Thursday, November 24, 2011

Black Wings And Shining Blades

Black Wings And Shining Blades

I surrendered to exhaustion. My muscles trembled as I picked my way through the desolate wasteland that now belonged to the dead. The blood made my black hair stick to my face but I had long since stopped bothering to brush it aside. Ravens pecked at the broken bodies that haunted the battlefield, Mitsurugi and Kakashi alike. Stabs of pain went through my ribs with every step that I took, my knees bent down under the dead weight on my shoulders. Yori’s soulless body rolled from my back and I fell down next to my fellow Mountain Guard. My gaze met de dead man’s blue eyes. He was one of the lucky ones, he had died fighting bravely alongside Mitsurugi no Ryu, while I was here; all alone. I would die a coward’s death. Decay had already to set in, his gaze milky and glazed over but I still recognized his smile from an eternity ago.

His unruly hair danced before me as we passed under the iron gates of Sword Mountain. Steam rose from the masses of armored men that had gathered in the Devil’s Yard under the already fading winter sun. The Ichi-Man Ken-Sai was about to begin, the festival of the Ten Thousand Swords. Pikes and swords glinted, the statue of the Oni and the mountain both casting their shadows over the forces of the Mitsurugi. Yuudai-sama’s voice boomed across the yard, ordering the Dragon Guard to unsling their impressive nodachi. We all knew the names and deeds of the men before us, each more legendary than the other. Yori’s favorite was Tsumemo, his unruly red mane clearly standing out among his peers, but I always had enjoyed the stories about the sword master, Yuudai; his grey hair blowing in the wind and his bulk dominating the yard. On the edges of the square the townspeople were gathering to watch the spectacle and join the revelries that unfolded here every year on the shortest day. Smiling Osamu, one of the older Mountain Guard, stood before our unit, his horribly scarred face stuck in an ever-present grin. The smirk on his face seemed to fixate upon me when he spoke: “When the Daimyo stands before us, we will show that we are not mere farmers, but that we are soldiers of the Mitsurugi!”

Black spots from blood loss mingled with the black feathers of the ravens that flew overhead. One of the creatures perched next to me, tilting it’s head, carefully judging if I would be worth the bother to eat. I tried to shoo the creature away with my hand, barely noticing the missing fingers that were torn off by the Kakashi in our initial assault. To this day I still wonder what went wrong. Something just seemed off; There should have been more Senshin. We were fighting against their enemies, dying for their ideals, they fought with us, but their numbers were not enough. We lost thanks to their cowardice. The raven now sat atop of Yori’s body, its claws gripping his mangled face. All the strength had left my body and I could just lie there as the beast started eating my best friend’s face in front of my eyes, tearing the flesh away, gulping down the meat on his cheeks.

My fingers were numb from the cold, barely able to grip my yari. But the freezing air barely seemed to bother Yori, the slight red glow on his cheeks only contrasting more with his blue eyes. The echo from the ten thousand warriors shouting as Mitsurugi no Ryu climbed on the stage still hung in the air. “We are going to show those Akiyama bastards what we are made of.” Yori announced, as if we had already won the war. I could not agree more. We were strong and impressive. I looked at him as he looked upon the stage in anticipation. It was our first time at the festival, both replacing our fathers who had grown too old to perform the ritual and too married to enjoy the celebrations that would follow. Again the shout of strong lungs filled the yard as Mitsurugi No Ryu spoke. I could immediately see why the Oni had wagered its fortress with the Mitsurugi ancestors, going into direct battle with the Mitsurugi would be madness. Mitsirugi no Ryu’s hair was grey with age but still the strength in him was obvious, the winter air shimmering near him. The massive Daimyo turned to the kodo drummers and signaled them to pound the drums behind them. The beat reverbed through my very bones, signaling my muscles to move. Shouts from the Mountain Guard officers and Yuudai-sama signaled the beginning of the dance that I had practiced so often before. Blade and pike started to move in perfect harmony. An elaborate game of show and follow began as the Dragon Guard lowered their nodachi. We followed by moving to the side, dodging the imaginary assault. The Mountain Guard answered with a loud shout and a forward thrust, which was parried and returned by the Dragon Guard. And so the dance built up slowly, ten thousand men locked in a battle of wills. The cold no longer mattered to me, as we all moved as one, an avalanche of weaponry and armor guided by the beat of the massive drums. For what seemed an eternity each group matched the other. But finally units started to make mistakes, a wrong move, a slow guard. The eliminated groups just stood there, unmoving statues on the square. The Dragon Guard still had lost none, a testimony of their strength. We tried to keep up, but finally, we too, lost. A small mistake, I still believe it was me who turned the wrong way. Defeat had been admitted, but still Yori looked like he had won, a small smirk on his face, his black hair glinting in the torchlight that was now lightning the yard. Night fell and we silently watched as the last groups tried to withstand the Dragon Guard assault.

