Houses of the Blooded: Murder

We have a rule around these parts. If you can’t roll dice, you fail. Just fail. If you’re taking a contested risk (that’s a risk against another character) and you can’t roll any dice, they succeed and you fail. They get to use all their wagers and you get nothing.

Now, let’s talk about murder.

If you successfully get the drop on someone, if you gain surprise, if your Revenge roll is higher than their Revenge roll, they have no idea what’s about to happen and… they get no dice.

None.

That means you get to put all of yours into wagers.

Remember when we said a Wound 5 was debilitating enough to knock you off your feet and make you completely incapable of defending yourself?

No dice.

See, I’m sick to fucking death of catching someone off their guard in an RPG and getting something as lame as double or triple damage. Or even quadruple damage.

No. If I have a knife and that person doesn’t know I’m there, and I put that knife through their throat, that person fucking dies. Dead-dead-dead.

Not ten hit points. Not thirty wounds. Not two wound ranks. Bullshit.

Dead. Dead. Dead.

That’s the Murder Rule. Catch someone off-guard and they can’t use any dice.

The only kind of dice they can spend is Style Dice. And even then, maybe not. But Style dice are the out. And you can only blow five of those in one roll. But for this… if you miss a Revenge roll and someone’s coming up on you with a long knife… sorry, that’s the game, my friend.

“Indie”

Indie music, indie publishing. Dick Dale–yeah, that Dick Dale–says what I needed to hear today.

Thanks again–as always–to teh Zug.

Houses of the Blooded: Skills

I’m thinking about ditching Skills.

Skills like The Sword, Art, and Bureaucracy really only ever link up with one Virtue (Prowess, Beauty, and Cunning). Not only that, but they seem to be nothing more than just extensions of those Virtues. That makes them more like aspects… and perhaps they should be.

On the other hand, Skills like Revenge and Romance are more like motivations. The reason your character does something. I can see Strength + Revenge just as easily as I can see Cunning + Romance.

And so, instead of Skills, we’ll have “Motivations.” Revenge and Romance are the first two. I’d like to have at least five. But, what else does a ven really need?

Houses of the Warhammer

I was going to write about murder tonight (there’s a mechanic for it), but instead, I got to play my assassin-priest of Khaine, the Bloody-Handed God, the Dread Lord of Murder.

Warhammer FRP at the House of Three Johns. I’m having a blast.

(Got enough advance to get to Spy. As soon as I get through that, it’s Assassin, then Initiate, then Priest, then Anointed Priest. Oh, yeah baby!)

Violence, Part 2

Okay, let’s talk about game mechanics in the duel. This is a long one. Put your rain coats on. It’s gonna get bloody.

PS: For those who are in the know, I think I’ve solved the Hit Point/Death Spiral problem. It’s at the end. Check it out and let me know.

Now that you know why duels are fought, let’s you and me talk about how they are fought.

First, a duel is fought in a series of beats. Each beat, one of the duelists is the aggressor and the other is the defender. The duelists trade back and forth… unless a switch in momentum occurs. A maneuver striking the opponent off guard. We’ll get to that later. First, let’s go through the duel step-by-step.

Step 1: Gather Dice
Each duelist (and there are only two of them) gathers together whatever dice they can. The relevant Traits are Prowess and The Sword, plus any aspects they can invoke and tag. Players should double check with the GM, as usual, for rulings on invoking aspects that may or not be appropriate to the circumstance.

Example
Shara has stumbled into a duel. This is something she does not want to do. Not yet, anyway. She faces off against her opponent and I have to figure out how many dice she has.

Her Prowess is 3 and her skill at The Sword is also 3. That’s six dice. Not a lot to play with. If I want to play it safe, I’ll use at least 4 for the risk, leaving me only 2 to bid in the strike auction (not to mention use as wagers later on).

Fortunately, Shara’s sword has some Style banked. I pull two Style from the sword, giving me a total of 8 dice. That’s a bit better. She also has an aspect I want to invoke: “I know exactly how to hurt you.” The GM tells me that’s fair. Someone is going to get hurt after all. I get three dice from my aspect, giving me a total of 11 dice. Let’s look at the total:

Prowess    3
The Sword    3
Style (from sword)    2
Aspect    3
Total    11
 
So, for this part of the duel, Shara and I have eleven dice to play with. Okay, let’s see what happens next.

Step 2: Strike Bid
Time to determine which duelist makes the first move. Not necessarily the most successful hit, but the first one. And sometimes, that’s all you need.

With all those dice in hand, each player secretly sets aside a number of them, depending on how important it is for him to get the first strike. This is called the strike bid. Both players reveal their strike bid at the same time. The player who sets aside the most dice for the strike bid has the option to go first or second.

