“Isn’t this where we came in?”
Way back in the ’60’s, Michael Moorcock created Elric. He did so with a specific purpose: to create a hero who was the polar opposite of Conan.
Conan is big and strong.
Elric is an albino who needs drugs to live.
Conan fears magic and sorcery.
Elric is a sorcerer who makes bargains with demons.
Conan is a barbarian, uneducated and savage, who wins his own kingdom by his own hand.
Elric is an Emperor who throws away his kingdom because he’s bored.
And that’s how Elric was born. Inspired by Mr. Moorcock’s lead, I wanted to design a fantasy game. Specifically, I wanted to design a fantasy game that was the polar opposite of D&D. A game that would address all the things I thought were vital, and yet missing, from the world’s most famous fantasy game. Specifically, I wanted to make mechanics out of things that weren’t important in Dungeons & Dragons.
I’ve played a lot of D&D. Probably more than I should have. I took a long, cold, objective look at it, found the things I thought were missing, and went at it.
I took the same philosophy I had with Wilderness of Mirrors. I looked at the other spy games, found what I felt was missing, and made mechanics out of them.
And here’s what I came up with.
In D&D, there are certain elements of your character that just aren’t important. You can tell because they don’t give you any kind of bonus on your rolls. Your character’s name. Your character’s gender. Your character’s family. Your character’s past.
I played in a weekend of RPGA events with a character named “Fighter.” (Pronounced “Fite-Or.”) Fighter was a Thief. (Not a rogue. I hate rogues.) Fighter’s gender was “thon.” An old White Wolf April Fool’s Day joke. Fighter spoke in third person (like Cerebus and The Rock) so I never had to refer to Fighter’s gender at all. And whenever we encountered anything that was threatening, Fighter killed it and took its stuff.
I played in a whole series of RPGA events this way. Not once did anyone say anything about my character’s oddities or behavior… because they were never an issue. Not once. Fighter was a nameless, sexless killing machine with no past, no friends, no family, no history. And Fighter thrived.
I also noticed the characters were, essentially, psychopaths who killed their way through life for gold and profit. Their actions had little, if any, consequences. There were no laws, let alone law enforcement, and the world’s “culture” was anything but. Regardless of their alignments, my playmates were, for all intents and purposes, chaotic evil. Chaotic neutral, at least. They did what they wanted, when they wanted, how they wanted to do it and there was no authority at all to stop them.
No magistrates, no sheriffs, no upper class at all. The only people we ever encountered were serfs and peons. The entire upper class was gone. MIA. Vanished. Invisible.
The money we acquired had nothing at all to do with the economy. In fact, the world had no economy. Just piles and piles and piles of gold. And it seemed we had all of it. As soon as Fighter acquired enough gold to buy a castle (by the end of one weekend of gaming), I said, “Fighter retires.” The rest of the group looked at me strangely. “Fighter takes Fighter’s gold, buys land, builds a castle around some farms, and declares himself King of Fighterland.”
There was no system in place to handle this choice. The other players just looked at me strangely. But I had enough gold to last the rest of my life and no real need to put myself in physical danger ever again. Fighter retired to the Bahamas and was never seen again.
I came away from the experience with the following conclusions. My game needed the following things:
- Your character’s name is a mechanic that gives bonuses to your rolls.
- Your character’s background is a mechanic that gives bonuses to your rolls.
- Your character’s family is a mechanic that gives bonuses to your rolls.
- Gender is (if not a mechanic) a crucial element of play.
- Economy is a mechanic your character can interact with and influence.
- The upper class is the focus of the game and crucial to the world’s survival.
- The law is not only present, but a mechanic players can interact with and influence.
These were my starting goals.
I was also inspired after playing Spirit of the Century (a great &^%in’ game) to employ the open licensed FATE system. While I’ve taken many liberties with it (which I shall be making OGL myself), the system of Aspects and Phases was so much fun, I just had to use it.
Based on all of that, behind this cut-text link is the beginning of the character creation system for Houses of the Blooded. I hope you enjoy it.
Before we begin, let’s take a quick look at the game system. This way, you will know a bit about how the system works, so you’ll understand what all those words and numbers mean on your character sheet.
Risks
Whenever your character takes an action that is risky, the GM may ask you to roll dice. This adds an element of suspense and surprise into the game as neither the GM nor the players truly know how the roll may end up.
