Houses of the Blooded: Puzzle House Rules

A Puzzle House provides no Resources for you, but it does add one rank to any Parties you throw there. Puzzle Houses can hold any rank of Party, even rank 5 Parties.

A Puzzle House is difficult to navigate, requiring a contested Wisdom risk against the House. The House always rolls six dice for the risk. Ven roll against the House as soon as they try exploring its twisting, turning halls.

If the ven wins the roll, he may use his wagers to remember how to get to specific rooms. The House loses half its wagers, but may use those wagers to force the ven to get lost in the halls during a Story. this means the House can force the ven to any room it chooses, regardless of the ven’s intention.

If the House wins, the same rules apply above, but reversed. The ven loses half his wagers, but may use them to remember how to get to specific rooms he visits and the House can use its wagers to force the ven to get lost in the halls.

Houses of the Blooded: Althua (Parties)

In our own language, “party” is a little word. Perhaps a better word could be “event.” “Occurrence.” “Occasion.” But “party” somehow seems too small. The ven word, “althua” has two meanings. One is what we’re talking about. Gathering, get-together, festivity. But the word has another meaning.

Althua. Where romance begins and revenge ends.

Every Season, ven throw parties. They throw small, private parties and huge raucous, indulgent soirees. Food, drink, sex, dancing, flirting, singing, sex, hunting, duels, bloodshed, sex, and revenge.

Throwing parties is a huge affair for the ven. Most last at least a week, sometimes stretching even longer. The greatest parties were said to last an entire Season, although we may have to attribute those to the ven habit of extravagant exaggeration.

As a Story, your character can throw an althua. There are a few benefits to do so and a few benefits for others to attend.

Throwing a Party
First, we have to determine the rank of your Party. Party rank, of course, is the degree of size, sophistication and style you can summon for your guests.

You may only throw a Party equal to the rank of your Castle’s Staff. Rank 1 Staff, rank 1 Party. Rank 2 Staff, rank 2 Party. You get the idea. The maximum size for a party is rank 3 unless you take the steps to turn your Staff into an NPC. Then, and only then, can you throw a rank 4 Party.

You can only throw a rank 5 Party if your Beauty is rank 4 or higher and you’ve graduated your Staff beyond Vassals into NPCs.

Trade
First and foremost, going to a Party allows you to trade freely with anyone at the Party. Usually, shipping Resources costs Season actions. If you’re at a Party, you can trade freely a number of Resources with other ven equal to the rank of the Party. That is, you can swap up to five Resources with other ven, depending on the Party’s rank. Rank 1 Party, one Resource. Rank 3 Party, 3 Resources.

Romance
Parties are great places to begin Romances. So great, in fact, you get a huge bonus for doing so.
When you begin a Romance at a Party, add the Party’s rank to the Romance’s potential. For example, if you begin a rank 3 Romance with another ven at a rank 3 Party, add three to the Romance, making it a rank 6 Romance.

You can read more about Romance in its appropriate chapter.

Duels and Revenge
While most ven have to wait for the Senate to declare Revenge or sanction duels, ven law allows for such activities at “any significant gathering of nobles.” Yes, that means Parties.

If at least six nobles are gathered in one place, one for each House, they may make an ad hoc Senate, providing the jury for any duels or declarations of Revenge.

Events
A host must entertain his guests, so every Party needs Events.

An Event is a significant happening at the Party. A hunt, an opera, a play, games of chance, debuts of great works of Art. You may have a number of Events at your Party equal to the rank of the Party.

Listed below are the most common Events at Parties and the benefit for your ven if she should choose to attend. All Events have a Prerequisite: something you need in your Castle before you can schedule such an Event.

Art Show
Prerequisite: Art Gallery (Holding)

Revealing new Art at Parties is a huge affair. It gives the artist an opportunity to show his Art for the first time for a huge audience, giving him the opportunity for a massive amount of style. For each point of style another ven pays you for your Art’s aspect, you gain a number of style points equal to the rank of the Party. See Create Art above for more info.

The Hunt
Prerequisite: Master of the Hunt (Vassal)

Going out on Hunts is a popular pastime for the ven. Of course, nobles don’t go out on their own: they bring Personal Guard with them just in case the party does run into orks. While on the Hunt, and for the rest of the Party, any ven gain the aspect “Hunter.” See Aspects for more info. Any ven can spend a style point to keep the aspect for a number of Seasons equal to the Party’s rank.

Hunter (aspect)
Invoke: gain three dice when tracking an enemy or bringing down an enemy you’ve tracked.
Tag: no tag
Compel: no compel

The Opera
Prerequisite: Opera House (Holding)

The great and grand most sacred and holy Art. Holding an Opera at your Castle is the pinnacle of all Events. Of course, you need someone to write an Opera, and then you need an Opera House to put on the Event. But all that is more than worth it.