Example
With those eleven dice, it’s time to figure out how important it is for me to get the first strike. I know I want to use at least four dice for the risk (to beat the 10). That leaves me six. The more dice I have, the more wagers I can make, the more Style I can get. Of course, if I lose the bid, I lose the dice. I waste the dice, in fact. Bidding dice to go second. I’d better make sure I don’t do that.

So, I decide I’ll put four dice into the strike bid. My opponent reveals two dice. I get lucky. I get to pick whether I go first or second. I pick first. I have eight dice left for the duel.

Step 3: Declaration
Each duelist declares what he will do, starting with the duelist who won the strike bid. The duelists trade strikes, back and forth, eye for an eye, tooth for a tooth.

This step starts with the first duelist declaring a risk. He states his intention clearly. “I want to stab your wrist,” “I want to cut your thumb,” or even “I want to cut out your eye.” Say it loud and say it proud. No room for the timid here.

The first duelist declares his intent and then the second duelist responds, declaring his own intentions with clarity and pride. His intention could be “I parry your worthless excuse of a lunge,” or “I bend sideways, leaving you open for a counterattack,” or even “I spin out of the range of your blade.”

The declarations are important. They set the standard for what happens next. Setting the bar.

Example
Shara won the strike bid, so she has the option to go first. She takes it. I announce, “I slice your leg, just above the knee.”
My opponent, looking to counter that, says, “I parry, putting your blade out of my way.”

We’ve both announced our intentions. Now, it’s time to see who is right and who is bleeding.

Step 4: Risk
Both duelists make their wagers secretly. Then, each rolls their remaining dice.

Both duelists check to see if they roll at least 10. If either of them fails to roll at least a 10, they completely fail at their declaration. Complete Failure. More on that in a moment.

If both duelists succeed in rolling at least 10, see which rolled higher.

The duelist who rolled higher succeeds in his intent. He is the victor. He has complete success.

The one who rolled lower gets only a partial success. He is the defeated. He has partial success.

Complete success means you get to use all your wagers.

Complete failure means you don’t get to use any of them.

Partial success means you can only use half your wagers, round up.

Step 5: Consequences
This is when the bleeding happens.

A successful attack means the victor may apply all his wagers against the defeated. The defeated may, if he wishes, subtract one wager from the victor’s pool, trading wager for wager. In other words, he can sacrifice his own wagers to cancel the victor’s wagers, one for one.
As soon as all the sacrifice is done, the victor applies his wagers.

If the attacker is the victor, he may Injure his opponent.

If the defender is the victor, he may Parry his opponent’s attack.

Injure and Parry are the two basic maneuvers (yes, that’s a game term). Advanced maneuvers may only be taught by fencing masters and each takes an entire Season to learn. I’ll put the advanced maneuvers here so all maneuvers are in the same place. If you want to learn those maneuvers, try looking up the Seasons chapter.

Injure (basic; aggressor; causes Injury)
If you put the hurt on your opponent, you deliver an Injury. Successfully hitting your opponent causes a rank one Injury, listed as “Injury 1.” Each wager you add to that increases the Injury’s rank. So, if you add two wagers to a successful hit, you’ve given your opponent an Injury 3. (One free rank for successfully hitting your opponent and two additional ranks for your two wagers. That’s a total of 3.)

The bigger an Injury, the better it is for you, the worse it is for your opponent.

Parry (basic; defender; free Style)
If the defender rolls higher than the attacker, the defender is the victor and the attacker is the defeated. The defender can then successfully parry the attacker’s attempt at harm. This means the attacker can now deduct wagers from the defender’s wager pool. That’s a good thing for the attacker.

Parrying is a good rest action. It gets you out of getting hit, but more importantly, it allows you to transfer all your extra wagers into Style points. Remember: you can turn any excess wagers into Style.

Advanced Maneuvers
All of the maneuvers below cost 2 wagers to execute. Each also costs one Season action to learn. Get studying.
Bash (defender/attacker; 2 wagers)

Throwing your weight behind your sword, you hope to throw your opponent off balance. Both you and your opponent roll Strength + Athletics (sorry: no wagers). If either of you do not make the risk (roll 10 or higher), you fall to the ground. The higher roll steals the momentum and may make an immediate attack against his fallen foe.

Bind (defender/attacker; 2 wagers)
You may wish to lock your opponent’s blade with your own. This ends any further maneuvers for the beat and both duelists transfer any remaining wagers into Style.