When taking a risk, you roll dice. The higher you roll, the more successful your character was in completing his risk. If you roll low, your character was not successful in completing his risk. Here’s how the details work.
Traits & Ranks
Your character sheet has a whole bunch of spaces for words and numbers. Any word on the sheet is a trait. Any number on your sheet is a rank. Traits and ranks generally work together. If your character has a trait of Strong 1, he is stronger than the average character. If he has a trait Strong 3, he’s even stronger than someone with Strong 1. Strong 5, meanwhile is someone really pushing the limits. Any trait with a rank above 5 is moving some seriously supernatural power.
How Many Dice?
When you take a risk, you may roll up to a number of dice equal to the rank of any traits appropriate to the risk. For example, if you want your character to lift something heavy, any traits that denote “strong” or “athletic” would be appropriate. Add up the ranks of those traits and that’s how many dice you get to roll for that particular risk.
Target Number
To determine a character’s success or failure, the GM uses a target number: a value set between 5 and 50 (sometimes higher). If the player’s roll is equal to or greater than the target number (TN), his character succeeds. If his roll is lower than the TN, his character fails.
Effect
After the success of a risk is determined, it is time to determine the full effect of the success. Most of the time, just determining success or failure is enough, but there are times when the effect of a success is important.
Usually, when your character succeeds, he has an effect rank 1 (ER1). Success has gained him what he needs. But there are ways of increasing the ER of your success. The easiest way is through wagers.
Wagers
Consider this. You are looking at the number of dice you are rolling for a risk. The risk is low and you have a handful of dice. You can easily beat the TN. So, what do you do?
You wager.
Setting dice aside before your roll is called “wagering dice.” A wagered die does not get rolled with your other dice. If you beat the risk, a wagered die is added to the effect of your success. Each wagered die adds one effect rank to your success.
Wagering dice makes your roll less likely to succeed, but also gives you a better effect.
Contested Risks
Sometimes you have to roll dice against another character. This is a contested risk. The GM determines the TN for both characters and they roll. The player who rolls higher wins the contest.
If both players beat the TN, the loser can subtract his effect ranks from the winner’s effect ranks. If the loser does not beat the TN, he cannot apply any effect ranks at all.
Fate & Chance
It is said that the sisters Fate and Chance, at the beginning of the world threw dice to see who would direct the lives of the ven. Fate knew the outcome, but Chance got to roll the dice.
You must choose whether your character is directed by Fate or Chance. Either way, you will receive ten Fate or Chance points at the beginning of each game. Players spend Fate and Chance points in different ways.
Both Fate and Chance Points may be used to tag aspects. You’ll read more about those in a moment. When you tag an aspect, one of two things happens, depending on whether you are a pawn of Fate or a pawn of Chance.
If you are a pawn of Chance, you may spend your Point after the roll to re-roll up to 3 dice.
If you are a pawn of Fate, you may choose, before you roll, to make two of your dice roll 4. Roll the rest of your dice, but those two are fixed at 4.
Other mechanics in the game use Fate and Chance Points, but use them in the same way. In other words, the mechanics say “You must spend a F or C Point.” You’ll find them as we go through the book.
Apsects
Aspects are words, phrases or even quotes that represent your character’s past. Your character could have all of the following aspects:
- Assassin
- Blooded Sword
- Duke of Aljenbe
- “I never promised you anything!”
Aspects are important because you can “invoke” them for effects (as illustrated above). If you find yourself in a situation where an aspect is appropriate, spend a Fate or Chance Point, call out your appropriate aspect, and you gain the appropriate bonus.
Aspects can also be “tagged” by other players or the GM. If another player or GM tags your aspect, they draw upon the negative connotation of the aspect, forcing your character to do something against his better interest. Whenever anyone tags one of your aspects, you gain a Fate or Chance Point, as appropriate.
Conclusion
That’s it. That’s everything you need to know to understand the character sheet and get going on making your character. Now, get to it!
2. Character Creation
Creating a character is a social exercise. In other words, you should not do it alone. In fact, you cannot take advantage of certain benefits and bonuses if you create your character in a vacuum.
So, be sure to get together all your fellow players, get character sheets, pencils, snacks and drinks, and get ready to make characters.
Character creation takes place over a series of steps.
- High Concept
- Phases and Aspects
- Skills
- Advantages
- Promises and Secrets
High Concept
Character creation begins with the GM and players talking about what kind of game they want to play. This can be as simple as the GM deciding what kind of game he wants to run, the players telling the GM what kind of game they want to play, or both parties coming to a conclusion.