When I came to, fog was setting in, the rancid smell of blood creeping up my nose. I had turned away from Yori’s corpse, leaving him to rot and feed the birds like the others. There was nothing I could for him anymore. I had even given up on committing seppuku. My hands had trembled too much as I pointed it at my stomach. The wakizashi had slipped from my fingers, the blood and my missing fingers making it impossible to properly grab the blade, my arms too weak to push it through. I was weak and a coward. I leaned on Yori’s pike, dragging myself away from my failure. My life should have been forfeit, I should have been killed, just like so many other good men, just like my good friend who I had now sacrificed to the death gods. But I was certain that I would die when I finally collapsed, Yori not so far behind me. A dark figure moved in the mist, his presence given away by the soft jangle of iron rings against his wooden staff.

That night fires were lit all over Sword Mountain, lighting up the monolithic statues. The flames and the sake drove back the cold while Yori and I stumbled between the bars and inns in the Huddle. Drunken songs and warm laughter came from deep within the houses as the Mountain Guard celebrated their strength and will. We finally found ourselves at the Snow Garden where Yori pushed me inside. Hot steam and beautiful women blinded me as my young companion walked by me straight towards Fat Hachi-chan. The double chins of the man moved in a jolly fashion as Yori spoke to him, discussing something just out of my hearing range. Hachi-chan signaled his wife, a woman just as massive and jolly as her husband and the three of them seemed to discuss something. I did not really pay attention, watching the women and Yori alike, the room slightly spinning from the alcohol. But then suddenly Yori stood before me, winked and told me what he had in store for me. That is the night when I found out what true love means.

The grey-haired boy perched next to me, his long red robes flowing down towards the ground. A smile appeared, although it did not match his eyes. In his eyes I could see a solemn sadness. “It is not your time yet Tetsuo-chan”, he spoke in hushed tones, as if whispering to something fragile. “You will get your chance to avenge yourself against those who wronged you and took something precious away from you, but you must live for now.”

Sunday, October 9, 2011

Blut Und Eisen: Rank and Money

Noble Rank

Noble rank van characters is gelijk aan hun Status. Spelers mogen hun status niet hoger kopen dan status 4 aan het begin van de campagne, of voor nieuwe characters.

Rank

Titels

Cost of Living

0

Gewone burger

$600, -

1

Gentleman, Jonkheer/Jonkvrouw of Cavalier/Dame

$1200, -

2

Baron/Baroness

$3000, -

3

Vicomte/Vicomtessa

$12.000, -

4

Comte/Contessa

$60.000, -

5

Duca/Duchessa of Marquis/Marquise

$600.000, -

6

Archiduc/Archiduchesse of Principe/Principessa

$6.000.000, -

7

Koning/Koningin

$60.000.000, -

8

Keizer/Keizerin

$600.000.000, -


Geld

Characters moeten hun titel kunnen betalen, anders worden geeft dat minder aanzien en zal dat nadelen opleveren tijdens de campagne. Er wordt van uit gegaan dat 80% van het start inkomen van een character in kleding en gebouwen zit. De rest is vrij uit te geven.

Wealth level

Monthly Income

Character Starting Money

Wealthy

5500, -

$5000

Very Wealthy

22.000, -

$20.000, -

Filthy Rich

110.000,-

$100.000, -


Monday, October 3, 2011

Blut Und Eisen: Templates

These templates are guidelines for “classes” within the world of Blut und Eisen. Remember that these are guidelines and that not every character who calls himself an archmage or an aristocrat will follow this exact template. Further, players are allowed to choose up to 5 quirks and 5 perks at character creation. For every 50 points that this campaign continues, players are allowed to choose an additional perk.

Nobility: 50 point lens
Nobles are the power players and the rulers of the world, linked by the great families of the world. You are either born into these families or invited by the most influential among them, raised to the rank of noble. The great families consider it their privilege to rule, but their grasp on society is failing with the rise of the bourgeoisie and the spread of magic among the common people. Those who belong to the ranks of the nobility are privileged, even though they do not always realize this.

Add the following advantages: Very Wealthy [30], Status 2 [10], Independent Income 5 [5], Political Power! [5]

Archmage 300 point template
Wizardry has always been seen as both a gift and a blessing by the people of Diana. Until the Strom revolts, only those of noble blood were allowed to be free wizards, because magic is too dangerous in the hands of those unworthy. In those days, and sometimes even in modern times, wizards were usually neutered and enslaved, forced to serve the noble families or the great nations of Diana. This fear is not unreasonable, as the power of magic is closely linked to the Witch Queens and many wizards suffer from supernatural side-effects, although these matters are not discussed in public. Demonic possession is always a danger for a mage. The Lorroan faith hunts down and kills those possessed by the vile fiends, while the Church of Man has more sinister purposes for those who are possessed.

Archmages are those who have mastered the Art, leading magical schools or shaping the land as they see fit. Without the guidance of these grand masters, magic surely would have destroyed Eonar.

Choose a country lens.

Attributes [150]: ST 10 [0], DX 12 [40], IQ 15 [100], HT 11 [10]

Secondary Attributes[-10]: HP 10 [0]; Will 15 [0]; Per 12 [-15]; FP 14 [9]; Basic Speed 6.0 [5]; Basic Move 6 [0].

