[center][h1][color=DarkRed]Blood and Gold[/color][/h1][/center] [i][b]"This is where it ends. With blood and pain and revenge. But it began with love. This is how everything begins and this is how everything ends."[/b][/i] -The Great and Terrible Life of Shara Yvarai [i]Blood and Gold[/i] is roleplay using the setting and rules of the roleplaying game [i]Houses of the Blooded[/i]. It is about the Ven, an ancient people whose society is obsessed with etitquette and ritual, but also Beauty, Romance and Revenge. It is about tragedy, about the struggle to survive in a world where a knife to the back may come from any hand. And of course, about the quest to place one's own knife where it needs to be. Players will be trying to climb to the top, whether with a vial of poison in the wine or a retinue of soldiers storming the keep. Sorcery, treachery, seduction, duels of honour. These and more will all be the tools of the players. Let's put them to use. [hider=Character Creation and CS] I'll walk you through character creation in this section, and include a character sheet at the end for you to use. I don't mind about formatting for the sheet, as long as it has the correct information. [hider=Step 1: Background] First, you need to determine the Houses of your parents. There is a description of the Houses in the 0th post under "The Ven>The Houses", which will help. You may choose or roll a d6 for each to randomly determine them (1 Bear, 2 Elk, 3 Falcon, 4 Fox, 5 Serpent, 6 Wolf). You must also determine the social ranking of each parent. Because of the power you could gain from this, it must be determined randomly (roll a d6, 1-3 is baron(ess), 4-5 is count(ess), 6 is marquis(e)). Now determine your rank in birth order among your siblings, which is determined either by choosing or by rolling a d6 (the result is your place). Then roll a d6 and subtract 1 or choose to determine how many surviving siblings you have. Finally, roll a d6 for each surviving sibling or choose to determine their gender (even brother, odd sister). Next you must determine your House. Think carefully about this, it's important. Choose the House of one (or both, if they're the same) of your parents. Again, make sure to refer to "The Ven>The Houses" to ensure you make the right decision. You may wish to reconsider the Houses of your parents when you make this decision. You must determine your character's names. The first to choose is your public name. This is effectively your first name, the name people call you (there will also be a list of example names at the end of this step). There is not much significance to this, but there is to what the name means, something you must also choose. It will play a part in your destiny. Next is your family name. I provided a list of the most prominent family names under "The Ven>Blooded Names". Do not feel you must use one of these if you do not wish to, but again you must determine a meaning for your name. It is the Ven equivalent of a surname. Lastly, you need a secret name. These names do not have meanings, but "Invoking" them can temporarily improve personal ability. The downside is that this involves revealing your name to anyone else present, and anyone who knows it can use Sorcery to control you. In the "Age" section, there are three things you must include. First is the word "Spring". Ven use the names of the Seasons for age as well, and all player characters will be starting in Spring (this is referred to as a Phase). Secondly is your character's actual age, in years. This is completely your choice. Lastly is the result of a d6 roll. Some people seem to age faster than others, and [i]Houses[/i] shows this. At character creation, and at the end of each year, you will roll a d6 and add this to the current total, advancing to the next Phase when you reach 60, and dying (well, sort of. See "The Ven>Physical Features>Solace") if the character is in Solace (the Phase, not the death-like trance). Next you must determine whether you have a spouse and children, and who they are. There are mechanical advantages to having a spouse, and children make great characters to continue with if your first dies and you wish to continue, if nothing else. Spouses may be NPCs or player characters, and children may be once they come of age, but for now can only be NPCs. For the last part of step 1, you must determine your titles. For now, this will just be "Baron" or "Baroness". If another player or NPC recruits you, titles such as "Master of the Road" or "Spy Master" may be added. Once you gain enough land, you may replace your first title with "Countess", "Count" or even higher ranks. Humility for now, though. [hider=Example Public Names] Aban: “the world forgives daring” Abazai: “the cherry blossoms fall” Abendago: “the unforgotten song” Abhaz: “born in the northern snows” Aby: “the river’s memory” Alanya: “protector of the home” Alexai: “the hand and the sword” Ashla: “rest here” Asvil: “born of light” Atami: “thoughtful” Ato: “first born son” Bajinoth: “the wind whispers” Cavala: “worthy of love” Chayan: “born of the marsh” Cosette: “peace of heart” Dagul: “father of many” Ddwyer: “hold fast” Deta: “white and fair” Davan: “tall and large” Dara: “in my arms, be born again” Dosajee: “in the Suaven I trust” Dranna: “the heavens in my eyes” Drial: “I am your friend” Durt: “worthy of love” Ecc: “Shanri’s mysteries in my heart” Feyla: “cheerful eyes” Fyx: “I am alive” Godfren: “devoted guardian” Gryndil: “illuminating the darkness” Gwanal: “my love will give you no rest” Halia: “the hawk’s white wing” Haroon: “my father rejoices” Icusalia: “cottage under the moon” Illudyll: “the soul of the sun” Isla: “ever watchful” Jana: “my truth in you” Jorja: “white hands” Kavamadii: “purity and grace” Kyocera: “I cannot be known” Lisle: “appointed one” Lonor: “I am the rival” Lura: “brightest star” Maja: “laughter heals” Maura: “the red widow” Maurevel: “keeper of the woods” Meza: “where berries grow” Moryandal: “inevitable victory” Mxura: “master of the house” Myri: “full of hope” No: “forbidden kiss” Olivama: “I will fool them with desire” Niassa: “the ungentle night” Rajh: “I will die on your grave” Rali: “my meal will be wine” Regana: “slender stem” Ryandual: “the abandoned