Once the players and GM have an understanding of what the game will be like, they can begin creating characters appropriate to that story. While many things can happen during character creation (as you will soon see), having an end goal is a good compass to get you through the morass of the creative process. Making characters is often a laborious experience, but it doesn’t have to be. Having a good idea before you begin writing down numbers and words can make that experience faster and more fun.
House
Next, you must pick which House you were born under. Even if your character is only a peasant farmer, the influence of the Houses stretches beyond just the political sphere. Being born under the shadow of a House influences your character on a spiritual level as well.
Your choice of Houses will influence every other step of character creation, so choose wisely. There are currently six unveiled Houses in the Senate. What follows are simple illustrations of the six Houses. They give you a basic understanding of each. You can read a deeper history of each House (and how they got the way they did) later in the book.
House of the Bear
The embodiment of self-determination, the Blooded of the Bear live alone in the mountains. They are not isolationists, nor do they shun the company of their cousins, but prefer to remain above such petty matters as politics. The Blooded of the Bear have been known to use intrigue to solve matters, but prefer to deal with such issues up front, in the open, and with brutal honesty. The virtue the Bear value above all others is strunaga: “strength.” The ability to stand alone.
House of the Elk
The Elk are a shunned House, but their banner has not yet been veiled. Once the most powerful House, the Blooded of the Elk were banned by the Senate from holding land (but not title). All of their lands have been redistributed to the other Houses. Now, the Elk maintain their titles, but serve as advisors to the other Houses. The masters of politics and intrigue have become the ultimate power behind the throne. The virtue the Elk most reveres is inguin: “cunning.” To see beyond what is visible and present.
House of the Falcon
It could be said that, like the Elk, the Blooded of the Falcon own no land. The Falcon would disagree. “We are the land.” After the fall of the Empire, the Blooded of the Falcon gave up their lands to wander Shanri. They have the closest bond with the common folk and are familiar with the ways of the Road. A wandering Falcon noble is called a “Roadman,” a noble who dispenses noble justice, but not for the cause of House or kin, but for the cause of those who cannot protect themselves. The virtue the Falcon reveres is talanday: “fortitude.” To maintain virtue above all temptations.
House of the Fox
With voices like choirs, they announce their arrival. The Blooded of the Fox are the shining jewels of the court. They are masters of all the arts, but they are best known for the fine art of seduction. Music and romance are in their blood and they ache to share their arts… but only with you. Of course, only with you. The virtue the Fox reveres is yvaytha: “beauty.” To bring sublime majesty to all things.
House of the Serpent
Mysterious servant of the underworld, he is a symbol of knowledge… and the price is carries. The Blooded of the Serpent know this price. They have paid it well. And now, they wield the benefit. The House of the Serpent are keepers of all manner of esoteric knowings, including mastery of the forbidden blood magic of the sorcerer-kings. If you want to know a secret, the best place to start is with the Serpent… but be prepared to pay a heavy price. The virtue the Serpent reveres is uvaltua: “wisdom.” To suffer painful knowledge.
House of the Wolf
“Are you tool or weapon?” This is the question the Blooded of the Wolf ask their children. Just before they throw them into the pit. Brutal taskmasters, the House of the Wolf does not suffer those who show weakness. All their lives, they study strategy and tactics, learning the subtle art of advantage. They are taught to see advantage in all situations, for in the eyes of the Wolf, every moment is war. The virtue the Wolf reveres is wavenda: “prowess.” To find advantage.
Name
One of the most important traits on your sheet is your character’s name. The ven have a complicated naming tradition, and names have a great deal of power in Shanri. Your character’s name has a deep history; you walk in the footprints of those who carried your name before.When you choose your character’s name, you choose a destiny.
Your name has three parts. The first part is your family name. This is based on which House you belong. These are the most prominent family names. If you like, you may choose a different family name. Just make sure you talk it out with your GM first.
Bear | Burghe |
Elk | Steele |
Falcon | Tsura |
Fox | Yvarai |
Serpent | Silua |
Wolf | Adrente |
The second name is your birth name. This is a secret. Do not divulge it to anyone. Keeping this name secret keeps you safe from the more dangerous and deadly sorcery. The reason the name is secret is so your full name can never be revealed. If someone discovers your full name, you will be at the mercy.
