(This is a tongue-in-cheek writeup of your friendly webmaster as a Nobilis-style Power, which Stacy wrote to show me what the game was like. The Anchors are my characters in various games.)
A shard of the Imperator Aethyr, whose estates include Science!, the Future, and other related concepts.
- Aspect 0 - Human
[Gregor is physically, mentally, and socially equivalent to a normal mortal, except that his grasp of scientific principles far exceeds the human maximum, to the extent that many concepts which seem perfectly sensible to him are dismissed as pseudoscience by humans]
- Domain 1 - Baron
[Gregor knows instantly of any developments in the Domain of Science!, and can work illusionary "ghost miracles" within his Domain (see below), but has not yet integrated his Imperator's soul-shard to the point that he can perform serious miracles of Science! within prosaic reality.]
- Realm 5 - Tempest
[On the other hand, Gregor's Imperator buried a portion of his soul at the heart of the Imperator's chancel, giving Gregor near-total control over that pocket realm. Within the chancel, the laws of physics are as Gregor desires, and the mortal inhabitants include a disproportionate number of Mad Scientists. Gregor rarely leaves his chancel except when possessing one of his Anchors (see below).]
- Spirit 3 - Sunfire
[Gregor has four mortal Anchors into whose body and mind he can step at will -- mad scientists Gregor von Frankenstein, James Dirac, and Andrew Cliffe, and biology student Kerry Gilman. He keeps a close eye on Shiratori Asando, the mortal Anchor of his celestial sibling Skuld, Power of the Future, but can rarely predict -- much less control -- her actions.]