Like Art (above), Operas give those who see them aspects and give the composer style points. For each point of style another ven pays you for your Opera’s aspect, you gain a number of style points equal to the rank of the Party. See Compose Opera above for more info.

The Play
Prerequisite: Theater (Holding)

The passionate and dangerous play of summoning the spirits into the bodies of the actors is always an alluring risk for the ven. Both the actors and the audience.

When ven watch Plays, they may take on the Roles portrayed by spending a style point. For each point of style another ven pays you for your Play’s Role, you gain a number of style points equal to the rank of the Party. See Write Play above for more info.

The Wager
Prerequisite: Parlor (Holding)

Like most other things, the ven don’t gamble, they Gamble. Make Wagers. A Wager is a bet between two or more ven on a (seemingly) random outcome. Wagers made between ven are only legally binding if made under the shadow of at least three ven from different Houses. At least one of the three must be from a House uninvolved in the Wager. Winning such a Wager not only gets you what you bet against the other ven, but also a number of style points equal to the rank of the Party.

___

PS: I’m not entirely happy with the bonus from Opera. It should be… it should be…

It should be Freddy Mercury meets Jim Steinman meets Wagner is what it should be. It isn’t that yet.

Houses of the Blooded: The Plot Thickens

Two games this weekend: the Saturday game and the Sunday game. Lots of progress, both for the system and the story.

System
The Seasons went through the wringer again. I’ve moved “Harvest” to the end of the current Season, which makes tracking your Season actions a lot easier. It sacrifices a bit of the “long term” concept I originally had, but if people don’t like it, they can just move it back. No big deal, really.

So, instead of Season Phases looking like this:

1. Harvest (last Season’s Planning)
2. Planning
3. Trouble
4. Actions

It looks like this:

1. Planning (for the end of this Season)
2. Trouble
3. Actions
4. Harvest (this Season’s Planning)

It’s more compact, more concise, and easier to track.

Also, I’ve revised Loyalty and Security. For a short period of time, I almost dropped Security entirely, but it is now a more abstract number and more influenced by your Province’s Loyalty.

And after looking at the progress of folks through the Seasons part of the game, I’m tempted to set the rate of progress in the game to one Season per adventure. Of course, your preferences will vary.

Story

The story also took a significant turn last night. For most people, reading this won’t make any sense, but the highlight (for me, at least):

Shara and Alice dragging a bag full of rocks through ork-infested lands. When the PCs find them, they ask, “What’s in the bag?” Shara opens it. A bag full of rocks… and Lady No.

Alice points at Shara. “It was her idea.”

I have the .mp3s of all the Sunday sessions. I should go through them and see if they’re worth posting.

Fact Checking the President, Part 2

(from FactCheck.org)

President Bush played loose with the facts in his address to the nation Thursday night as he tried to convince the American public that the surge in U.S. troops in Iraq has made the country more stable.

  • He said “36 nations … have troops on the ground in Iraq.” In fact, his own State Department puts the number at 25.
  • He said “ordinary life” was returning to Baghdad. Perhaps. In fact, news reports describe the city as starkly segregated with Shiites and Sunnis living in separate neighborhoods, which are walled off from one another with huge concrete barricades.
  • He said Baqubah in Diyala province was “cleared.” But the Washington Post quotes a State Department official as saying the security situation there was not stable.
  • He said that “the Iraqi Army is becoming more capable,” which may be true. But the Iraqi defense minister says it’ll be 2012 before the army will be even 60 percent capable of protecting the nation from external threats.

 
There’s more. 

Dropping troop levels: this was already scheduled to happen and has nothing to do with the “progress made.”

Dropping expectations: Praising Iraqi government “progress” he was condemning a month ago.

Dodging expections: Not being straight with the American people just how little progress has been made and how much is left. Possibly as much as a decade by most of his own departments’ estimations.

You can read it all for yourself here.

A lot of the bloggers I read have been doing it, so I thought I would give it a try. The instructions are simple:

1. Go to http://www.careercruising.com/.
2. Put in Username: nycareers, Password: landmark.
3. Take their “Career Matchmaker” questions.
4. Post the top 10 results. (Or however many results you want).

1.

Private Investigator

   

2.

Principal

   

3.

Association Manager

   

4.

Human Resources Specialist

   

5.

Career Counselor

   

6.

Special Education Teacher

   

7.

Probation / Parole Officer

   

8.

Physical Therapy Assistant

   

9.

Elementary School Teacher

   

10.

Physical Education Teacher

Houses of the Blooded: Suaven (Take 3, Part 2)

This section deals with Blessings.

I do not have all the Blessings. A few of the Houses are short. Any suggestions are welcome.

The Blessings listed below are given to those who are Devoted to a suaven. You may choose any of the Blessings for which you qualify, but you may not have more Blessings than you have Devotion.