Finally, you have your personal name. This is the public name you use from day to day. The name everyone knows you by. This name is also your character’s first aspect. You may use it in the same way as any other aspect. Of course, like other aspects, your name must be appropriate to the action.
Virtues
Your character sheet shows six Virtues. There is a check box next to each one. Here’s where you make your first choice. You must choose which of these Virtues your character does not have. That’s right. You only get five of them. The Virtue you do not have is called your weakness. You may never have ranks in your weakness. Not now, not ever. Remember: if you cannot roll dice for any risk, you automatically fail that risk. Not having any ranks in your weakness means you can never roll dice for that weakness. You may have a Skill that compensates, but unlike your other Virtues, this one will always hold you back.
So, read through the Virtues. Each is associated with a specific House. In case you’re wondering, you may choose your House’s Virtue as your weakness… that’s a valid choice. And a risky one.
Bear’s Strength
Strength represents your character’s sheer physical power. Lifting, pushing, tearing, pulling, and punching through walls are all determined by Strength.
If you choose Strength as one of your character’s Traits…
… he can always lift more, push more, pull more, and inflict more damage with weapons.
If you do not choose Strength…
… your character is a weakling. He won’t be able to pick up most heavy weapons, let alone use them properly. He can’t wear heavy armor, can’t shove heavy (or jammed) doors open, can’t bend bars, and certainly can’t lift gates.
Elk’s Cunning
Cunning is a measure of your character’s ability to find creative solutions for difficult problems. You know how to put together elaborate plans from disparate parts and how to see patterns where others cannot.
If you choose Cunning as one of your hero’s Traits…
… your character is always thinking outside of the box. He doesn’t go for traditional solutions, turns disparate advantages into delicate and detailed plans.
If you do not choose Cunning…
… your character is overwhelmed by obstacles, cannot think quickly on his feet, or improvise around unexpected hindrances.
Falcon’s Fortitude
Fortitude represents your character’s physical stamina and endurance. Whenever you engage in drawn out physical tasks, your Fortitude determines how long you last before you give out.
If you choose Fortitude as one of your Traits…
… your character is a powerful workhorse. You can take long treks without a break, hold up heavy weights for minutes and stay awake for days on end.
If you do not choose Fortitude…
… your character cannot perform long, arduous tasks. You don’t have any midnight oil to burn and you can’t ride a horse for more than a few miles before you need to get your hands on some ice.
Fox’s Beauty
Beauty represents your hero’s creativity, expression, and natural charm. Whenever your character embarks on a creative endeavor, his Beauty determines his ability to create works that resonate.
If you choose Beauty as one of your Traits…
… you’re character knows and understands the finer points of sophistication and culture. He can debate, paint, sculpt, write music and plays, or conduct an orchestra.
If you do not choose Beauty…
… your character does not care for the finer parts of culture—probably because he does not understand them. He cannot interpret poetry, appreciate music, or enjoy the subtle nuances of any of the arts.
Serpent’s Wisdom
A character’s Wisdom represents his memory and learning ability. When you have to recall facts or memorize charts, you call upon your Wisdom.
If you choose Wisdom as one of your Traits…
… the amount of information you carry is immense. You know something about everything and can talk for hours about even the most trivial matters.
If you do not choose Wisdom…
… your character is very naive about the world around him. He won’t be able to draw on any experiences, won’t know what berries are poisonous, and has problems making change between the different currencies.
Wolf’s Prowess
Prowess reflects your character’s martial training. Using weapons, surviving on a battlefield, understanding strategy and tactics all fall under the purview of Prowess.
If you choose Prowess as one of your hero’s Traits…
… a sword feels like a natural extension of his body. He will dodge deadly blows, maneuver through battlefields, and understand the philosophy of warfare.
If you do not choose Prowess…
… your character has never even been in a fist fight, let alone held a sword. He cannot stand on his own against a trained opponent and will likely break at the first sign of danger.
Virtue Ranks
Your House Virtue is rank 3.
Choose two other Virtues at rank 2.
Choose two other Virtues at rank 1.
(If, for some reason, you choose your House Virtue as your weakness, choose one Virtue at rank 3, two Virtues at rank 2 and two at rank 1.)
And that’s it for today.
If you would like a copy of the playtest character sheet (I am no Daniel Solis), e-mail me and I’ll send it out to you. “john at wicked dash dead dot com.” (Thanks Scott!)
See you tomorrow when we go over Phases and Aspects!