Blind (attacker; 2 wagers)
You slash at your opponent’s eyes, momentarily stunning him, blinding his vision. Your opponent loses a number of wagers from his pool equal to your skill with The Sword.

Feint (attacker/defender; 2 wagers)
A feint to the wrong direction can throw your opponent’s guard off, giving you an opportunity during the next beat. Declaring a feint by throwing away two wagers gives you a number of Style points equal to your skill with The Sword. These Style points can only be used in the next beat.

Lunge (attacker; 2 wagers; add Str to Injury)
A lunge is a dangerous maneuver, but if effective, can be devastating. A ven without Strength cannot make a lunge. Making a lunge requires two wagers. The duelist adds his Strength to the Injury rank. So, that’s one automatic rank for success plus the duelist’s Strength, plus any additional wagers he wishes to add.

The drawback of the lunge maneuver: you may not spend any further wagers that beat. Not to attack, not to defend yourself. All remaining wagers transfer to Style.

Riposte (defender; costs 2 wagers)
For the cost of three wagers, the defender can try a riposte. A riposte is a quick counterattack made by the defender. Like I said, this costs three wagers. The defender now becomes the attacker and may make an attack against his opponent with his remaining wagers. The attacker may only defend with his own remaining wagers.

If the attack is successful or if it fails, a riposte does not count as an attack. The duelist making a riposte does so at the end of the attacker’s beat, giving him first attack in the following beat.

Injury
The ven get hurt, just like us. They feel pain, just like us. They die from injury, just like us. The ven are just a little more butch, that’s all. But they can still be killed. It just takes a little more effort.

When your character takes an Injury, it has a rank. The rank is an indictor telling you how severe the Injury is. You can have multiple Injuries. A cut above the eyes, a sprained ankle, even a missing hand.

Injury 1 and Injury 2 are flesh wounds. A sliver of pain. Just a distraction. Any Injury 1 or 2 heals in an equal number of days. Injury 1 heals in one day. Injury 2 heals in two days.

Injury 3 and Injury 4 are crippling wounds. A deep, piercing wound through the chest. A missing digit. An ear torn from the side of the head. A blinded eye. A rank 3 Injury heals in one Season. An Injury 4 heals in two Seasons.

Injury 5 is a mortal wound. Any ven who takes an Injury 5 is automatically knocked to the ground, helpless. He cannot protect himself. A single action by a ruthless enemy will kill him. He is helpless for one week minus his Fortitude. For the rest of the Season, the character can take no action without spending a Style point. His Injury 5 heals at the end of the Year, losing one rank per Season.

Unfortunately, the last rank from an Injury 5 never fully heals. It remains as a scar on the character sheet.

Any Injury can be tagged, just like an aspect. Your opponent, by tagging your Injury, gains a number of bonus dice equal to the Injury.

This is important now.

You never lose dice because of Injury.
Your opponent can tag it for bonus dice,
but you always get your full pool of dice whenever you take a risk.

The ven are just that tough.

HotB: Violence

A conscious decision. The word “combat” will not appear anywhere in the book. There will be no combat chapter, no combat rules, nothing. The C-Word. No combat.

Instead, the name of the chapter discussing violent acts is called… well, “Violence.”

Here’s how it starts.

Violence

We are not animals. We must approach every aspect of our lives, even violence, with a civilized mind.
– Virtues

The only thing that separates us from the rest of nature is that we know we are animals.
– Lessons

The ven are civilized creatures. They agree upon a set of laws, and abide by those laws, surrendering certain civil liberties in exchange for safety. Without this mutual agreement, the ven would be reduced to chaos. Nobles are the keepers of civilization, the watershed against that chaos. Even still, there comes a time when words and rhetoric fail, and when they do, the only recourse is action.

The noble caste recognizes this, and recognizes a citizen’s right to defend his honor, and defend it with blood, if necessary. Violence is a part of ven culture, but if arms must be taken up, they will be taken up with a mind toward justice and fair play. Two opponents, each with the same weapon, facing off to prove or disprove a claim of honor. This is the purpose of ritual violence: to address the necessity of violence in a civilized culture.

A formal duel is a serious affair for all involved. Even if a duel is set for first blood, accidents happen. It is more than just a test of skill, but a test of honor for both parties. A most serious matter, indeed. One might even say, “deadly serious.”

This chapter looks at the the role violence plays society. First, we’ll look at duels. Why they happen, how they happen. Then, we’ll talk about Revenge. Why it happens, how it happens. Finally, we’ll deal with the very rare circumstances of the traditional “fight scene.”

