Excrucian Quest (Nobilis)

Bit of a question but are Excrucian's covered by Lord Entropy's laws as well?
The Thou Shall Harm None Who Has Done No Harm one?

I remember a line in the third edition about how there is an Excrucian who kinda hangs about on the world; preaching his philosophy.

Ultimately he seems content to inform onlookers all about his kind and their methods but not actually attack any concepts.

Yet the Imperators send their Nobles to learn from him not kill or remove him.
 
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Bit of a question but are Excrucian's covered by Lord Entropy's laws as well?
The Thou Shall Harm None Who Has Done No Harm one?

I remember a line in the third edition about how there is an Excrucian who kinda hangs about on the world; preaching his philosophy.

Ultimately he seems content to inform onlookers all about his kind and their methods but not actually attack any concepts.

Yet the Imperators send their Nobles to learn from him not kill or remove him.
Because they want info on how Excrucians think - if said Excrucian wasn't as open about talking, I'm reasonably sure he'd be fucked.
 
Bit of a question but are Excrucian's covered by Lord Entropy's laws as well?
The Thou Shall Harm None Who Has Done No Harm one?

I remember a line in the third edition about how there is an Excrucian who kinda hangs about on the world; preaching his philosophy.

Ultimately he seems content to inform onlookers all about his kind and their methods but not actually attack any concepts.

Yet the Imperators send their Nobles to learn from him not kill or remove him.

You're thinking of Tairte Ut-Napishtim. The Code only really applies to the actions Powers (and explicitly doesn't apply to the actions of Imperators and Excrucians), hence how Tairte's rules-lawyering actually works, legally speaking.
 
Because they want info on how Excrucians think - if said Excrucian wasn't as open about talking, I'm reasonably sure he'd be fucked.
From my impression of reading it Nobilis is a game of contradictions.
Not every Power is passionate to protect Creation nor does every Excrucian want to destroy it.
Some of them even become friends!

I'm not sure if these are exceptions to the rule or if the actual conflict between both sides is more mercurial and heavily dependent on the personalities of the characters rather then their allegiances.
 
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Persecution
Yes, at the end of the day, the gender binary just doesn't do it for you, you think, as you look at yourself. A truly fantastic actor can play any role, regardless of such barriers. "Isn't that so, Thea?" You say, muttering to yourself. The more seconds pass, you start to remember more and more of your miraculous nature. Truly lasting harm is difficult to inflict to Excrucians, even those with Immortality (which is really most of them). What you need most right now is time to remember...

It is around this point that you remember you were running, and probably from something. You look around quickly, right on time to spot several figures approaching from far off - a few street blocks at least, but not far away enough that you can't see. Men and women in grey clothes - business suits and other formal clothes. A dozen or so. Some with guns, some with flowers in their hands. Oh dear. Your mind starts to form possibilities - Cammora agents? Rogue botanists, maybe? A group of Anchors? There's really no way of telling without engaging them.

Now then... What shall you do?
[] Just run away! - A Deceiver fights on their own terms. You're currently amnesiac, so for all you know this is one big set-up to a trap, or maybe there's a Noble or three lurking around somewhere. These mortals can't be the real problem. You can figure it all out later, so for now it'll be best to just get away.
[] Just talk things out - It'd be rude not to, really. Even if they're probably trying to kill you, they'll see your way soon enough, and who knows, you might get some good information out of it.
[] Use the universal language of violence - Uncivilized, yes, but direct and to the point. Maybe it'll jog your memory a bit.
[] Write-in

The Cammora are the ultimate mafia of the world. Mortals given power by Lord Entropy, they hold domain over Prosaic Earth, and for all practical purposes most of its nations. Whatever they do is considered immune to the law of the Locust Court - and as such, may both suffer no punishments for the terrible things they do, and be bought individually by the Nobilis to do things that would be illegal for them. In this manner they have acquired an assortment of magical and miraculous favors from them.

Botanists hold a special place in the world - in the beginning of most things, the Angels made the world from flowers. In a sense the world is made of flowers - it's symbolic and stuff. Thus, proper knowledge of flowers can lead people to mighty mortal magic. The greatest organization for these modern-day alchemists and mages is the Cleave of Botanists - with their unity and modern science's ability to alter genes or create hybrids, they are closer than any mortal has ever been to achieving power like that of the Nobilis on their own.

An Anchor is one of the main mechanics of the Treasure attribute. By having something close to your heart, you give it power of some sort - so an Anchor can be a normal butler or an army of magical beasts or at the highest level some sort of miraculous being. They aren't necessarily powerful on their own, but rather power is channeled through them. They can serve as proxies to their masters.

Name: Thea

Mundane Abilities:
Theater Knowledge 2
?

Will (8/8)

Bonds/Afflictions (13)
???

Gifts
???

Miraculous Abilities (Arc Traits and Abilities):

  • Aspect ? (5/5 MP)
  • Persona ? (5/5 MP)
  • Treasure ? (5/5 MP)
Persona: Thea's Baleful Theatrics
  • Steal the spotlight
  • Draw those around them into a destructive vortex of symbolism
  • Must be overwrought and full of dramatic posing
  • Suffer from fits of angsty soliloquy
  • Make the world more like the stage
  • Possess frighteningly good production values

Health Levels and Wounds
Divine: [ ] [ ]
Tough: [W1]
Normal: [ ] [ ]

W1: Affliction - I'm undergoing 'tutorial amnesia' (1)

Connections:
??

Current goals:
Recover your memory!
 
