Difference between revisions of "Eric Durand"

From RPGnet
Jump to: navigation, search
(Traits and Attributes)
 
(3 intermediate revisions by the same user not shown)
Line 1: Line 1:
  
Titles: Dominus Ventus, Duke of the Wind
+
Titles: Dominus Ventus, Duke of the Wind, Noble of Chancel Nehutu
  
 
Eric Durand was a skilled pilot in his mortal life, flying search and rescue operations, but one day his luck gave out and he crashed in a storm. He was badly injured, enough to end his flying career, but instead of bemoaning his fate he focused on getting back on his feet. He took a position on the ground directing operations where he could still put his skills to use. Before long, though, he was plucked up and turned into a living god of the Wind. It was less of a surprise than it might have been; any pilot knows there is more to the sky than meets the eye.
 
Eric Durand was a skilled pilot in his mortal life, flying search and rescue operations, but one day his luck gave out and he crashed in a storm. He was badly injured, enough to end his flying career, but instead of bemoaning his fate he focused on getting back on his feet. He took a position on the ground directing operations where he could still put his skills to use. Before long, though, he was plucked up and turned into a living god of the Wind. It was less of a surprise than it might have been; any pilot knows there is more to the sky than meets the eye.
 +
 +
Part of a Nobilis game: [[Embryonic]]
  
  
Line 9: Line 11:
  
 
Mortal Will: 8/8
 
Mortal Will: 8/8
 +
 
Passion: Improvisation 2
 
Passion: Improvisation 2
Skill: Pilot 3
 
Skill: Search and Rescue 2
 
Skill: Manager 1
 
  
Aspect: 1 (6/6)
+
Skill: Pilot 3<br />
Domain: 4 (6/6)
+
Skill: Search and Rescue 2<br />
Persona: 3 (6/6)
+
Skill: Manager 1<br />
Treasure: 0 (6/6)
+
 
 +
Aspect: 1 (6/6)<br />
 +
Domain: 4 (6/6)<br />
 +
Persona: 3 (6/6)<br />
 +
Treasure: 0 (6/6)<br />
  
 
1 CP spent on additional MP
 
1 CP spent on additional MP
Line 23: Line 27:
 
== Bonds and Afflictions ==
 
== Bonds and Afflictions ==
  
Affliction: The weather emphasizes my moods and dramatic moments. (1) (Ruffled hair, dramatic thunderclaps, etc.)
+
*Affliction: The weather emphasizes my moods and dramatic moments. (1) (Ruffled hair, dramatic thunderclaps, etc.)
Bond: I can fly anything. (2)
+
*Bond: I can fly anything. (2)
Bond: You can't take the sky from me. (3)
+
**Anchor: A small collection of planes and helicopters, including a wreck that is slowly becoming a chopper again.
Bond: I can slip from surly bonds. (2)
+
*Bond: You can't take the sky from me. (3)
Bond: If I fail, I must get up and try again. (2)
+
*Bond: I can slip from surly bonds. (2)
Bond: I will (must) protect those you can't protect themselves. (2)
+
*Bond: If I fail, I must get up and try again. (2)
Bond: Eh, that's nothing some duct tape won't fix. (1)
+
*Bond: I will (must) protect those you can't protect themselves. (2)
-- Anchor: Roll of duct tape, good for patches and improvised repairs.
+
*Bond: Eh, that's nothing some duct tape won't fix. (1)
 +
**Anchor: Roll of duct tape, good for patches and improvised repairs.
  
  
Line 37: Line 42:
 
'''The Wind'''
 
'''The Wind'''
  
 
+
* lifts and carries away. (2)
''Domain Miracles''
+
* dances the skies.
0: Know when the Wind is in danger.
+
* changes in an instant.
1: Create a little breeze.
+
* wears down resistance.
2: Know what the weather will be like. Ask the wind what it's carried lately.
+
* slips in.
3: Keep a cool morning wind going through a stifling day. Keep a room drafty even when the windows and doors are shut.
+
* builds to terrible strength.
4: Summon the freezing North Wind. Blow down an impudent pig's house.
 
5: Calm a gale. Ruin a kite-flying contest. Ask the wind what rumors it's carried lately.
 
6: Make Chicago a Windless City. Shift a jet stream. Keep a summer breeze going all winter.
 