The Duel
The Duel is a small book—only a few pages—outlining and making clear the Senate’s overly complicated and convoluted system rules for duels. Over the last two hundred years, the ven have continued to manipulate the system, creating a labyrinth of laws. As the author of the work himself writes:

Before all other considerations, my sense of fairness and clarity in this matter bears the greatest weight. If the matter of violence is not made simple and straightforward, we are lost.


Authorship of The Duel is one of the most disputed in all of Shanri. The book was written under pseudonym, but many assumed it was the hand of Uthali Rondo, House of the Wolf, Baron Taven who penned the document. It was only recently that some have come forward making the claim that his brother, Uthali Pennin, House of the Fox, Baron Grendir was the true author. Evidence stands for both claims, but too much time has gone by for any truth to be discovered.

The Duel makes clear the procedures for a duel, starting with causes—both just and otherwise—and moving on to ritual. Finally, the author makes a passing reference to revenge… but only for a moment. The true intent of his final cryptic statement remains a mystery.

Three Offenses

If a man so finds himself in a position where his honor is questioned, it is true that he may consider himself under grievance.
—The Duel

I have translated this word as “disonor,” which frankly is a tad bit weak. The original ven word is seventeen syllables long and literally translates as:

The moment my integrity has been so stained that it may only be cleaned with blood.

You’ll pardon me if I use “dishonor.”

The anonymous Author goes on to discuss what exactly constitutes an offense to one’s honor. He defines three “offenses” as valid arguments for grievance. The first is insult, the second injury, and the third serious injury. Each calls for a specific duel with its own rules and outcome.

Insult
“Insulting a man’s honor – chiefly by questioning it – is the least serious of offenses. Calling him a liar is the highest of these low offenses. Intimation is one thing; exclamation another.”
–    The Duel

“Insult” is publicly questioning another noble’s honor. Calling him a liar, an adulterer, a welcher or a thief is cause for the claim of insult. According to the Duel, insult cannot be claimed without a witness willing to testify to the insult before a jury. This is why so many nobles couch their insults in word plays and innuendo, thus avoiding a duel.

Injury
“Injuring a man is inflicting a wound that shall leave a scar on his person, his livelihood or his heart.”
–    The Duel

“Injury” is a more serious crime, one that results in physical, spiritual, or financial scar. The wording of the Duel is ambiguous, a fact many nobles have used to make claim to injury. Like a claim of insult, it must be brought before a jury to decide the validity of the claim. The discovery of an affair is the most common cause for a claim of injury, as well as theft, a loss of honor or Reputation.

Serious Injury
“Some injuries cannot be healed by words. Only blood.”
–    The Duel

Finally, “serious injury” is reserved for offenses that cannot be undone. In other words, injuries that cause permanent and irreparable damage. This is the rarest of all three duels as most juries try to avoid declaring them. But in the most extreme cases, such injuries can only be settled with a duel to the death.

Making the Claim
Once the insult or injury has been made, the offended party must make a claim within two days of the incident. (From The Duel: “to prevent any meddlesome voices from fanning dying fires.”) If no claim is made, no insult or injury has taken place; the offending party is assumed to have spoken the truth. If the offended party does make a claim, all further details are handled by “seconds.”

A second is a trusted friend or relative who speaks for and supports a noble engaged in a duel. The Duel forbids both parties any further contact until the duel, giving them space and time apart, allowing time for their tempers to cool.

The Jury
“A jury must be made op of men and women who are neutral in the affair, who have no vested interest in either the success or failure of the duel. An odd number is preferable, in the event of a tie. The jury is selected by the most distinguished peer at the site of the alleged grievance.”
–    The Duel

When a claim of injury or insult is made, a jury must be formed to judge the validity of the claim. A jury is made up of an odd number of nobles (The Duel calls them “peers”). These peers are chosen randomly or by the seconds. Typically, the noble with the highest Social Rank chooses the jury. He picks an odd number of nobles, in the case of a tie.

It is understood that if the noble intentionally picks an even number of nobles, he wishes the jury to come back with a split decision, indicating that a decision cannot be made.

The jury hears pleas from both seconds and decides who is the offended party in the claim. This can be a tricky situation, as both duelists want that title. The situation becomes complicated by the rules presented by the Duel. If Lord S______ claims Lord B______ has cheated him, Lord S______ has a rightful claim of insult. Thus, it becomes the duty of Lord S______’s second to prove the claim, for if he doesn’t, Lord S______ becomes guilty of a claim insult, which can quickly escalate to a claim of injury (of character).

The jury votes on the validity of all claims and set them in order of injury. This becomes important later, when letters of apology are sent or a duel commences. The most serious injury is set at top, followed by less serious injuries, followed by the most serious insult and all subsequent insults.

