Houses of the Blooded: Advantages

Behind this here cut text are the rules for Advantages (which is pretty much spending BG Points). This is also where you’ll really start seeing that annoying (see X chapter for more information) text. I apologize in advance. We’re getting there, step-by-step.

More about systems next week.

Advantages represent your character’s unique qualities, things that set him apart from other characters. Your character has a number of BG Points for each phase of his life. You may use these BG Points to purchase the following Advantages. Remember, BG Points do not carry over; you cannot save them from one phase and use them in another.

There are two kinds of Advantages: Intrinsic and Personal.

Intrinsic Advantages are innate abilities that cannot be taken away from your character. You may lose the ability to use them from time to time, but they are always yours. Examples include being Large sized, having a Fearless heart, or even being a Born Leader.

Personal Advantages are people, places and things that are linked to your character. Again, while you may lose these Advantages, they are considered a part of your character and you may not lose them permanently. These include a family sword, a track of land, or a personal servant.

Requirements
Some Advantages have requirements: you need to meet the requirements to take the Advantage. If you don’t meet the requirements, you cannot add the Advantage to your character sheet.

Phase
If an Advantage has a phase requirement, you must add this Advantage to your character sheet during that phase or a later phase. Some phase restrictions list “X phase only.” In that case, you may only take that Advantage during the listed phase.

Virtue
If an Advantage lists a Virtue and a rank, you must have at least that many ranks in the listed Virtue to take that Advantage.

Intrinsic Advantages
All Intrinsic Advantages must be purchased in the first two Phases: Youth and Adolescence.

Animal Ken (2 BG Points; 1 for Falcon)
Your connection with the animal kingdom is more powerful than most. You gain 2d on all risks involving animals.

Beauty (2 BG Points; 1 for Fox)
All ven have a particular beauty, but yours shines brighter than most. Gain d2 on any risks where beauty would be an influencing factor.

Black Heart (2 BG Points; 1 for Elk)
The ven are trained from birth to manipulate the hearts and minds of others. You, on the other hand, are particularly immune to such tactics, not because of a strong will, but because you just don’t care about others. Gain 1d on any contested risks that attempt to convince or seduce you. Lose 1d on all attempt to do the same to others.

Blackmail (1 BG Point per Blackmail)
You own dangerous information that would ruin the reputation of an important noble. You can use this information to your advantage, but abusing your advantage always has the potential of turning against you. The danger of exposing you as a blackmailer is always present; something that would not benefit your own reputation. This Advantage represents a Minor Favor. Once it’s been cashed in, it goes away.

Born Leader (1 BG Point)
You have a natural affinity for inspiring others. When you assist others or someone assists you (see Assisting Others), you gain an additional die.

Connoisseur (2 BG Points)
You have impeccable tastes… and the stomach to indulge in all of them. Gain 1d on all Indulgence risks.

Danger Sense (2 BG Points; 1 for Wolf)
Some little voice always warns you when danger is around the corner. Add 1d to your initiative pool when fight scenes begin.

Dodgy (2 BG Points)
Your reflexes seem tuned to keep you away from the business end of weapons. Gain 1d for active defense.

Empathy (1 BG Point)
Your sense for what others want and need is strong. Strong enough to give you +1d on any such risks.

Expertise (1 BG Point)
You are particularly keen in a specific Skill. Nominate a Skill and gain one free wager when using that Skill. You may only purchase this Advantage once per Skill.

Fearless (2 BG Points)
Nothing can shake your courage. Gain 2d on all Fear risks.

Fine Amor (1-3 BG Points)
Requirements: 1 Beauty; Phase: Adolescence)
You have begun a romantic relationship (see Romance chapter). Spending 1 BG Point gives you a rank 1 romance. You may spend up to 3 BG Points on this Advantage; each increases your romance an additional rank.

Healthy (2 BG Points; 1 for Bear)
Sick? Hurt? Never. Gain 1d for all Health risks.

Iron Hands (2 BG Points)
Your hands are hard. Hard enough to crack bones. +1 effect on all barehanded damage.

Large (3 BG Points)
The size of an average ven adult… is about one foot shorter than you. +1 effect on all damage. However, you also lose 1d in all social situations because you make others uncomfortable. You cannot purchase the Small Advantage.

Legendary Trait (2 BG Points)
The blood of your House runs strong in your veins. Unlike others, your Favored Virtue may be increased to 4 with experience points. (The regular maximum is 3.)

Noble Blood (0/3 BG Points—see below)
Restriction: Phase: Youth
You have been born into a noble family. You gain access to all the benefits of nobility as well as the Noble Advantages (see below). It is assumed all characters have this advantage at character creation. For campaigns where nobility is not assumed at character creation, this Advantage costs 3 BG Points.