Advantages [75]: Magery 3 [35] and Status 1 [5] • 30 points chosen from among +1 ST [10 to 20], +1 DX [20], +1 IQ [20], +1 to +2 HT [10 to 20], +Will [5/level], +Per [5/level],FP +1 to +5 [3/level], Allies (Bodyguard or servant; Built on 50%; 12 or less) [4], Combat Reflexes [15], Eidetic Memory [5] or Photographic Memory [10], Intuition [15], Language Talent [10], Luck [15] or Extraordinary Luck [30], Magery 4 [10], Reputation(Any) [Varies[, Spirit Empathy [10], Status +1 [5/level], Very Wealthy [30], Voice [30], or any of the country lens advantages from your native country.

Disadvantages [-60]: -15 points chosen from among Berserk [-10*], Bloodlust [-10*], Curious [-5*], Neutered [-1], Nightmares [-5], Obsession (Unlock the secrets of the arcane or Advance Own Carreer) [-10*], Phobia(Possesion) [-10*], Pyromania [-5*], Secret(Blood Mage) [-10], Social Stigma(Non-Noble Mage or Excommunicated) [-10], Unfit [-5] or Very Unfit [-15], Vow(Chastity or Abstain from Blood Magic) [-5], Workaholic [-5] • Another -20 points chosen from among the previous traits or Absent-Mindedness [-15], Bad Temper [-10*], Callous [-5], Charitable [-15*], Cowardice [-10*], Disciplines of Faith (Ritualism or Mysticism) [-5 to -10], Fanaticism [-15], Fat [-5], Greedy [-5*], Gluttony [-5*], Loner [-5*], Low PainThreshold [-10], Overconfidence [-5*], Selfless [-5*], Selfish [-5*], Stubbornness [-5], Truthfulness [-5*] • Another -25 points chosen from among the previous traits or Duty(Nation, 12 or less, Involuntary) [-15], Frightens Animals [-10], Lifebane [-10], Magic Susceptibility [-3/level], Phantom Voices (Annoying, Disturbing or Diabolical) [-5 to -15], Unluckiness [-10], Weirdness Magnet [-15] or any country lens disadvantages from your native country.

Background Advantages [10]: Choose a 10-point family lens.

Primary Skills [24]: Teaching (A) IQ-1 [1] – 14; Administration, Hidden Lore (Demons, Magic Items, Magical Writings or Spirits), Leadership and Occultism all (A) IQ [2] – 15; Thaumatology (VH) IQ [1] – 15; Seven of Breath Control (H) HT-1 [2] – 10; Current Affairs (Magical) (E) IQ+1 [2] – 16; Fortune Telling or Hazardous Materials(Magical) both (A) IQ [2] – 15; Cryptography, History(Magical or any other), Mathematics or Symbol Drawing (Dianan Runes) all (H) IQ-1 [2] – 14; Alchemy, Herb Lore, Hidden Lore(Any other) or Ritual Magic all (VH) IQ-2 [2] – 13; Exorcism (H) Will-1 [2] – 14;

Secondary Skills [16]: One of Knife (E) DX+1 [2] – 13 or Staff (A) DX [2] – 12; • A further ten points chosen from among Savoir-Faire(High-Society or Magical Orders) or Gesture both (E) IQ+1 [2] – 16; Connoisseur(Any), Heraldry, Politics, Public Speaking or Writing all (A) IQ [2] – 15; Esoteric Medicine (H) Per-1 [2] – 11; Linguistics, Literature, Philosophy, Religious Ritual or Theology all (H) IQ-1 [2] – 14; or any of the country lens skills from your native country or 2 more points in any secondary skill to raise it by one level, 6 more points to raise it by two • One of Fast-Talk at (A) IQ+1 [4] – 16; Diplomacy at (H) IQ [4] – 15; Intimidation at (A) Will+1 [4] – 15; Carousing at (E) HT+2 [4] -13; or Sex Appeal at (A) HT+1 [4] – 12;

Background Skills [15]: Choose a 15-point background lens.

Spells [30]: Choose 30 wizardly spells, which will be either (H) IQ+1 [1]-16 or (VH) IQ [1]-15 with the +3 or Magery.

Add the 50 point Nobility lens.

Aristocrat 300 point template
There are those who have risen above the drudges of society, either through intelligence or through blood. Independent of how they came into power, aristocrats are the political leaders, socialites, artists and philosophers of Diana. They often present themselves as better than those of lower birth, and usually they are right. No aristocrat is alike, often shaped by their own personal interest, the only thing they have in common is that they are aloof, rich and in power.

Choose a country lens.

Attributes [120]: ST 10 [0], DX 12 [40], IQ 14 [80], HT 10 [0]

Secondary Attributes [-15]: HP 10 [0]; Will 13 [-5]; Per 14 [0]; FP 10 [0]; Basic Speed 5.0 [-10]; Basic Move 6 [0].