Each of the suaven listed above is associated with a specific House. Falvren Dyr with the Wolf, Talia with the Fox, Ashalem Avendi with the Falcon. You may choose Devotions from the appropriate House, listed below.

For example, Shara’s Devotion for Talia is rank 3. Talia’s House is the Fox. Therefore, I can choose up to 3 Blessings from the House of the Fox.

Remember: a ven cannot have more Blessings than his own Devotion.

All Blessings require at least one style point. Some require more, but no Blessing is free.

A Blessing may only be used once per adventure. Once you’ve used it, you don’t get to use it again until next time.

Finally, some Blessings are instantaneous while others have lasting affects. All Blessings with lasting affects expire at dawn the next day.

Bear Blessings

1. Alone, We Stand Together

All Blooded of the Bear involved must spend one style point if they want the benefit of this Blessing. When making a competitive Strength roll (working together), the losers do not lose half their wagers, rounded up.

The total number of Blooded of the Bear who may participate in this Blessing is equal to the Devotion of the Bear performing the Blessing.

2. Bear’s Hospitality

While most ven use the sorcerous ritual of a similar name, this particular Blessing acts in a very different way.

Marking the door with your own blood, you gain a number of bonus dice in any risks equal to your Devotion divided by two (round up) as long as you remain in your own home. This Blessing lasts until dawn the next day.

3. Bear Crushes Serpent

Spend five style points after you have rolled dice in a Wisdom risk. Cancel your opponent’s wagers in this Wisdom risk. Success and failure of the risk is unaffected, but only you can keep your wagers.

4. Circle of Protection

The ven must draw a circle on the ground with her own blood to invoke this Blessing. Drawing a circle takes one action. The circle must be drawn on a solid surface. It cannot be drawn on gravel or sand or any surface that will not make a full circle with the ven’s blood. If the circle loses its integrity, the magic of the circle is broken. The ven must also know the true name of the person inside the circle. All three names.

Once the circle is drawn, nothing may enter it. Nothing. No arrows, no fire, no swords, nothing. Nothing may damage the circle but the person inside and the Hero who drew it. The circle lasts until dawn the next day.

5. Hearthbread Cookies

A Blessing originally given to Renay’s most famous devotee, Analyn Burghe, this is the most secret recipe in all Shanri. And yes, the recipe calls for blood.

A single Hearthbread cookie feeds up to two ven for a day. (Break the cookie in half.) It may not be split further. A full cookie cures poison and any other deleterious effects from venoms and toxins.

Hearthbread cookies require a Season to prepare. Yes, that’s a Season action. You get six cookies, all of which go stale by the end of the Season.

6. Hearthward

When a ven writes sacred words on a door with her own blood, no one may secretly enter. Anyone trying to enter the house without the owner’s permission after the ward has been drawn will alert the ven who drew the ward. As soon as any stranger of the house enters, the ven knows someone has violated the home and knows the intruder’s true name. All three names. Once the ward is broken, it must be re-drawn.

7. I Brought the Bear

Spend a style point. You may spend two wagers in a row in one Strength-based contested risk.

8. Mother’s Children

Boiling a pot of soup with a personal item hanging over the hearth. This Blessing allows any Blooded of the Bear to find another. A boiling pot of soup and a personal item are all that’s required. The Blessing must be performed at sunrise, for that’s when lost children may be found.

If performed properly, a single spoonful of the soup gives the ven the general distance and direction of a missing family member. The subject cannot be a friend. A family member.

9. No Fool

The Burghe once said, “You cannot be fooled without your own consent.” Spend a style point and you can cancel the effects of a surprise (you roll no dice). But only for you, no one else.

Elk Blessings

Elk Outwits Bear

Spend five style points after you have rolled dice in a Strength risk. Cancel your opponent’s wagers in this Strength risk. Success and failure of the risk is unaffected, but only you can keep your wagers.

Family Blood

While the other Houses bicker and argue amongst themselves, no House is more united than the Elk. Bound by a tie stronger than sorcery, they are united across the waters, across the mountains, across the forests, across time.

With this Blessing, an Elk can spend a style point to make any other Blooded of the Elk a Contact. This grants the same benefits as a normal Contact, including Season action benefits.

If used during an adventure, the Blessing lasts until sunrise. If used during Season actions, the Blessing only lasts until the end of the Season.

Never Again

The story goes like this. Jaymen Steele was outmaneuvered by some Fox whose name has been forgotten. Revenge. The Fox tried the same trick twice. He never tried it a third time.

If you lose a risk against another ven and that ven used an aspect to gain dice, you can spend a style point and know either the tag or compel of that aspect.

No Secret is Safe from Me

Cunning is the virtue of seeing the plan within the plan within the plan. And the Elk are the masters of that game. In ven literature, their ability to predict their opponent’s moves sometimes borders on the supernatural.