Poison Resistant (1 BG Point)
A standard treatment for noble children is the gradual immunization from poisons. For some reason, your blood is particularly resistant to venoms. You gain 1d on all Poison risks.

Quick (2 BG Points)
Whenever you are tied for initiative, you break the tie, going before anyone else on the same phase.

Sinister (2 BG Points)
You are left-handed. This gives you a 1d advantage in duels with right-handed opponents.

Small (2 BG Points)
The size of an average ven adult… is about one foot taller than you. You add 1d to all defense risks but lose one effect on damage. You cannot purchase the Large Advantage.

Spirit Touch (3 BG Points)
You have been blessed with the talent to touch items and gain a sense of their past. When you touch an item, you may spend a Chance or Fate Point and gain a hazy picture of who held it last and what they did with it.

Still Mind (2 BG Points)
While the ven find it difficult to concentrate on single subjects for too long, you have a much easier time of it. You suffer 1d less for distraction penalties.

Personal Advantages
Personal Advantages are not intrinsic. While your character is born with an Intrinsic Advantage, Personal Advantages can be bought, used, spent, stolen, or must be learned over time.

Note: Noble characters should immediately look at the Domain Advantage below.

Some Advantages have an upkeep cost. This is the cost, per Season, you must pay to maintain this Advantage. The upkeep cost is always equal to the BG cost you pay for the Advantage. For example, if you spend 6 BG Points on an Advantage, you must pay 6 upkeep per Season to maintain the Advantage. For more, see Seasons later in this book.

Blooded Sword (2/1 BG Point per Bonus Die/1 BG Point per other bonuses)
Restriction: Noble Blood
Using the ancient blood magic rituals of the sorcerer-kings, you have bonded your soul with a sword. It is now a part of you, like your hand or your heart, and will forever be a part of you unless it is somehow broken. While the Senate has declared blood magic illegal, blood swords have become an exception to the rule. Most ven turn a blind eye to such violations of the law. A blood sword is undistinguishable from other weapons and can only be detected by a ritual that identifies it. Therefore, as long as you remain silent, so will everyone else who is carrying one of these weapons. Most of the time. But remember, the ven will use any advantage they can against an enemy. Carrying a blood sword is a crime… it just happens to be a crime most of the ven nobility are breaking at this very moment and nobody wants to look like a hypocrite in public.

A blood sword costs 2 BG Points to own. It gives you one bonus die for any combat related risk during fight scenes (see Fight Scenes later in this book). Additional bonus dice cost 1 BG Point per die.
The following bonuses can also be added to your blood sword for 1 additional BG Point:

  • A sword blooded to you only gives its advantages to you. Anyone else trying to use it will find it difficult to use, losing half your bonus dice to any risk. For example, if you own a blood sword that gives you 3 bonus dice, anyone else trying to use it loses 2 dice (3 divided by 2 = 1.5; rounded up = 2).
  • You always know where your blood sword is and who is holding it.
  • The sword gives you the Advantage Danger Sense (see above).
  • The sword gives you the Advantage Healthy (see above).
  • The sword gives you the Advantage Quick (see above).

Blood swords are difficult and costly to create. For more information, see Blood Magic later in this book.

Domain (3 BG Points)
Restriction: Noble Blood
You are the lord or lady of a personal domain. You own one province that is under your direct control. From this Province, you gain a degree of wealth and responsibility. You also gain the title “Baron” or “Baroness,” and a seat in the Senate.
If you purchase the Noble Blood Advantage and do not purchase this Advantage, you are considered a knight or lady: a titled noble without land who serves another noble who does.

You may purchase this Advantage multiple times, adding additional provinces to your personal domain. See Seasons for more information on domains and how they work.

Elite Guard (1 BG Point per Guard)
Requirement: Personal Guard; Upkeep: 1
Elite Guard are a step above their regular counterparts. One point gives you 1 elite guard.

Elite guards have the following traits:

Virtues
Personal guard have rank 1 in two Virtues, rank 2 in three Virtues, rank 3 in your House Virtue.

Skills
3 The Sword, 3 Athletics, 3 any other Skill

Aspects & Advantages
Large, Healthy, or Quick

Fencing Master (Senvu) (2 BG Points)
Requirement: Steward; Upkeep 2
You have a senvu (fencing master) in your employ, bringing two important benefits. First, he remains in your household, serving as a personal bodyguard. Second, with him around, training is easier. See Seasons for more information.

House Assassin (Shosha) (2 BG Points)
Requirement: Spy Network; Upkeep 2
A shosha is a valuable asset. Trained in the holy art of revenge, he brings his unique expertise to your court, to your hand. He brings you many benefits. First, he can carry out revenge for you during downtimes, and second, he makes any revenge attempts against yourself more difficult. Finally, he can make training in his art easier. See Seasons for more information.