Advantages [110]: Choose from: Charisma +1 [5], Political Power! 10 [20], Status 2 [10], either Wealthy [20] and Independent Income [10] or Patron(Noble Family, 9 or less, extensive political or social power +50%, equipment +50%) [30], • A further 45 points chosen from: +1 to +2 ST [10 to 20], +1 to +2 DX [20 to 40], +1 to +2 IQ [20 to 40], +1 to +4 HT [10 to 40], +Will [5/level], +Per [5/level], Administrative Rank [5/level], Allies (Bodyguard or servant; Built on 50%; 12 or less) [4], Alternate Identity [5 or 15], Antiquary [5/level] (p. H19), Appearance [4 to 16], Charisma +1 [5/level], Claim to Hospitality (Elite Society) [5 to 10], Combat Reflexes [15], Cultural Adaptability [10], Daredevil [15], Diplomatic Immunity [20], Empathy [15], Fashion Sense [5], Fit [5], Heir (p. B33) [Varies], Independent Income [1/level], Language Talent [10], Legal Immunity [5 to 15], Lucky or Extreme Luck [15 or 30], Rank +1 [5/level], Rapier Wit [5], Reputation (Any) [Varies], Serendipity [15/level], Signature Gear [Varies], Smooth Operator [15/level], Social Chameleon [5], Social Regard(Any) [5], Status +1 [5/level], Very Wealthy [30], Voice [5].or any of the country lens advantages from your native country.

Disadvantages [-50]: Choose from: -50 points chosen from among -1 to HT [-10], -1 to ST [-10], Addiction[Varies], Alcoholism [-15], Bad Sight [-10], Callous [-5], Chummy or Gregariousness [-5 to -10], Clueless [-10], Code of Honor (Gentleman) [-5], Combat Paralysis [-15], Compulsive Carousing [-5*], Compulsive Gambling [-5*], Cowardice [-10*], Debt [-1/level], Dependents [Varies], Duty(Lord, 9-) [-5], Easy to Kill [2 points/level], Fanaticism [-15], Fat [-5], Greedy [-5]*, Gluttony [-5*], Jealousy [-10], Lecherousness [-15*], Post-Combat Shakes [-5*], Reputation(Only likes him or herself) [Varies], Selfish [-5*], Squeamish [-10], Unfit [-5], Unluckiness [-10], or any country lens disadvantage from your native country.

Background Advantages [10]: Choose a 10-point family lens.

Primary Skills [26]: Current Affairs(Politics) and Current Affairs (High Culture) (E) IQ [2] – 14; Dancing (A) DX [2] – 12; Heraldry, Leadership, Politics, Public Speaking, Writing all at (A) IQ+1 [2] – 15; Diplomacy at (H) IQ [2] – 14; Savoir-Faire (High-Society) (E) IQ+2 [4] – 16; • One of Fast-Talk (A) IQ+1 [4] – 15, Intimidation (A) Will+1 [4] -14, Carousing (E) HT+2 [4] – 12 or Sex Appeal (A) HT+1 [4] -13;

Secondary Skills [39]:• One of Brawl (E) DX+2 [4] – 14 or Boxing (A) DX+1 [4] -13; • One of Wrestling (A) DX+1 [4] – 13; or Judo (H) DX [4] – 12; • One of Rapier, Saber, Shortsword or Smallsword, all (A) DX+2 [8] – 14; • One of Shield (Buckler) (E) DX +2 [4] – 14; Cloak or Main-Gauche, both (A) DX+1 [4] – 13; or raise main sword skill to DX+3 [12] – 15; • One of Thrown Weapon (Knife) or Pistol both (E) DX+1 [2] -13; or Bow or Throwing, both (A) DX [2] – 12; • And a further total of 16 among: Acting (A) IQ [2] – 14; Body Language Per [2] – 14; Combat Sport(Rapier or Saber) or Knife both (A) DX [2] – 12; Area Knowledge (Domain), Current Affairs(Any) or Savoir-Faire (any) both (E) IQ+1 [2] – 15; Administration, Connoisseur (any), Finance, Gambling, History, Linguistics, Market Analysis, Musical Composition, Musical Instrument (Any), Philosophy, all (H) IQ-1 [2] – 13; or any of the country lens skills from your native country or 2 more points in any secondary skill to raise it by one level, 6 more points to raise it by two.

Background Skills [15]: Choose a 15-point background lens.

Add the 50 point Nobility lens.

General 300 point template
Massive armies have risen and fallen in the history of Diana. Strong men and women have lead these forces for centuries. Not only are they great leaders but generals are usually at the vanguard of these armies. They are a force to be reckoned with, both on and off the battlefield.

Choose a country lens.

Attributes [180]: ST 12 [20], DX 13 [60], IQ 13 [60], HT 12 [20]

Secondary Attributes [-15]: HP 12 [0]; Will 13 [10]; Per 13 [0]; FP 12 [0]; Basic Speed 6.0 [-15]; Basic Move 6 [0].

Advantages [80]: Born War Leader 2 [10], Military Rank 3 [15], Combat Reflexes [15] and Fit [5] • A further 45 points chosen from: +1 to +2 ST [10 to 20], +1 to +2 DX [20 to 40], +1 to +2 IQ [20 to 40], +1 to +4 HT [10 to 40], +Will [5/level], +Per [5/level], Born War Leader +1 to +2 [5 to 10], Charisma +1 [5], Danger Sense [15], Daredevil [15], Fearlessness [2/level], Gunslinger [25], Hard to Kill [2/level], Hard to Subdue [2/level], High Pain Threshold [10], Lucky or Extreme Luck [15 or 30], Military Rank +1 [5/level], Patron [Varies], Rapid Healing or Very Rapid Healing [5 or 15], Reputation (Any) [Varies], Reputation (Decorated) [Varies], Security Clearance [5], Serendipity [15/level], Signature Gear [Varies], Unfazeable [15], Weapon Master(Single Weapon) or Trained by a Master [20 or 30], increase Fit to Very Fit [+10] or any of the country lens advantages from your native country.