When it comes time to make wagers in any contested risk, spend a style point. You may look at your opponent’s wagers before you make your own. Your opponent may not change his wagers after you’ve looked at them. You do not have to show your own wagers. You also cannot reveal your opponent’s wagers to other ven.

The Promise

His voice drops. His hand, so hot. So strong. His eyes…

The Elk Promise is a well-known element of ven literature. A bond between two ven that cannot be broken without serious consequence. It is unique among the Elk, always described as “the Promise.” A small ritual binding the Elk to his word.

Spend a style point after you’ve made a promise to another ven.

Two Moves Ahead

The key to winning the Great Game is always knowing your opponent’s moves before he knows them himself.

Spend a style point. You may spend two wagers in a row in a contested Cunning risk.

Moving the Pawn

The Elk are most famous for being the power behind the throne. Their influence is subtle, only revealed when a trap has been sprung.

Spend a style point and give another ven an aspect.

Falcon Blessings

Beast’s Tongue

When invoking this Blessing, the ven drops blood on the tongue of any animal. For the rest of the day (until the following dawn), he may communicate with that animal. The ven must convince the animal to drink some of her blood. Any creature that cannot drink blood cannot be the target of this ritual.

The Ironwood Bow

An old Blessing trusted only with the most esteemed Falcons. The Devoted goes forth into the world seeking a tree that has been struck by lightning. He retrieves a limb from that tree—a limb that has not touched the ground. Blood mingles with the wood producing a bow that hums in his hands and sings in his ears. The bow may cause Injury to spectres and the user can also use Maneuvers (see Violence) with the bow.

The Cloak Deceiveous

This blessing requires a cloak and a style point. The ven may disguise himself in a general way: a soldier, guard, innkeeper, etc. The blessing causes any to look upon the blessed as if he naturally belonged to the scene. That is, if he is disguised as a guard in a castle, the other guards would look at him as if he was supposed to be where he was, doing what he was supposed to be doing. The Cloak Deceiveous only lasts until the disguised ven takes off the cloak or tells a lie. Once he tells a lie, the disguise is over.

The Falcon Knows no Fear

Spend five style points. You may replace Courage with any other Virtue for the next risk.

The Sacred Tool

Spend a style point. When using a bow, you may fire a number of arrows in one risk equal to half your Courage, rounded up. All targets gain the same Injury.

Lucky Charm

Spend a style point. Your ven finds a charm in his pocket that others view as worth one night’s stay in a good inn. Stories usually have the charm appearing as an acorn, an apple, or something of equal value. The charm can be used to purchase other things as well; the night’s stay is just a relative value. At midnight, the charm disappears. This Blessing may be used once per day.

No Pain

Spend a style point. You may cancel a tag against any of your Injuries as long as the Injury’s rank is lower than your Courage.

“Trust Me”

The ven says one sentence, beginning or ending with the phrase “Trust me.” When he invokes this Blessing, anyone listening to the sentence will believe it to be sincere. Please note the difference between “sincere” and “true.” This Blessing cannot be used to convince someone the sky is orange, but it can be used to convince someone of the ven’s integrity. This Blessing also cannot be used to convince someone out of something they know to be true. For example, if a guard sees the ven picking a pocket, the ven cannot convince the guard he did not see what he thought he saw, but he can convince the guard that the other fellow is a “rotten, scabby, foul thief who deserved it.”

Fox Blessings

Befuddling Kiss

When activated, this Blessing causes the subject to become confused and bewildered with an overwhelming tide of emotions. The subject gains an aspect “Befuddled.” The effects last until the next sunrise.

BEFUDDLED

Tag: Your opponent gains dice in any contested risk requiring your concentration or attention to details. The number of dice equals the Beauty of the Fox who kissed you.

Compel: You seem confused, not able to communicate coherently, distracted by something… something… something beautiful.

The Black Kiss

The legendary Black Kiss is first seen in The Great and Tragic Life of Shara Yvarai. I’ve found other references to it, used under different circumstances. I’m using that work as the “definitive source” on the Kiss.

The ven’s lips must be bloody (either by her own blood or another’s) and she must know the true name of the target. Personal, secret, family. She whispers his name, looking at him. The target ven must be in sight. She does not need to touch him to deliver the kiss, but… see the description below.

When she gives the Kiss, roll Beauty + Devotion (and any appropriate aspects) whispering the target’s name. Target Number 10. He receives an Injury 1, plus wagers. If she actually kisses him, use the same procedure but add her Beauty to the Injury rank.

The Enchanting Kiss

When activated, the priestess can make the target feel the pangs of any emotion she deems fit – except love. It can be anger, jealousy, nervousness, or even heart-break, but none can cause a heart to feel untrue love… not even Talia herself.