Apologies
Once the jury agrees on the crimes, the seconds draft letters of apology for the opposing party to sign. Typically, three copies of the letter are drafted: one for the offended party, one for the offending party, and one for public notice.

A noble can refuse to sign a letter of apology, thus ensuring a duel. He may also refuse to send a letter of apology, although this results in a loss of Reputation. Letters are typically drafted with one signature addressing all the claims.

Arranging the Duel
If apology won’t settle the matter, all that’s left is bloodshed. The seconds meet to arrange the details of the duel. There are many factors to discuss, including time and place, weapons used, distance of stance, and the seriousness of the duel itself.

The Duel demands the offending party be given the right to choose the weapons while the offended party chooses the time and place. The seconds carry the demands and details of the duelists, sometimes making multiple meetings to finalize the details. All of these details are used as leverage points to either arrange for an apology (thus, dodging the duel) or to further enrage the other duelist (thus, ensuring bloodshed).

Choice of weapons is important and the primary concern of the seconds. They must make certain the weapons are identical to ensure a fair contest between the duelists. The offended party may waive his rights to “fair weapons,” allowing the offender to bring whatever weapon he likes to the duel.

Time and place are also important. Just as the offender has choice of weapons, the offended has choice of time and place. Duels usually occur just before dawn as the sun is rising, but not blinding. Noon is also a prime time for duels. Midnight is reserved for duels not approved by a jury, usually fought under a full moon to provide ample light for the duelists.

Finally, the seconds discuss distance of stance. This is how many steps lay between the duelists when the duel begins. This can also be an important factor, depending on the weapons employed in the duel.

The Duel
When the duelists finally meet on the field (having not seen each other since the whole affair began), weapons are chosen and the distance is taken. This is the first opportunity for apology.

In matters of insult, an apology may be made before the duel begins. The offender may make an apology, offering the offended party the opportunity to end the affair before bloodshed occurs. If the offended party accepts, letters are signed and the matter is settled.
In matters of injury, no apology can be offered until blood is spilled. Whether that’s first blood or a duel to injury is up to the duelists.

Duel to the Touch
In the case of minor insults, a duel to the touch may be appropriate. Both duelists stand a few steps apart and at the drop of a handkerchief, they draw swords quickly, trying to gain the first hit against his opponent. The duelist striking first is declared the winner and the affair is ended.

A duel to the touch is rare, usually insisted upon by the elders of a family who don’t wish to see their young killed in a senseless affair of honor. One duelist called this a “lady’s duel.” He was subsequently blooded and beaten by a woman duelist who overheard him and decided it was a matter of honor to defend her insulted gender.

Duel to Blood
Also known as a “blood duel,” duels to blood are used to settle serious matters of insult. Claims of insult are resolved when one of the duelist is wounded to bleeding. This is the most common form of dueling, the others reserved for more serious affairs of honor.

Duel to Injury
More serious matters of honor call for a duel to injury. The duel proceeds until one opponent is blooded (as above). He is then allowed the opportunity to apologize (the offending party) or claim satisfaction (the offended party). An apology or concession ends the matter. If no apology or concession is given, the duel continues, breaking with each blooding. The offer of concession or apology is made again, and if none is made, the duel continues. If a duelist cannot continue for his wounds, the duel is over and the matter is finished.

Duel to the Death
For the most serious matters, a duel to the death is the only way to gain satisfaction. The duel ends when one duelist is mortally wounded. No offers of apology or concession are given, no breaks between blooding. The fight continues until one duelist falls, injured unto death.

After the Duel
Once the duel is over, the matter is settled. No further claims from the duel or its outcome may be made. The seconds are present to ensure a fair fight and prevent dishonorable actions. If they are honorable men, it is assumed the duel ended fairly.

Revenge for a fallen friend killed or wounded in a duel is forbidden. Both men agreed to enter into honorable violence and accept the consequences as honorable men. Plans of unjust revenge are dishonorable, left for men of lesser stature and spirit.

Tomorrow, we get started on rules

Strange, Part 5

Temple of the Sacred Harlot
 (A Roleplaying Game for Consenting Adults)
Written and designed by
Virginia Dare

 (with a polite curtsy of appreciation to Annie Rush and Meguey Baker)

 

Each player takes the role of two characters: a Priestess of the Goddess and a hero who has come to win the favor of the Acolytes of the Temple.

The Priestesses have a Game. Stories told, Challenges made, Champions chosen, the defeated shamed.

You will play this game. And when the game is won, a new Priestess of the White Mask will be chosen and she will have her Champion. But so will the Priestess of the Red Mask, and as her Will demands, she will have a Champion, so is the Law.
 