Disadvantages [-60]: Duty(12 or less, Extremely hazardous) [-15] • A further -45 points chosen from: Bad Temper [-10*], Bloodlust[-10*], Berserk[-10*], Delusions(Violence can solve any problem) [-5], Flashbacks(mild) [-5], Greed [-15*], Impulsiveness [-10], Honesty [-10*], Obsession(Advance Military Career or Defeat Particular Enemy) [-5], Overconfidence [-5*], Paranoia [-10*], Reputation(Loose Cannon) [varies], Sense of Duty (Regiment) [-5], Secret (Criminal Record, War Criminal, Utter Rejection to Death) [-5 to -30], Stubbornness [-5], Unluckiness [-10], or any of the country lens disadvantages from your native country.

Background Advantages [10]: Choose a 10-point family lens.

Primary Skills [30]: Administration (H) IQ [4] – 13; Intelligence Analysis, Politics, Public Speaking and Soldier all (A) IQ+1 [4] – 14; Leadership at (A) IQ+3* [4] – 16; Savoir-Faire (Military) (E) IQ+1 [2] – 14; Strategy and Tactics both at (H) IQ+3* [8] – 16;

Secondary Skills [40]: • One of Brawl (E) DX+1 [2] – 14 or Boxing (A) DX [2] -13; • One of Wrestling (A) DX [2] – 13; or Judo (H) DX-1 [2] – 12; • One of Guns(Pistol), Crossbow both (E) DX+1 [2] – 14; or Bow (A) DX [2] – 13; • Knife and Fast-Draw(Any starting weapon) (E) DX+1 [2] – 14; • One of Fast-Talk (A) IQ [2] – 13; Diplomacy (H) IQ-1 [2] – 12; Intimidation (A) Will [2] – 13; Carousing (E) HT+1 [2] -13; or Sex Appeal (A) HT [2] – 12;

Choose one of the following packages:

• One of Axe/Mace, Rapier, Saber, Shortsword or Smallsword, all (A) DX+2 [8] – 15; or (H) Flail DX+1 [8] – 14;
• One of Shield (E) DX +2 [4] – 15; Cloak or Main-Gauche, both (A) DX+1 [4] – 14; or raise main weapon skill to DX+3 for [4] – 16 if (A) or DX+2 for [4] – 15 if (H);

Or:

• Two of Axe/Mace, Rapier, Saber, Shortsword or Smallsword, all (A)DX+1 [4] – 14; or Flail (H) DX [4] – 13;
• One of Shield (E) DX +2 [4] – 15; Cloak or Main-Gauche, both (A) DX+1 [4] – 14; or raise main weapon skill to DX+2 for [4] – 15 if (A) or DX+1 for [4] – 14 if (H);

Or:

• One of Polearm, Spear, Staff, Two-Handed Axe/Mace or Two-Handed Sword (A) DX+3 [12] – 16; or Two-Handed Flail (H) DX+2 [12];

• A further total of 16 points among: Camouflage, First Aid, Gesture, Savoire-Faire(any) all (E) IQ+1 [2] – 14; Armoury (Body Armor), Armoury(Heavy Weapons), Armoury(Missile Weapons), Armoury(Small Arms), Artillery(Cannon or Catapult), Connoisseur(Weapons or Tactics), Explosives(Demolition), Forward Observer, Heraldry, Navigation(any), Propaganda or Weather Sense all (A) IQ [2] – 13; Diplomacy or Pyschology both (H) IQ-1 [2] – 12; Fast-Draw (Any), Gunner(Cannon, Catapult or Machine Gun), Riding (E) DX+1 [2] - 14; Scrounging (E) Per+1 [2] – 14; Observation or Survival (A) Per [2] – 13; or Hiking (A) HT [2] – 12; or any of the country lens skills from your native country or 2 more points in any secondary skill to raise it by one level, 6 more points to raise it by two.

Background Skills [15]: Choose a 15-point background lens.

Add the 50 point Nobility lens.

Magnate 300 point template
Technology marches on, guided by the magnates of Diana. Part inventor, part tycoon, these men and women shape the world by producing new gizmos and gadgets and then exploiting these inventions. Their creations are both admired and feared, as progress is a double-edged blade. The Church of Man often sponsors inventors that they consider promising. Fierce competition exists between the different magnates, as it is only a matter of time until a new invention is made which will change the face of the world.

Choose a country lens.

Attributes [120]: ST 10 [0], DX 12 [40], IQ 14 [80], HT 10 [0]

Secondary Attributes [0]: HP 10 [0]; Will 14 [0]; Per 14 [0]; FP 10 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0].

