. If she's brought face to face with the fact that winds aren't always as purifying as she thinks, it bothers her a lot. If someone else is messing with them in order to mess with her conception, it bothers her a whole hell of a lot.)

Code[edit]

Erin has a personal code which is strongly based on the Code of the Wild.

  • Freedom is the highest principal.
  • Always allow someone who seeks self reliance to succeed or fail on their own merits.
  • Give in kind a gift received.

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