Set-Up
You will need at least four players for this game, although six is good. Eight is better. Ten is best.

A number of 10-sided dice are needed, although any will do. At least ten per player. This is the Well of White Roses. Set all of them in a pool in the center of the room. They need not be white, but the Priestess of the White Mask will be displeased if they are not.

Red ten-sided dice are also needed. This is the Well of Red Roses. Many are needed although five per player will do. They need not be red, but the Priestess of the Red Mask will be displeased if they are not.

Each player needs two sheets. A Lover sheet and a Priestess sheet.

Pencils.

Wine, cheese, crackers and oysters are encouraged.

Characters
Each player takes the role of both a Lover and a Priestess. The Priestess sheet is nearly blank, needed only for notes. But your Priestess needs a name. Write her name at the top of the sheet. Remember this: she is a Priestess of Beauty, Love, Desire and Passion. Choose wisely.

The Lover sheet requires work to fill the empty spaces. Each Lover has Virtues, Inconsistencies and Beauties.

Virtues are those things the High Priestess of the White Mask looks for in a lover. She seeks those who are Honest, Faithful, Courageous, Forgiving and Temperate. Because the Moon is low, and the Priestess sits in the light of the Moon, these are Virtues.

  • An Honest Lover always tells the truth, regardless of the consequences.
  • A Faithful Lover stays true to the one he loves the most.
  • A Courageous Lover faces danger without a moment of doubt.
  • A Forgiving Lover does not allow his temper to overcome his sympathy.
  • A Temperate Lover keeps his appetites in check.

 
Inconsistencies are those things the High Priestess of the Red Mask looks for in a lover. She seeks those who are Cunning, Lustful, Crafty, Vengeful and Indulgent. If the Moon was high, and the Priestess sat in the light of the Moon, these would be Virtues, but that is not the way of the world.

  • A Cunning Lover uses subterfuge to avoid the consequences of the truth.
  • A Lustful Lover is not hindered by jealousy, partaking of many lover’s pleasures.
  • A Crafty Lover uses his intellect to defeat his opponents.
  • A Vengeful Lover does not allow sympathy to stand in the way of his honor.
  • An Indulgent Lover has the endurance to withstand multiple feasts.

Beauties are the things that make the eyes pause, for the eyes are the scouts of the heart, and they seek to bring to the heart that which it desires the most. These are Eyes, Beard, Arms, Hair, Smile and Voice.

To create her Lover, a Priestess must choose:

•    2 Virtues
•    2 Inconsistencies, and
•    2 Beauties

She must also give her lover a Name. This should be inspired by her Lover’s Virtues, Inconsistencies, and Beauties.

She does all of this in secret. No other can know.

Finally, using a small piece of paper or an index card, she writes her own name. She folds the Lover sheet around the small piece of paper and seals it tight.

When all writing is done, put all the Lovers in the center of the table and redistribute them randomly to the Priestesses. In all likelihood, you will not receive the Lover you created. You will most likely receive the Lover another Priestess created.

Open the sheet, read the Lover within, and read the Priestess’s name written on the small piece of paper. This Lover is that Priestess’s Favorite. The Priestess has chosen you. The one she hopes will win the White Rose.

Likewise, another Priestess has chosen your Lover and is to play your Favorite. Find the Lover with the proper Pseudonym. That is your Favorite.
 

Example
I have two sheets of paper. One for my Priestess and the other for my Lover.

The Priestess sheet is easy to finish. I write her name, “Ythaday” at the top of the sheet.

For the lover, I must choose two Virtues, two Inconsistencies and two Beauties. I choose the following:

Honest
√ Faithful
√ Courageous
Forgiving
Temperate

Now, I must choose two Inconsistencies. I choose the following:

Cunning
√ Lustful
√ Crafty
Vengeful
Indulgent

Finally, I must choose two Beauties. I choose the following:

Eyes
√ Beard
Arms
√ Hair
Smile
Voice

Now that I have chosen these things, I also write my Priestess’s name on an index card and fold the Lover sheet around it. I put it in the middle of the table, as do the other Priestesses with the Lovers they have created. Remember, all of our Lovers are made in secret. Then, we mix up the Lovers and choose one.

I get a random Lover created by another Priestess. Her name is written on a card, folded within the Lover sheet. This Lover is my character. The Priestess’s name indicates which Priestess has chosen me as her Favorite.

Likewise, I look around the table and find the Priestess who has chosen my Favorite. I find his Name. I will ensure he will be the one to win the White Rose, for that is my Will, and so is the Law.