Advantages [75]: Business Acumen 1 [10], Gadgeteer [25], Gizmos 1 [5], Independent Income 5 [5] • A further 30 points chosen from: +1 to +2 ST [10 to 20], +1 to +2 DX [20 to 40], +1 to +2 IQ [20 to 40], +1 to +4 HT [10 to 40], +Will [5/level], +Per [5/level], Allies (Bodyguard or servant; Built on 50%; 12 or less) [4], Artificer [10/level], Business Acumen +1 [10/level], Charisma +1 [5/level], Claim to Hospitality (High-Society) [5 to 10], Combat Reflexes [15], Common Sense [10], Eidetic Memory [5], Fearlessness [2/level], Fit [5], Gizmos +1 or +2 [5 or 10], High Manual Dexterity 1-4 [5/level], Independent Income [1/level], Intuition [10], Lightning Calculator [2 or 5], Lucky or Extreme Luck [15 or 30], Magery 0 to 3 [5 to 35], Rapier Wit [5], Reputation (Any) [Varies], Serendipity [15/level], Signature Gear [Varies], Single-Minded [5], Social Regard(Any) [5], Status +1 [5/level], Very Wealthy [30], Voice [5].or any of the country lens advantages from your native country.

Disadvantages [-50]: -50 points chosen among :Absent-Mindedness [-15], Bully [-10*], Callous [-5], Charitable [-15*], Clueless [-10], Code of Honor (Gentleman’s) [-10], Combat Paralysis [-15], Cowardice [-10*], Fat [-5], Greed [-15*], Honesty [-10*], Insomniac(Mild) [-10], Jealousy [-10], Megalomania [-10], Miserliness [-10*], Oblivious [-5], Obsession(Finish Great Work) [-5*], Overconfidence [-5*], Post-Combat Shakes [-5], Selfish [-5*], Squeamish [-10*], Stubbornness [-5], Unfit [-5], Unluckiness [-10], Workaholic [-5], or any country lens disadvantages from your native country.

Background Advantages [10]: Choose a 10-point family lens.

Primary Skills [40]: One of Alchemy (VH) IQ+3 [20] – 17; or Engineer(Artillery, Civil, Clockwork, Combat, Electrical, Materials, Mining, Small Arms, Ships or Warjacks) (H) IQ+4 [20] – 18; • Expert Skill(Area of expertise) (H) IQ [4] – 14; • Current Affairs (Science & Technology) (E) IQ [1] – 14; • Administration and Merchant at (A) IQ+2 [4] – 16; Connoisseur (Area of expertise) and Research all (A) IQ+1 [4] – 15;

Secondary Skills[16]: One of Brawl (E) DX+2 [4] – 14 or Boxing (A) DX+1 [4] -13; • One of Wrestling (A) DX+1 [4] – 13; or Judo (H) DX [4] – 12; • One of Rapier, Saber, Shortsword or Smallsword, all (A) DX+1 [4] – 13; • Pistol (E) DX+2 [4] -14; • A further 26 points chosen among: Area Knowledge(Any), Savoir-Faire(High-society) (E) IQ+1 [2] – 15; Armoury (Any), Artillery, Connoisseur (Any), Leadership, Machinist, Mechanic or Politics (A) IQ [2] – 14; Accounting, Economics, Finance or Market Analysis at (H) IQ [2] – 14; Artist(Drawing or Painting), Economics*, Astronomy, Chemistry, Geology, Literature or Mathematics (H) IQ-1 [2] – 13; Physics, Thaumatology or Weird Science (VH) IQ-2 [2] – 12; or any of the country lens skills from your native country or 2 more points in any secondary skill to raise it by one level, 6 more points to raise it by two.

Background Skills [15]: Choose a 15-point background lens.

Add the 50 point Nobility lens.


Master Mind 300 point template
Dark figures conspire in the shadows of civilization, secretly moving the pawns in the chess game of life. These master minds are not necessarily evil, but they are willing to do things that most ordinary men would consider vile and wrong. The ends justify the means. The nations of Diana are their canvas and plots, schemes and murder are their tools.

Choose a country lens.

Attributes [140]: ST 10 [0], DX 12 [40], IQ 15 [100], HT 10 [0]

Secondary Attributes[0]: HP 10 [0]; Will 15 [0]; Per 15 [0]; FP 10 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0].

Advantages [71]: Contact Group(Spy Network (Capital City), skill 15 or less, frequency of appearance 12 or less, usually reliable) [8], Contact Group(Spy Network (Any city), skill 15 or less, frequency of appearance 12 or less, usually reliable) [8], Charisma [5], • A further 50 points chosen from: +1 to +2 ST [10 to 20], +1 to +2 DX [20 to 40], +1 to +2 IQ [20 to 40], +1 to +4 HT [10 to 40], +Will [5/level], +Per [5/level], Allies (Bodyguard or servant; Built on 50%; 12 or less) [4], Alternate Identity [5 or 15], Appearance [4 to 16], Charisma +1 [5/level], Clerical Investment [5]; Combat Reflexes [15], Common Sense [10], Criminal Status [5/level], Cultural Adaptability [10], Daredevil [15], Empathy [15], Fearlessness [2/level], Fit [5], High Manual Dexterity 1-4 [5/level], Illuminated [15], Independent Income [1/level], Intuition [10], Language Talent [10], Lucky or Extreme Luck [15 or 30], Rank +1 [5/level], Rapier Wit [5], Reputation (Any) [Varies], Serendipity [15/level], Signature Gear [Varies], Single-Minded [5], Smooth Operator [15/level], Social Chameleon [5], Social Regard(Any) [5], Status +1 [5/level], Very Wealthy [30], Voice [5].or any of the country lens advantages from your native country.