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[X] Just talk things out - It'd be rude not to, really. Even if they're probably trying to kill you, they'll see your way soon enough, and who knows, you might get some good information out of it.

Hm, they were chasing Thea before she became an Deceiver I assume or did they manage to do something that caused even an Excrucian to lose their memory (Which would be pretty darn impressive!)

Best we talk with them now, our Pstate should allow us to have a dramatic (and theatrical!) escape if it becomes necessary.
(Assuming this isn't a whole family of Nobiles.)
 
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[x] Just talk things out- The streetlights flicker on; cherry petals fall from nearby trees; the stage is set. The players: A motley assortment of besuited beings, pursuing yours truly, no doubt innocent of whatever wickedness they proclaim you've committed (and if you have committed said wickedness, you play a very convincing innocent until everything goes pear-shaped, as it is wont to do). The thrust of this scene: You must know why they hound you so; not that you've forgotten or something embarrassing like that- no, it is only right that a hypothetical audience know the stakes, being introduced in media res as they are now! Yes! This truly strikes at the pathos of your very non-soul!
 
[X]Run and find some hapless bystander. Could they be convinced to step up onto a grand stage? Cherish their ignorance, and treasure their existence. They shall be your Anchor, and take your place in interrogating the hounding forces.
-[x](Take your inspiration from various anime/young adult novels.) "A mysterious figure appears before the young protagonist, requesting help only they can provide. Offered a glimpse into the mystical underpinnings of the world, and powers of their own, the 'main character' decides to place their mundane life on the line in the service of a greater truth. With a solemn oath to destroy the lies and evil plaguing the world they set forth to fight injustice."
-[x]Empower your new anchor, and help them from behind the scenes as they face your pursuers. They will:
-[x]Masquerade as you, to gain information and the protection of your foes preconceived notions.
-[x]"Fight the forces of evil!"
-[x]Play bait, to draw the enemy away from your weary self. (A bit of a waste, really).
OR​
-[x]Chose their own path of confrontation.​

Hello!
This thread just caught my eye, so I figured I might drop in. Note that I don't actually fully know how the mechanics work, or anything of the world other than the bits in this thread. If what I propose isn't possible or reasonable, I apologize. I just saw the explanation of what anchors where, and wouldn't you know it, we have the treasure attribute, and we already care for all those poor inhabitants of reality. Let's get twisty. I figure we can create a team of empowered humans to fight in the name of truth (without telling them our true nature). Sure, they will be more theatrical than magical, but it could be fun.
 
[x] Just talk things out- The streetlights flicker on; cherry petals fall from nearby trees; the stage is set. The players: A motley assortment of besuited beings, pursuing yours truly, no doubt innocent of whatever wickedness they proclaim you've committed (and if you have committed said wickedness, you play a very convincing innocent until everything goes pear-shaped, as it is wont to do). The thrust of this scene: You must know why they hound you so; not that you've forgotten or something embarrassing like that- no, it is only right that a hypothetical audience know the stakes, being introduced in media res as they are now! Yes! This truly strikes at the pathos of your very non-soul!
 
[x] Just talk things out- The streetlights flicker on; cherry petals fall from nearby trees; the stage is set. The players: A motley assortment of besuited beings, pursuing yours truly, no doubt innocent of whatever wickedness they proclaim you've committed (and if you have committed said wickedness, you play a very convincing innocent until everything goes pear-shaped, as it is wont to do). The thrust of this scene: You must know why they hound you so; not that you've forgotten or something embarrassing like that- no, it is only right that a hypothetical audience know the stakes, being introduced in media res as they are now! Yes! This truly strikes at the pathos of your very non-soul!
 
[X]Run and find some hapless bystander. Could they be convinced to step up onto a grand stage? Cherish their ignorance, and treasure their existence. They shall be your Anchor, and take your place in interrogating the hounding forces.
While gathering a troupe of players is an enticing notion I feel Our Hero should have more context to stand on first, such as the discovery of a theatrically talented yet tragic beauty in the group of our pursuers, before chasing such a goal both directly and immediately. Definitely something to keep in mind though.
 
[x] Just talk things out- The streetlights flicker on; cherry petals fall from nearby trees; the stage is set. The players: A motley assortment of besuited beings, pursuing yours truly, no doubt innocent of whatever wickedness they proclaim you've committed (and if you have committed said wickedness, you play a very convincing innocent until everything goes pear-shaped, as it is wont to do). The thrust of this scene: You must know why they hound you so; not that you've forgotten or something embarrassing like that- no, it is only right that a hypothetical audience know the stakes, being introduced in media res as they are now! Yes! This truly strikes at the pathos of your very non-soul!
 
While gathering a troupe of players is an enticing notion I feel Our Hero should have more context to stand on first, such as the discovery of a theatrically talented yet tragic beauty in the group of our pursuers, before chasing such a goal both directly and immediately. Definitely something to keep in mind though.

I can totally agree, it's just that I feel walking right up to our pursuers and asking for information feels too... unsubtle, I guess. I feel that we could, and maybe should try to weave a complicated plot for our story, rather than just assume our powers will allow us to brute force our way out of trouble. Conserve our power, and try to find ways to maximize our advantages just as if the stakes where as high as they actually are, in game.

Plus, it can be a much more organic progression than what I have written. Start running, someone passes by, inspiration strikes, go from there. Really, it's just a counter-suggestion for what we already have, and a way too keep things even more interesting. No reason it has to be stuck to the letter of the prompt.

I get the feeling a god of theatre would prefer the complex and subtle to the lowbrow meat-head option (Thea's words, not mine).
 
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