plain” Sagay: “adviser to power” Shajar: “little rose” Shanina: “roots of the tallest tree” Shara: “veiled rose” Sitthydeth: “sweetest song” Sorio: “the warrior brings peace” Suahavan: “the harp” Szazs: “the unrepentant heart” Tasha: “the green meadow” Tatjan: “friend of the mountain” Tjan: “most earnest” Torr: “iron does not bend” Trixauna: “daughter of the Sword” Tshanja: “the education of experience” Tzao: “born of fire” Ul: “spiced wine” Uthandaye: “small stone” Van: “little one” Vangalio: “my deeds will inspire” Vanglia: “my family will not forget” Vrdj: “joined in harmony” Weatha: “the elder tree” Wyel: “I pledge” Zrudura: “my heart aches”[/hider][/hider] [hider=Step 2: Virtues] There are six Virtues in [i]Houses[/i]. They are the equivalent of stats in any other game, and all are necessary for survival. The problem is, it's impossible to have all of them. Choose carefully your weakness more than anything else. If anything causes your character's death, it most likely will be their weakness. Each Virtue is linked with a House. Your House's Virtue may not be your weakness, and gets a permanent +1. Besides your weakness, you will have two Virtues at 2, two at 3, and one at 4, before the bonus for your House is applied. The Virtues are: [hider=Bear's Strength] Strength represents almost all your character’s physical actions. Lifting, pushing, tearing, pulling, punching, jumping, wrestling and other forms of unarmed combat are all determined by Strength. If you choose Strength as one of your Virtues… …he can always lift, push, pull, move, jump, run, climb better than anyone else around and never needs any help for anything. If you do not choose Strength… … your character is a weakling. He can’t shove heavy (or jammed) doors open, can’t bend bars, and certainly can’t lift gates. You roll a number of dice equal to your Strength for any physical risk. Physical force, manual dexterity, everything. If you do not have Strength, you get no dice. No dice means you do not get to narrate your character’s success or failure.[/hider] [hider=Elk's Cunning] Cunning is a measure of your character’s ability to see what others are trying to hide and 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 Virtues… … your character is always thinking outside of the box. He doesn’t go for traditional solutions, turns disparate advantages into delicate and detailed plans. He can see. If you do not choose Cunning… … your character is overwhelmed by obstacles, cannot think quickly on his feet, or see what others want to hide. Cunning also determines the number of Season Actions your character gets. Without Season Actions, your character’s Domain will grow very slowly; more slowly than other Domains.[/hider] [hider=Falcon's Courage] Courage represents your character’s physical will and determination to go on, regardless of the things that stand in his way. Whenever you face danger, whenever you must make selfless decisions, whenever you have to fight through the pain, your Courage helps you reach the other side. If you choose Courage as one of your Virtues… … your character’s will is powerful. Others must test their skills to tempt him. He can ignore pain and fear, and do what must be done. If you do not choose Courage… … your character finds temptation and distraction difficult hurdles. He doesn’t have any midnight oil to burn and he can’t face danger without some external motivation to push him along. Without Courage, your character’s risks will face difficulties. Every dangerous risk requires that you test your Courage. If you are successful, your character receives bonus dice. If unsuccessful, your character’s dice are penalized.[/hider] [hider=Fox's Beauty] Beauty represents your character’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 Virtues… … 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. A ven without any sense of Beauty will find great difficulty with Romance, Art and other vital elements in the game. You may want to take a few Aspects to compensate for your weakness.[/hider] [hider=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 Virtues… … 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. Without Wisdom, you cannot define elements of the world. Wisdom is the key trait to knowing Shanri’s secrets. If you want your character to know anything about the ven and their world, you must have Wisdom.[/hider] [hider=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 Virtues… … 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 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. Without Prowess, your character will lose every fight. He’ll be helpless. No hope. No chance. Get yourself a bodyguard or buy up some “fighting Aspects” to compensate. Otherwise, you’ll be nothing more than a tool in a world of weapons.[/hider] [/hider] [hider=Step 3: Phases] Remember in step 1, we talked about Phases for a moment? There are three things based upon your Phase: Aspects, Contacts and Solace Aspects. As a Spring character, you will have 2 Aspects, a Contact and no Solace Aspects. [hider=Aspects] Aspects are the defining points of your character's personality, or other significant things about them. First of all, they all have cool titles. The creator's character had Aspects called [i]I Know How to Hurt You[/i] and [i]I Know What You Want[/i]. What do you do with them, besides name them? Three things: invoke them, tag them, and compel them. Each Aspect can be invoked. This means that that Aspect can be used to gain a bonus on a Risk (check, in D&D terms) relevant to it, described in the invoke section of the Aspect. Maybe you're short-tempered so you can invoke that Aspect of yourself when physically attacking someone who's wronged you. [i]I Know How to Hurt You[/i]'s Aspect is "Shara gains three dice when trying to cause physical injury to an opponent.", and [i]I Know What You Want[/i]'s is "Shara knows desire. She knows lust. She knows exactly what you want. She gains three dice when making rolls to find out what another character wants." Each Aspect can be tagged. This is a drawback to your Aspect. Using the short-tempered one, maybe whem angered you don't pay attention to details, missing things you'd otherwise notice.[/hider] [/hider] [/hider]