Disadvantages [-50]: -50 points chosen from among Addiction[Varies], Alcoholism [-15], Bad Sight [-10], Bloodlust [-10*], Bully [-10*], Callous [-5], Chummy or Gregariousness [-5 to -10], Code of Honor (Gentleman or Professional) [-5], Compulsive Behavior [-5*], Cowardice [-10*], Debt [-1/level], Dependents [Varies], Easy to Kill [2 points/level], Fanaticism [-15], Fat [-5], Greedy [-5]*, Gluttony [-5*], Jealousy [-10], Kleptomania [-15*], Lecherousness [-15*], Loner [-5*], Megalomania [-10], No Sense of Humor [-5], Overconfidence [-5*], Paranoia [-10], Reputation(Only likes him or herself) [Varies], Sadism [-15*], Selfish [-5*], Social Stigma(Criminal Record) [-5], Squeamish [-10], Trickster [-15*], Unfit [-5], Unluckiness [-10], or any country lens disadvantages from your native country.

Background Advantages [10]: Choose a 10-point family lens.

Primary Skills [18]: Savoir-Faire(High-Society) and Savoir-Faire(Mafia) (E) IQ+1 [2] – 16; Leadership and Public Speaking at (A) IQ [4] – 16*; Administration and Politics all (A) IQ [2] – 15; Administration and Strategy (H) IQ-1 [2] – 14; • One of Fast-Talk at (A) IQ+1 [4] – 17*; Diplomacy at (H) IQ [4] – 16*; Intimidation at (A) Will+1 [4] – 17*; Carousing at (E) HT+2 [4] -15*; or Sex Appeal at (A) HT+1 [4] – 14*;

Secondary Skills[46]: Knife (E) DX+2 [4] – 14; Fast-Draw(Knife) (E) DX [2] – 12; Poisons (H) IQ-1 [2] – 14; • One of Brawl (E) DX+2 [4] – 14 or Boxing (A) DX+1 [4] -13; • One of Wrestling (A) DX+1 [4] – 13; or Judo (H) DX [4] – 12;

• One of Rapier, Saber, Shortsword or Smallsword, all (A) DX+2 [8] – 14; • One of Shield (Buckler) (E) DX +2 [4] – 14; Cloak or Main-Gauche, both (A) DX+1 [4] – 13; or raise main sword skill to DX+3 [12] – 15; • One of Thrown Weapon (Knife) or Pistol both (E) DX+1 [2] -13; or Bow or Throwing, both (A) DX [2] – 12;

• A further 16 points chosen among: Area Knowledge(Any), Current Affairs (any) or Gesture all (E) IQ+1 [2] – 16; Acting, Fast-Talk, Gambling, Holdout, Lockpicking, Merchant, Propaganda, Shadowing, Smuggling, Streetwise or Traps all (A) IQ [2] – 15; Accounting, Administration, Economics, Finance, Forgery, Philosophy(Any) or Tactics all (H) IQ-1 [2] – 14; Carousing (E) HT+1 [2] – 11; Sex Appeal (A) HT – 11; Scrounging (E) Per [2] – 16; Body Language or Search both (A) Per [2] – 15; Detect Lies (H) Per-1 – 14; Fast-Draw(any), Forced Entry or Garrote all (E) DX+1 [2] – 13; Erotic Art, Filch or Stealth (A) all DX [2] – 12; Acrobatics, Escape, Pickpocket or Sleight of Hand all (H) DX-1 [2] – 11; or any of the country lens skills from your native country or 2 more points in any secondary skill to raise it by one level, 6 more points to raise it by two.

Background Skills [15]: Choose a 15-point background lens.

Add the 50 point Nobility lens.

Monday, September 19, 2011

Blut Und Eisen: Preview 4: The Holy Sovereignty, The Free Principalities and Strom


The Holy Sovereignty

Progress is seen as the highest goal of the Church of Man. Without progress humanity would fall back to its dark days and progress is needed to enlighten humanity. The church came into power during one of those darkest days, when Saint Roland heard the calling of Auriel and slew the Witch Queen Zhevenna. This was the first strike which helped humanity regain its freedom. Ever since that day, the church has grown and prospered, guiding humanity to a new great world. The church is all that stands between humanity and its doom at the hands of evil forces. The great foundries of the Cathedral of Saint Roland light up the sky of the holy city of Icarius day and night, producing new weapons and armor for the crusaders of the church. These are needed to aid the church in its ongoing struggle against Morva, the last of the witches. Xerves, her realm in Arnesia is besieged by the strongest and the most faithful who have colonized the lands surrounding it. This struggle has lasted for centuries and although most of the descendants of the paladins still dream of a return home, some of them have accepted that they cannot leave these prosperous lands and its mysterious ruins to those who are not as enlightened as those who believe in Mankind. To break the impasse that has come into existence, pope Xavius I was granted the rights to some of Cyren’s lands, resulting in the Holy Sovereignty. The people of these lands are mostly believers that have emigrated here from other countries. Everyone is welcome, as long as they believe in the church. Independent from the different nations, the church is doing its best for all of mankind, but still some forces are trying to work against it. Pope Xavius II is fighting an ongoing battle against the corruption that has taken over the church. Recently, many cardinals and bishops have been excommunicated because they tried to use their holy station to advance their own careers, although evil tongues claim that the pope is only trying to remove his opponents on false pretenses. The pope is young and ambitious, granting stations of power to cardinals that favor him. Some claim that the pope has a lover and a son, but this is of course heresy. Despite these rumors, the pope is popular among the inhabitants of the sovereignty, due to his plans to expand the Sovereignty, claiming that the lands originally granted by Cyren are mostly vast desert and useless savanna. This attitude is agitating Cyren, which has withdrawn troops from its northern border and from Vincenze, to reposition them on its southern border.

