Nobilis Character Creation

On this page, I will attempt to summarise character creation for those without a Nobilis book or without the time to pick through it in search of the actual rules.

Blue boxes contain information that is specific to my Nobilis game, ["Where Only Lilies Grow"](/rpgs/nobilis-where-only-lilies-grow/), rather than to the Nobilis setting in general.

Resources (none of which were created by me):

Character Concept

As always, your character concept is the most important thing, and ideally you should have a clear idea of who your character is before starting to stat him or her. A background, as bullet points, prose or even something stranger still, is strongly encouraged so that the GM can write better plot for your character.

In "Where Only Lilies Bloom", your characters are newly ennobled. The story begins at pretty much the moment your Imperator creates his or her Chancel on Earth and imbues the characters with soul-shards. When coming up with a character concept and background, please bear this in mind - you will start the story with no real idea what the Nobilis are or what they do, and until this point you will have had a reasonably normal life.

I say "reasonably" because your characters were picked to be given your Imperator's soul-shards, so he or she probably saw some promise in you. Perhaps your character is someone with power, or some particular talent. Your character does not have to have originally been human - animals, mythical beings, fictional characters and, yes, super-intelligent shades of the colour blue, are all possible. But whatever you were, you have now become something more. Your background does not necessarily have to feature any fondness for what will become your Estate.

Estate

A Noble’s Estate is the concept over which they have power. It can be anything from jealousy to beaches, darkness to icing sugar. Your role as a Noble is, in part, to sustain the existence of this concept against those who would seek to remove it from the world.

Code

A Noble’s Code represents their moral standpoint. They are summarised:

You may also invent another code for your character to follow. Later, you will create your Imperator, who also has a Code. Your characters do not necessarily have to follow the same code as each other, or their Imperator.

Attributes

You have 25 CP to spend on Attributes, extra Miracle Points, and Gifts. We’ll deal with Attributes first. All attributes start at 0, and can be raised at a rate of 3 CP for 1 dot. Higher ranks in each attribute mean that performing miracles associated with that attribute will become easier. The four attributes are:

Aspect

Your physical and mental being.

Domain

Your power over your Estate. You can have multiple secondary estates if you choose, but they cannot exceed your Primary in level. For each estate after your first, points cost an extra CP per level. For example, to be the Marquessa of Dreams and the Viscountess of Cake would cost 3+3+3=9 CP for Dreams and 4+4=8 CP for Cake.

Realm

Your mystic and mundane power over your Chancel, in which a good proportion of the game takes place. The more points you allocate to Realm, the more Chancel points you get to put towards your Chancel when you create it.

Spirit

The strength of your Imperator’s soul-shard within you, your effect over human Anchors, your protection against other Nobles’ Miracles, and your ability to disguise your own Miracles.

Miracles

Miracles are supernatural “things you can (try to) do”. Each miracle your character attempts will be associated with a particular Attribute, and the more dots you have in that Attribute, the easier the miracle will be.

Miracle Points

A character has a number of Miracle Points associated with each Attribute. These are expended when you perform the more difficult Miracles. You have Permanent and Temporary dots in each. (Much like the White Wolf games, Permanent dots are your maximum, Temporary dots your current level.)

You have five (permanent and temporary) Miracle Points in each Attribute to start with. You can buy more at a cost of 1 CP per dot.

Gifts

Gifts are specific skills and abilities that you can buy at character creation. Rather than being adaptable like Miracles, their effect is completely fixed. However, you will always be able to do them for free. They are up to you to design: they can represent anything from traditional wizardly spells to integral parts of your character.

Their cost varies wildly according to how powerful a Gift you create. A gift will always cost at least 1 CP. Each Gift has a number of modifiers to it which will increase its cost. In general, the more powerful an action the gift represents, the more things it can effect, and so on, the more expensive it will be.

Each gift has the following attributes:

Example Gifts

Here are some example Gifts, and how they’re calculated. There are many more starting on page 115 of the Great White Book, and of course you can invent your own.

Durant (Difficult to injure) Aspect, Lesser Preservation of Self (3), Automatic Invocation (1), Self Only (-3), Limited Utility (-2), Common. Cost: 1 CP.

Immortal Aspect, Major Preservation of Self (6), Automatic Invocation (1), Self Only (-3), Full Flexibility (1), Rare (1). Cost: 6 CP.

Elemental (You may transform your body into a construct of your Estate) Domain, Lesser Change of Form (6), Simple Invocation (-1), Self Only (-3), Limited Utility (-2), Rare (1). Cost: 1 CP.

Devoted Populace (The denizens of your Chancel love you) Realm, Major Creation of Love (7), Hard Invocation (-3), Global Range (1), One Trick (-3), Rare (1). Cost: 3 CP.

Good Luck (Spend only 1 Spirit Miracle Point to guarantee something significant will go right) Spirit, Major Creation of Fortune (7), Normal Invocation (-2), Global Range (1), Limited Utility (-2), Common. Cost: 4 CP. (You could add Penetration to this to ensure your good luck even against other Nobles.)

Do not feel pushed into creating expensive Gifts at the expense of your base Attributes - remember that Attributes are required for successful use of Miracles, and a Gift is only a very specific kind of Miracle. Character Points are awarded as EXP, so you’ll have chance to buy more Gifts later.

Handicaps

Handicaps are character flaws that will give your character extra Miracle Points at various points. The amount of MPs for any Handicap should be agreed with the GM during character generation. They come in four flavours:

In all cases, the player may distribute the gained Miracle Points amongst their four pools.

Bonds

You have 20 Bond Points to allocate to any number of things that your character holds dear, be they other Nobles of the group, their Imperator, Estates, Chancel, human friends and family, items, or even hobbies. This helps to flesh out your character, and though they have no mechanical effect, they allow the GM to tailor plot to your character.

Anchors

Anchors are particular humans whom you have bonded with using the Servant’s Rite. You may see through their eyes and even control them, and you may transfer your Gifts to them and work miracles through them. They are a great responsibility which is not to be entered into lightly.

At the start of "Where Only Lilies Bloom", you are recently Ennobled and have not yet made any mortals into Anchors.

Wound Levels

Take your character’s Aspect, and add 4. Divide these evenly among the Deadly, Serious and Surface wound categories. If you have one left over, add it to Surface. If you have two left over, add one to Surface and one to Serious.

…And that’s it for your characters! Tune in next time for Imperator and Chancel creation!

Example Character

Here’s a fairly balanced example character. She doesn’t have any gifts - this is fine, you can always buy them later. The numbers in brackets show how many Character Points were spent on each area.

Elsa Langridge, the Power of Machinery

AttributeLevelMiracle Points
Aspect (6)
Domain (9) (1)
Realm (3)
Spirit (6)

Handicaps: Affiliation: Code of the Light Virtue: Tinkerer

Bonds:<table cellspacing="10" border="1"><tr><td>Strength</td><td>Subject</td></tr>

7Thorn 4Fascination with heavy machinery 4Her Parents 3Gender Equality 2The Farm

</table>

Wound Levels: 2 Surface, 2 Serious, 2 Deadly

Comments

Nobilis Chancel Creation | Ian Renton 03 February 2019

[…] This page explains the Chancel creation process for the RPG Nobilis, to help those who don’t own a copy of the book. If you’re looking for character creation instead, that’s here. […]

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