All players should now have:

•    1 Priestess sheet with the Priestess’s name at the top
•    1 Lover sheet with 2 Virtues, 2 Inconsistencies, 2 Beauties and a small piece of paper with a Priestess’s name written in secret.

Play may now begin.

The Game
One by one, each Priestess begins recounting a romantic tale involving as many of the Lovers as she chooses. A tale of heroism, of tragedy, of danger and escape, of breathtaking violence… of quiet and soft caresses.

She may involve as many of the Lovers as she likes, but she may not name them. She must only use pseudonyms. After all, a woman of discretion does not reveal secrets so plainly and openly. Or so easily.

When she speaks of the Lovers, she must only speak of their pseudonyms that she has devised and of their Virtues and Inconsistencies. Of these, she must invoke them in the tale. In other words, they must move the story forward.

When she invokes a Virtue, all Lovers with that Virtue may draw a die from the white pool.  When she invokes an Inconsistency, all Lovers with that Inconsistency must draw a die from the red pool.

Example

I speak a tale of a Lover who sought to kill a dragon for the beast had captured his true love. As I tell of the smoke and the heat and the pain wracking his bones as he climbs down into the dragon’s lair, I invoke his Courage for overcoming his fear.

When I say “Courage,” all the Lovers with that Virtue may draw a white rose from the Well.

Later, when he encounters the dragon, I tell of how the beast has taken the form of a beautiful woman with wanton eyes and a hungry smile. I speak of the Lustfullness in his heart as he grabs the dragon, brings her into his arms, and feeds those hungry lips with a kiss.

When I say “Lustful,” all the Lovers with that Virtue must draw a red rose from the Well.

The Challenge
The Priestess of the Red Mask is not in favor. The light of the Moon shines elsewhere. Shining light on her Virtues should draw anger and a Lover may challenge the Priestess who does so. Bloodshed in the Temple of the Sacred Harlot. She would have it no other way.

If your Lover has more red Roses than any other, you may Challenge the Priestess who forced you to draw from the Well. You must say, “Lady, I think you charge me with wicked words,” or some other well-fashioned charge. He must make plain which Inconsistency she invoked, for it will have consequences.

At this point, the Priestess may either recant or insist. If she recants the words she spoke, she must say so in some manner of eloquence and apology. In this case, any Lover may put the Red Roses they just drew back into the Well. Any Lover may, if he wishes, keep his red rose, or he may return only one or just two. He may do as his Will pleases, as is the Law.

If a Priestess insists, with the strongest possible sincerity, the Challenge is then met.

The challenged Priestess may now choose a Champion. She may choose any Lover to be her Champion—any Lover but the one who Challenged her honor, of course. Any Lover may also make the offer to do so.

If a Priestess chooses a Champion and he declines, he must put a white rose back into the Well. No Lover would ever deny the opportunity to defend a Priestess’s honor.

Once the Champion has been chosen, both Lovers secretly choose a number of their own Roses. Then, at once, they reveal their Roses and roll dice. They may roll a number of dice up to the White Roses they have gathered so far. They do not have to roll any or even all. They choose secretly and reveal at once. Then, they roll.

The highest roll wins.

If the Champion wins, the Priestess’s claim was true and the defeated Lover must accept the price of challenging an Acolyte of the Goddess. He gives up all the Roses he used for the Challenge. They are placed back in the Well.

If the Challenger wins, the Priestess’s claims were false and the defeated Lover must accept the price of championing a woman both false and inconsistent. He gives up all the Roses he used for the Challenge. They are placed back in the Well.

If a Lover does not have five white Roses, he cannot make a Challenge.

Example

After referring to the anonymous Lover’s Lustfulness, one of the Lovers challenges the truth of my tale. I must now find a Champion.

A few Lovers make an offer. I look them over. I choose one who did not make the offer. If he refuses, he must put one white Rose back into the Well. He refuses and does so. I remember his voice and the eyes beneath his mask.

After rejection, I choose another Lover. He accepts.

Both my Champion and the Challenger secretly choose a number of white Roses to use in the Challenge. Then, at once, the Lovers reveal their Roses. Dice are rolled. One of them rolls higher than the other. In this case, it is my Champion.

Because my Champion won, the one who Challenged my tale must put five white Roses back in the Well.

Had my Champion lost the Challenge, he would have to put five Roses back into the Well.

Discovering Secrets
Once, and only once, a Lover may guess the identity of a Priestess’s Favorite. Once and only once.

If he is correct, the Lover may draw five White Roses from the Well. Or, five Red Roses, as is his Will, for that is the Law.