This Kiss creates an aspect that may be both tagged and compelled. “Jealousy,” “heart-break,” “envy,” “greed,” or any other appropriate emotion. The effects of this Kiss last until the next sunrise.

Fox Outwits the Wolf

Spend a style point. Cancel all wagers in a Prowess risk made against you. Success and failure of the risk is unaffected, but both the victor and the defeated have no wagers.

A Fox’s Eyes

More than any of the other Blooded, the Fox are trained from birth to love Art. Opera, painting, sculpture, theater. Art. And because of this, the Fox can look upon Art and see deep into the artist’s mind…

Spend a style point when you become Inspired (see Art). You know one tag or compel from the artist’s aspects.

Goodnight Kiss

My love. Sleep sweet. And dream only of me.

This Kiss sets the recipient to sleep until the next dawn. Nothing will wake him except a touch from the ven who originally kissed him.

The Invisible Tongue

The Blooded of the Fox are taught a secret language. A silent language. A language of subtlety and treachery. A language of promises that every heart understands.

You may communicate silently to others with subtle body gestures and lilted accents in your voice. The person you are speaking to does not need to know the Invisible Tongue to understand your meaning.

The Most Subtle Weapon

Characters in the operas and pillow books also call it “the Most Secret Gift.” We know very little about it. We know it is dangerous. Those who have survived it call it “the Subtle Weapon.” A sacrilegious honor. Like all weapons, it can be turned against its wielder if she is not careful. It is never seen in the literature, but it is mentioned many, many times. And we only know one thing for certain.

It has something to do with sex.

Intoxicating, debilitating and addictive, ven return to the temples of Talia again and again. Men and women. Seeking it. Wanting it. Blinded until they can have it again.

Spend a style point in the trembling moment. Your lover can no longer spend style points unless you give him permission to do so. But he may now spend style points to add dice to any roll. One for one. He may not spend more style points than you have Beauty.

This Blessing lasts one Season.

Serpent Blessings   

I’ve Forgotten More than You’ll Ever Know

For the Serpent, knowledge is not just a tool, but a weapon. As sharp and deadly as any sword.

Spend a style point if you lose a Wisdom risk. You may either spend your wager first or make your opponent spend his, regardless of what the other fool wants.

A Moment of Insight

Moments of pure insight. Moments painful and powerful. Immobilized, in touch with eternity.

Spend a style point after you’ve spent a wager. You may use two Wisdom wagers in a row.

Wisdom’s Clarity

According to the literature, the ven are easily fooled and tricked. Of course, most of this is narrative convenience—miscommunication is the key to both comedy and tragedy—but we also have to take in consideration those overwhelming ven emotions, blinding any reason or logic. When a ven demonstrates emotionless logic, he shows himself as exceptional. Poisoned by the Serpent, his heart has turned black, cold and hard.

When another ven answers a question, spend a style point and invoke this Blessing. You can sense the truth or falsehood of the ven’s statement. You cannot see through illusions or glamours, but you do know when someone is trying to lie to you.

Serpent Knows the Fox

Spend five style points after you have rolled dice in a Beauty risk. Cancel your opponent’s wagers in this Beauty risk. Success and failure of the risk is unaffected, but only you can keep your wagers.

The Serpent’s Glare

Ignorance is bliss. Wisdom is terror.

Tales of the aura of dread surrounding the Serpent fill ven pillowbooks. Why is the Serpent so feared? Because they know secrets. Every secret. Your secret.

Spend a style point when making an intimidation-based risk. Under normal circumstances, this would be a Beauty risk. After all, you are trying to inspire emotion in another ven. But in this circumstance, for the purposes of creating that overwhelming sense of foreboding, you may use Wisdom instead.

The Softest Spot

This Blessing requires one style point and one full action to invoke as the ven observes his target. On his next action, the ven knows exactly where the weakness of an object or person lies. Even the weakness of an argument. Using this knowledge, he gains a number of free wagers equal to his Wisdom on his next risk against that ven.

He can also reveal this weakness to another (watching a fight and shouting out the weakness to one opponent, for example), but the person he is communicating to does not have his complete understanding. Another ven can only gain half the devotee’s Wisdom.

The Heart’s Riddle Revealed

The ven can contemplate upon a person he knows or has knowledge of (the target cannot be a complete stranger). When the moment is over, the monk knows that person’s motives exactly and what he plans on doing next. The ven may be in another town; distance is not an issue. Because the devotee knows the target, he can deduce from his knowledge of that person what his plans may be.

The Most Evident Truth

A devotee must have at least three other Blessings before he receives this one. When invoked, the ven declares one fact to be true… and he is right. Whether that truth is that a certain breed of orks cannot walk in sunlight without turning to stone or that the Duke of Belshavay is really a sorcerer, the monk reveals this truth and it is fact.