Master Spy (Ysild) (2 BG Points)
Requirement: Spy Network; Upkeep 2
Intrigue is a delicate game requiring a master’s touch. Employing an ysild not only keeps you well aware of everything that happens in your domain, he also makes sure others don’t discover anything you don’t want them to know. A ysild gives you bonuses against espionage actions against your domain, allows you to carry out espionage missions against other nobles and makes training in the arts of Intrigue easier.

Personal Guard (1 BG Point per 5 Guards)
Restriction: Domain; Upkeep 1 per 5 Guards
While nobles are not allowed to raise armies, the law does allow them to keep a “personal guard.” The definition of this term fluctuates from noble to noble, but none dare define it out of fear of losing any advantage they already have. As a young noble, you have your own personal guard, made up of strong, healthy (unBlooded) warriors.

One point gives you 5 guards.

Personal guard have the following traits:

Virtues
Personal guard have rank 1 in all Virtues (save one; you get to pick) and rank 2 in your House Virtue

Skills
2 The Sword, 2 Athletics, 2 any other Skill

Aspects & Advantages
None

Road Master (Uravan) (2 BG Points)
Requirement: Steward; Upkeep 2
Every lord needs a man who knows the land. An uravan will keep your roads clear of bandits, poachers and other less civilized dangers. An uravan bring you two benefits. First, he decreases the chance of mischief on your roads. Second, he can help you train in the secret ways of the Road. See Seasons for more information.

Seated (1 BG Points per Seat)
Restriction: Domain
You have more than one seat in the Senate, giving you votes to bargain with. Having multiple seats gives you better control over the way the Senate votes. See The Senate for more information.

Secret Levies (1 BG Point per 100 Levies)
Restriction: Domain; Upkeep 1 per 100 Levies
The Senate forbids standing armies. Of course, the Senate doesn’t need to know about everything, does it? You have a secret army of men. They aren’t very well trained or equipped, but they could march with very little notice. Getting caught with a secret army is a serious crime.—ven have been poisoned for such a crime—but the protection they provide is almost worth the cost. See Battles for more information on how to use your secret army.

Seneschal (Ushana) (2 BG Points)
Restriction: Noble Blood; Upkeep: 2
An ushana keeps track of your income, expenditures, and other boring tasks you wish you didn’t have to do. Having an ushana means you gain an additional action during downtime. You may have only one Seneschal per domain. See Seasons for more information.

Sorcery (1 BG Point per Ritual)
Restriction: Noble Blood; Adulthood
You have learned one of the forbidden sorcerous rituals of the aelva danna. The Senate has forbidden such knowledge, but then again, most Senators are carrying around blood swords openly and without fear of reprisal. Almost all bargains made in the Senate use Blood Oaths… they just do so out of sight. Sorcery is the great and open secret that no one is talking about.
There are many sorceries. This is the list.

  • Circle – This ritual protects you from supernatural creatures such as wraiths and ghosts. It also protects you from sorcerous observation.
  • Curse – Typically the last ritual a sorcerer ever casts, this puts a curse on the head of the person you target that lasts until specific terms are met.
  • Familiar – A ritual that bonds an animal to you; you may see through its eyes, feel what it feels… including pain and death.
  • Initiation – A ritual that brings an “unBlooded” ven into the family, making them Blooded.
  • Mirror – You may view another from a distance through a prepared mirror.
  • Oath – The most common ritual, blood oaths bind the parties. If anyone breaks the oath, a harsh penalty falls upon him.
  • Pen – While holding a blooded pen, the person writing cannot lie.
  • Sword – Blood swords are dangerous and valuable weapons.
  • Tattoo – A blood tattoo works exactly like an aspect; you may invoke it by using blood rather than Fate or Chance Points.
  • Vendetta – A special kind of oath that binds two ven together, swearing to kill each other.
  • Window – Like a mirror, a window allows you to look at a fixed place rather than follow a specific person.
  • There are many other blood rituals, most of them known only by the Blooded of the Serpent, which we will discuss later. See Blood Magic for more details.

Spy Network (Ysi) 2 BG Points)
Restriction: Domain; Upkeep: 2
You have eyes and ears everywhere. A spy network allows you to make Intrigue actions against other domains and makes spying on your own domain more difficult. See Seasons for more information.

Steward (Tavan) (1 BG Point)
Restriction: Domain; Upkeep 1
Having a large staff requires management—something you don’t always have time for. A steward manages your staff and makes sure everything is in order.

Wealth (1 BG Point)
For whatever reason, you have access to a private store of funds. Each BG Point you spend in this Advantage allows you to start the game with one additional Wealth Point. See Wealth for more information.