A Lover only gets one guess. Not one guess per Priestess. Just one guess.
Once All the Stories Have Been Told…
… the Lovers count up their Roses.

They subtract one White Rose for every Red Rose. But do not cast away the Red Roses so quickly…

Now, who has the most White Roses? For him, he is Most Favored. The True Lover. And he may choose who shall be the next Priestess of the White Mask. If there is a tie, they will roll dice and the highest roll wins.

Example

When all the stories are told, all the Lovers count their white Roses. Then, each Lover subtracts one white Rose for every red Rose he has. The Lover with the most white Roses is the winner.

Winning the Red Rose
When the Lover of the White Rose has been chosen, look at the Red Roses gathered. The Lover with the most Red Roses has won the favor of the Priestess of the Red Mask, and all that she Wills shall be done unto him, for that is the Law.

The Light of the Moon
Finally, both the Lover of the White Mask and the Lover of the Red Mask roll their respective dice.

If the Lover of the White Mask rolls higher, the Light of the Moon remains on his Priestess and the Virtues and Inconsistencies remain unchanged.

If the Lover of the Red Mask rolls higher, the Light of the Moon has shifted to his Priestess and the Virtues and Inconsistencies have changed.

And the Game begins again…

___

About the Author

Virginia Dare was born August 18, 1587 in the newly-founded settlement of Roanoake. She disappeared with the colony, leaving only the word “Croatoan” carved into a nearby tree.

She plans a sequel to this game. The Book of Whispered Psalms.


HotB: Playtest Notes

I now have at least six examples to demonstrate the full destructive power of wagers.

False Aspects. For tricking others.

“The Blood,” written by Jaquin Villanova.

The Duchess Davanion. Otherwise known as “Lady Peacock.”

Any wagers you do not use give you Style.

A veiled Virtue from a Veiled House. “Patience.”

“The Sour Duke.”

Baron Mannfred, the Black Bear.

Passions now increase once a Year rather than once a Season.

“Who is that man behind the screen?”

Strange, Part 4

There are many lies in the world, and so few hold any truth.

This lie is true.

For it is true there was a time when our world was newly born and the sun was red and rain was black and the Moon shone with a golden darkness.

And it is true that humanity fell from Paradise, but not the Paradise of any God we know.

Wary and wise are those who keep their minds ignorant of these truths, for those few who learn of how the world was, they pine for it like the kiss of a ghost lover.

Nights of golden moonlight.

And storms of black rain.

—The Book of Whispered Psalms


Look there. Listen. Watch and wait.

Soon, seven horsemen will crest the hill, riding as if the doom of the world was on their heels, smelling the sweat on their backs.

See there? Hear them?

Hear the horses’ breath as they make heat of the cold night air. Black horses with eyes like the sun. One of them holds a banner as they ride, bearing the crest of a blue dragon on a field of silver.

For three nights they have ridden through the furious downfall under that azure banner: the banner of a noble lord from the south whose borders lie too close to another, like a quail’s nest that lies close to an adder’s den.

They ride for the Temple of Many Rooms, the Temple of Secrets, the Temple of Whispers. The Temple where prayers are gasped through sweaty lips. The Temple of Sacred Taboos.

The Temple where two High Priestesses sit and wait for champions worthy of their caresses. One kind, the other, cruel.

All the Priestesses of Talia wear masks, but only two are permitted to wear masks of white and masks of red. The High Priestesses, bathed in the Moon’s Light and the Moon’s Shadow. For the Goddess has two faces and She never shows them both.

One face is silken and white as milk. Honey sweet and hearth. Her breath in your ear, promises that draw tears. The Priestess with white roses.

The other is red as the beating of the heart. Teeth and pain. Her breath in your ear, promises that draw tears. The Priestess with red roses.

Many hours now into the night and before them is the Soul Tree of Cynwych Dyn, the place where four kingdoms meet men call Four Roads Crossing. As twisted as the souls buried there, the Soul Tree looms over the road, its fingers falling just low enough to scrape at the earth when the winds are strong, as if trying to dig up what is buried there.

The winds are very strong tonight, and the branches scramble with mad abandon, leaving deep scars in the soft earth.

Seven riders stop there, and on the other side of the Soul Tree, the Temple.

And a woman in a mask waits for them at the gate. Ready to take them to the baths, to scent their skin, to comb their hair.

Ready to take them to the Great Hall where the Priestesses will choose their favorites.

Seven stories. Stories of courage and conviction. Stories of cowardice. Men are such inconstant fools.

Fires. Smoked meat and spiced wine.

Ready to hear their stories.

Ready to play the Goddess’s Game.