 

 

Wolf Blessings

The Sacrifice Strike

Wolves know their skill with the Sword will carry the day. They also know that sometimes, you must sacrifice a little to gain much.

Spend a style point and pick one opponent during initiative. Before you attack, you may deduct dice from your own pool to force your opponent to deduct dice from his pool, one for one.

Your Fear is My Ally

The Blooded of the Wolf are trained from birth to sense the fear in their opponents. In their sweat, in their slightest movements, in their eyes.

During the strike bid, spend a style point. You may look at one opponent’s strike bid before you bid dice yourself.

I am the Weapon

The name of this Blessing comes from an old Wolf proverb: “The hand is the weapon, not the sword.”

Spend a style point. You may call the Parry Maneuver while unarmed.

The Invisible Cannot be Touched

Ven literature is full of swordsmen, moving effortlessly, always where you never expect them, as if they could turn themselves invisible at the exact moment of the final strike.

If you have any weapon in your hand (including an improvised one), you can spend a style point and cancel three effect from any attack against you.

Sun and Moon

True masters of the Sword, the ven can use either hand, unlimited by such petty weaknesses. The ven call those who can use either hand with equal deadliness “Sun and Moon Swordsmen.”

Your ven has gained enough skill with a weapon that he may employ one in each hand. Spend a style point. Your ven gains two free wagers for any Prowess risk.

Teeth and Claws

It is said the wolf carries two weapons. His teeth and claws. In fact, the wolf carries three weapons. The third is his mind.

During Prowess risks, you may spend two wagers in a row.

Houses of the Blooded: The Suaven (Take 3, Part 1)

New suaven rules.

The ven do not die of old age. Instead, their bodies slow down, their blood cools, and their skin begins emitting a strange substance called altrua. Altrua is not unlike spider’s webs. Over the years, they fall into a state they call “solace.” Eventually, the entire body goes into hibernation, wrapped up in altrua, asleep. And dreaming.

The ven believe the mind of a ven in solace is still aware. In fact, while in solace, the ven mind becomes incredibly powerful, capable of transmitting thoughts and visions to those of kindred blood and spirit. The ven receive these visions while dreaming themselves, but they can also learn how to place their minds into an altered state that is able to receive these messages of dreaming ven.

Those who slumber in solace are called suaven: the dreaming ven. Revered by their Houses, they become the equivalent of our own patron saints. The ven pray to them at shrines, collect artifacts from their lives, and maintain the sleeping body. While the suaven is protected within his altrua shroud, his is not invulnerable. Altrua is particularly vulnerable to fire and many suaven has been lost in such a way.

The suaven are far from equal and not all are universally revered. The worship of some suaven is small: they are only revered by their families. Other suaven, however, have temples in every city on Shanri. Their names are whispered only in reverence, sung with open throats, and feared by every sensible ven.

Most ven often find a kind of communion with a particular suaven—sometimes a saint not even of his own House. In order to gain a deeper understanding and to make the bond between them stronger, many ven join mystery cults devoted to the suaven. Temples devoted to some of the more popular suaven are in every major city with priests and ceremonies revealed only to the most faithful. If a ven chooses one particular suaven over all others, he calls it sa-suaven (“most holy”).

All the suaven are different. What is true of one is most likely not true of another. Some are revered while others are worshipped. Some have temples and others have perhaps one or two shrines. A few suaven have even been forgotten, lost in the catacombs under the thriving metropolis, they wait, sending visions to those who might hear, hoping one day hey will be rediscovered.

And then there are the fashuva: the fell ones. Suaven so evil, even whispering their names is dangerous. We shall not speak of them here, lest they hear us. Even mentioning them could call their attention. We shall say no more.

The Invisible Dancers

In ven literature, the suaven are the one force the ven cannot control. Invisible, intangible and esoteric, the suaven remain mysterious. Ambiguous.

But the ven write of the profound relationships they have with the suaven. Visions. Dreams. Nightmares. Sometimes, even miracles.

So, how does a roleplaying game attempt to make rules for forces so subtle and invisible that they might not even exist? Here’s my attempt.

First, we have to remove player control from the suaven. Completely. No style points, no wagers. The suaven are the only element of Shanri that are beyond the players’ reach. They cannot influence the suaven. Cannot define the suaven. Cannot control the suaven.

All the ven can do is give Devotion.

Again. Players cannot use style points or wagers to define the suaven. The suaven are beyond definition. Beyond the vulgar and mundane manipulations of mortals. Only the GM can say anything true about the suaven.

Devotion

To represent the ven relationship with their suaven, we use Devotion.

There are precious few moments when the ven pray. Prayer requires humility. An admission of powerlessness. Admitting defeat. The ven don’t do that all too well. But when they do it, when they kneel and call upon the suaven, they do it as only the ven can. 

With style.

On bended knee. Tears streaming down their cheeks. Or a haughty pride flashing in their eyes. A wicked grin. A knife. Pain. A scream. Blood, blood, blood.