7: Summon a hurricane. Write your name on Jupiter by blowing clouds around. Jam radio with the solar wind. Blow out a massive fire.
 
8: Dissipate a different hurricane. Make the air perfectly still across the entire midwest.
 
9: Reshape the wind patterns that drive the global weather system. Create a nation of wind spirits. Claim ocean currents are actually very wet wind and mess with those. Broadcast television is totally wind too.  
 
 
 
''Persona Miracles''
 
0: See things related to the Wind.
 
1: Make someone a little better or worse at carrying things.
 
2: Live as a gust of wind for a while.
 
3: Slip through a crack. Fly through the air.
 
4: Make someone invisible. Cause a social movement to wear down resistance.
 
5: Make someone a terrible dancer. Cause a thunderstorm to become oddly still. Incarnate in a weather front.
 
6: Rock like a hurricane. Guarantee a sailboat always has a good wind.
 
7: Make an entire nation nimble as the wind. Cause an idea to slip into people's heads.
 
8: Stop a war by removing its fury. Make a city steady and unchanging.
 
9: Make wind power the main source of electricity.  
 
  
 
== Lifepath ==
 
== Lifepath ==
Line 83: Line 70:
 
*I am a pilot still.
 
*I am a pilot still.
 
*Affiliation: I would serve the Light, but they don't understand what makes humanity worth saving.
 
*Affiliation: I would serve the Light, but they don't understand what makes humanity worth saving.
 
  
 
''Shadow:''
 
''Shadow:''
 
*Contact: Organization
 
*Contact: Organization
 
*Contact: I accidentally a Deceiver. To be fair, he had treasonously delicious cookies.
 
*Contact: I accidentally a Deceiver. To be fair, he had treasonously delicious cookies.

Latest revision as of 16:19, 28 May 2014

Titles: Dominus Ventus, Duke of the Wind, Noble of Chancel Nehutu

Eric Durand was a skilled pilot in his mortal life, flying search and rescue operations, but one day his luck gave out and he crashed in a storm. He was badly injured, enough to end his flying career, but instead of bemoaning his fate he focused on getting back on his feet. He took a position on the ground directing operations where he could still put his skills to use. Before long, though, he was plucked up and turned into a living god of the Wind. It was less of a surprise than it might have been; any pilot knows there is more to the sky than meets the eye.

Part of a Nobilis game: Embryonic


Traits and Attributes[edit]

Mortal Will: 8/8

Passion: Improvisation 2

Skill: Pilot 3
Skill: Search and Rescue 2
Skill: Manager 1

Aspect: 1 (6/6)
Domain: 4 (6/6)
Persona: 3 (6/6)
Treasure: 0 (6/6)

1 CP spent on additional MP

Bonds and Afflictions[edit]

  • Affliction: The weather emphasizes my moods and dramatic moments. (1) (Ruffled hair, dramatic thunderclaps, etc.)
  • Bond: I can fly anything. (2)
    • Anchor: A small collection of planes and helicopters, including a wreck that is slowly becoming a chopper again.
  • Bond: You can't take the sky from me. (3)
  • Bond: I can slip from surly bonds. (2)
  • Bond: If I fail, I must get up and try again. (2)
  • Bond: I will (must) protect those you can't protect themselves. (2)
  • Bond: Eh, that's nothing some duct tape won't fix. (1)
    • Anchor: Roll of duct tape, good for patches and improvised repairs.


Estate[edit]

The Wind

  • lifts and carries away. (2)
  • dances the skies.
  • changes in an instant.
  • wears down resistance.
  • slips in.
  • builds to terrible strength.

Lifepath[edit]

Key VII - Star of Bethlehem, Something Changed, Forever

Heart: What It Made Me

  • Driven to Keep Going
  • I Love to Fly
  • Estate From the Beautiful Side of the World
  • Contact: I'm still in touch with my old buddies.

Shadow: How It Changed the World

  • I Can't Let Go
  • I'm Committed
  • Estate You Can Point To: It Almost Destroyed Me


Key XV - Oak, the Key of Something That Hasn't Changed

Heart: My Identity

  • I am a pilot still.
  • Affiliation: I would serve the Light, but they don't understand what makes humanity worth saving.

Shadow:

  • Contact: Organization
  • Contact: I accidentally a Deceiver. To be fair, he had treasonously delicious cookies.