Nobody does humility like the ven.

On your character sheet, you have a space for the suaven your character has chosen to revere. You have five Devotion Points to allocate to suaven. The more points you give a suaven, the more it will be a part of your character’s life. Look through the suaven listed below and decide how much Devotion you want to give to each one. Each rank of Devotion brings you closer to that suaven. You cannot start the game with more than 3 ranks of Devotion for any suaven.

Each suaven has a number of Blessings. These are the esoteric secrets given by the suaven to his devoted followers… if they prove their Devotion. You can only learn secrets by joining the appropriate mystery cults. In order to do that, you have to prove your devotion. The suaven don’t like urdagha: “convenient faithful.” And trust me: they can tell.

You may have Devotion to multiple suaven. Thus, you may have Blessings from multiple suaven. You may have a number of Blessings from a suaven equal to your Devotion to that suaven.

Remember: you can never have more than five total ranks of Devotion for any and all suaven.

For example, Shara shows Devotion to two suaven: Talia, the Sacred Harlot (rank 3) and Falvren Dyr (rank 5).

Ranks of Faith

As a character’s Devotion increases, his relationship to that suaven also increases, bestowing greater gifts upon the faithful. A follower must prove himself worthy of the suaven’s Blessings and you’ll find actions that will win your favorite suaven’s favor.

Devotion 1: Faithful

If a character has Devotion 1 to a suaven, he is known as one of the faithful. He has no particular relationship with the suaven, only a passing interest.

Devotion 2: Devotee

At Devotion 2, the character is considered a faithful follower. He is given respect by his fellow acolytes and assists in the ceremonies. He is trusted with further duties and responsibilities… and gains more of the benefits.

Devotion 3: Acolyte

At Devotion 3, the character is invited into the secret circles of the faith which usually involves being initiated into the secret rites of the cult. This is the beginning of a deeper understanding of the suaven. While a ven may hold many saints in high regard, at this level of devotion, members of the cult begin to expect a certain degree of exclusivity.

Devotion 4: Anointed

Anointed characters are no longer initiates of the suaven’s mysteries; their understanding and attunement to the suaven is deep and intuitive. There is a deep bond between the character and the suaven that cannot be expressed with language alone. The character receives waking visions and can feel the presence of the suaven wherever he goes. He teaches younger initiates the secrets of the mystery cult and seldom holds Devotion for another suaven. And by seldom, I mean, “It had better be a secret.”

Devotion 5: Priest

At this level of Devotion, the character holds no other suaven in esteem. In other words, he has zero Devotion invested in any other suaven. It is at this level that the deepest secrets are understood. The character’s connection to the suaven is as a parent and child. There is a danger in this degree of Devotion, however, because the ven who show such fidelity often seem distanced from others, speak in arcane riddles, and often enter solace sooner than normal. But it is at this level of Devotion that the most powerful Blessings are revealed: for some, a small risk to run.

Gaining Devotion

Gaining Devotion is a Season action. You must spend one Season action to increase your Devotion to any suaven. This information can also be found in the Season chapter.

Increasing Devotion from rank 1 to rank 2 requires only a single Season action and a sacrifice of at least one Resource. Roll one die. If the die rolls even, the suaven finds favor with your sacrifice. Your Devotion increases to rank 2. If the die rolls odd, the fickle spirit has been offended somehow. You gain nothing.

Additional sacrifices add dice to your roll. If even a single die rolls even, your Devotion increases one rank. Each Luxury Resource gives you two bonus dice. A Luxury does not count as two Resources, it only counts as one Resource that gives you two dice.

Increasing Devotion from rank 2 to rank 3 is done in a similar manner. This time, you must sacrifice at least two Resources. And again, one Luxury does not count as two Resources, it only counts as one Resource that gives you two dice.

Increasing Devotion from rank 3 to rank 4 is something else all together. Yes, it requires three Resources (at least). It also requires an Adventure given to you by the devoted of your suaven. The adventure usually involves building a shrine or protecting a shrine for a Season, writing an opera about her life, or some other activity promoting the good news of your suaven.

Increasing Devotion from rank 4 to rank 5… now we’re talking serious trouble. This is entry into the mystery cult. Through the initiation rites, through the trials, through the rituals. The secret wisdom. The final gift.

Yeah, this requires an Adventure. At least. A relic. Build a Temple. Prove your fidelity. Undying love. Prove it with blood.

Dividing Devotion

Any ven may only hold so much Devotion for each suaven. That limit is five. You may only ever have a total of five ranks of Devotion for any and all suaven. A couple of examples:

1, 2, 2. Good.

1, 1, 1, 1, 1. Good

1, 4. Good

2, 2, 2. Bad.

3, 2, 2. Bad

Five. That’s your limit. Five ranks of Devotion for the suaven. Nothing more.

If you want to increase your Devotion for a suaven and you already have five ranks allocated, you have to drop your Devotion to one of the suaven to increase your Devotion for another.

Blessings and Wrath

The suaven bestow Blessings on those that serve them well. Attend to their shrines and temples, help fellow devotees, act against their enemies.

The suaven bestow Wrath on those who betray them.

Blessings and Wrath take many forms. Mysterious omens and prophesies. Miraculous occurrences. Relics from the past. All of these are represented in the game. You can find them under each of the Greater Suaven, detailed below.

Part Two in a moment…

Fact Checking the President

Last night, the President said a lot of things. He also forgot to say a lot of things.

He said “Iraq’s national leaders are getting some things done,” such as “sharing oil revenues with the provinces” and allowing “former Baathists to rejoin Iraq’s military or receive government pensions.”

A month earlier, on August 18th, in a public address, he said, “The Iraqi government in Baghdad has many important measures left to address, such as reforming the de-Baathification laws, organizing provincial elections and passing a law to formalize the sharing of oil revenues.”

Sharing oil revenues is not a law and the local governments will not make it a law. They’re doing it until we leave, then they’re going to put the oil in their pockets. The President forgot to report that to the American people.

He said Baqubah, the capital of Diyala province “is cleared” of terrorists.

But in a press conference on Aug. 27, he said the province was unstable, with terrorists cutting off food and supplies. The President forgot to report that to the American people.

He said 36 nations are assisting us.

That’s true. All 36 nations have a grand total of 11,685 troops on the ground. Less than 7 percent of the total fighting force. The President forgot to report that to the American people.

The President quoted a report by Marine Gen. James Jones saying, “the Iraqi army is becoming more capable, although there is still a great deal of work to be done to improve the national police.”

Yes. That work is 2 years away. At least. And that’s a good estimate. According to her report. Her report also said the police force was corrupt beyond redemption and that it be completely dismanted. The President forgot to report that to the American people.

The President said a lot of things last night. He also forgot to say a lot of things.

As President, he has a duty to be honest to the people who elected him. The last President who wasn’t honest with the people who elected him got impeached. For lying about a blowjob.

This President lied at least four times last night. And his lies weren’t about a consensual sexual act. His lies were about the lives of thousands of American citizens and even more thousands of Iraqi citizens.

In short, his lies cost the lives of hundreds of thousands of human beings.

If lying about a blowjob is worthy of impeachment, perhaps lying about war is, too.

(Somehow, I find fault with the argument blowjob > thousands of human beings.)

(source.)

Houses of the Blooded: Mass Murder

Mass Murder

A mass of bodies throwing violence at each other. Iron and muscle, sweat and blood. Clamor and alarum. And in the end, there will be bodies bleeding their lives away.

Whenever groups of ven need to settle their differences with violence, the GM calls for the Mass Murder rules. Here’s how they work.

One Big Contested Risk

Mass murder is just that. One big contested risk. Everyone follows the same steps.

1) Pick a Side

Everybody picks a side. Us vs. Them. Us vs. Them vs. Them vs. Them.

You may choose “Me” as a side. Good luck.

2) Pick a Leader

Each side picks a Leader.

2) Gather Advantage

Now, we gather dice. Each side gets a pool of dice. Only the Leader can add his Name, Prowess, aspects, etc. Each additional ven on his side adds one die. That’s it. Just one die.

3) Wagers

When the Leaders have their total dice, each Leader secretly makes wagers.

4) Roll

All Leaders roll.

The victor (whoever rolled highest) keeps all his wagers.

The defeated (every side who rolled lesser than the victor) lose half their wagers.

5) Murder

The victor goes first.

a) He selects one ven on his side,

b) spends a wager, and

c) gives a rank 5 Injury to any ven or ork involved in the fight scene. Even one on his own side.

If you are targeted for murder, you may spend a style point—one of your own—to use a Maneuver. Usually this will be either Dodge or Parry. You cannot use the basic Maneuver “Defend.” You must use Dodge or Parry.

If a targeted ven uses a Maneuver to dodge the murder, the selected ven may spend a style point to counter the Maneuver. This continues as usual until one side can no longer counter. The loser gets a rank 5 Injury.

6) End of the Scene

When all the wages are spent, the scene is over. Any side has the opportunity to surrender.

Ven with rank 5 Injuries are one step away from death. A single action kills them. Not even a risk. Just an action.

If any side does not surrender, go back to Step 1 and start over again. If a character cannot contribute to the scene (she has a rank 5 Injury), she cannot contribute a die to the Leader.

The Point of It All

This mechanic kills characters. It should. I designed it this way for three reasons.

The first was to make these kinds of scenes lethal, dirty, messy, and chaotic.

The second was to make it as fast.

The third was to discourage this kind of thing.