Advantages: Choose from: Blessed or Very Blessed [10 or 20], Clerical Investment [5], High Pain Threshold [10], Higher Purpose(Serve the Faith) [5], Indomitable [15], Luck or Extraordinary Luck [15 or 30], Patron(The Church of Man) [Varies], +1 Power Investiture [10 points/level up to level 3], Rapid Healing [5], Religious Rank +1 [5/level], Serendipity [15/level], Single-Minded [5], True Faith [15], Unfazeable [15], Voice [10]

Disadvantages: Choose from: Bully [-10*], Callous [-5], Charitable [-15*], Chummy [-5], Code of Honor (Chivalry, Gentleman’s, or Soldier’s) [-5 or -10], Disciplines of Faith (Monasticism or Asceticism) [-10 or -15], Guilt Complex [-5], Impulsiveness [-10], Honesty [-10*], Intolerance (Heretics) [-5], Pyromania [-5*], Secret(Heretic, Traitor or War Criminal,) [-10 to -30], Selfless [-5], Sense of Duty (Holy Sovereignty of or the Church of Man) [-10], Social Stigma(Criminal Record or minority group) [-5 to -10], True Faith [15], Vow(Chastity or Suffer No Heretic To Live) [-5 to -15]

Skills: Choose from: Exorcism (H) Will-1 [2]; Interrogation (A) IQ [2] ; Meditation (H) Will-1 [2] ; Propaganda (A) IQ [2] ; Theology (H) IQ-1 [2];

The Free Principalities

Betrayal is what kept the Witch Queens in power. The vile di Zacchi family supported them, acting as their generals and administrators. The di Zacchi styled themselves as noble princes, loyal to the Queens. When the Witch Queens were defeated, the di Zacchi claimed that they had no choice. Because the family still had powerful allies, they were banished to the Skulle Isles together with any other loyalists. These misty islands have become a wretched hive of scum and villainy, led by the descendants of the di Zacchi who now call themselves the Free Princes. They hire themselves out as mercenaries and privateers to the highest bidder, hoping to buy back their lost power, but infighting and lack of discipline prevent them from posing a serious threat to the main land. The inhabitants of the Principalities are less noble than their lords, descending from slaves and criminals, nonetheless they are loyal, as long as the pay is good. The free-folk value their freedom and only understand brute strength. Most of them still believe in the Old Faith or in the Cult of Blood. Missionaries of the Church of Man are seen as meddlesome and usually don’t last too long in the Principalities. The Principalities have only a handful of cities, mostly located around Port Regal, the seat of power of Prince Caspius de Zacchi. Despite all their claims of independence, all other Princes obey Caspius and his legendary Scarlet Sails, who controls them through a mixture of politics, extortion and military might. Some say that Caspius is still in league with the Witch Queens, like some of the more evil Free-Folk. The only Prince to disobey Caspius is Prince Oberath, the warden of the Dread Bastion. The Bastion is a prison compound where Oberath holds the most dangerous of criminals, which he keeps on the authority of the Dianan nations, but he is a rare example of a trustworthy prince. The pirates of the Free Principalities have become threats to all the sea-faring nations of Diana. The most dangerous of princes possess letters of marque, while the more lowly among them resort to piracy.

Advantages: Choose from: Charisma [5], Blessed [10], Daredevil [15], Fit [5], High Pain Threshold [10], Indomitable [15], Patron(Free Prince) [Varies], Perfect Balance [15], Rapier Wit [5], Reputation(Feared) [Varies], Single-Minded [5], Unfazeable [15]

Disadvantages: Choose from: Berserk [-10*], Bully [-10*], Callous [-5], Chummy [-5], Code of Honor (Mercenary’s, Pirate’s or Soldier’s) [-5 or -10], Compulsive Carousing [-5*], Cowardice [-10*], Disturbing Voice [-10], Impulsiveness [-10], Intolerance (Landlubbers) [-5], Lecherousness [-15*], Lifebane [-10], Megalomania [-10], One-eye [-5], Paranoia [-10*], Reputation(Treacherous) [Varies], Sadism[-15*], Secret(Works for another Prince or Traitor) [-10 to -30], Selfish [-5*], Sense of Duty (Free Principalities) [-10], Social Stigma(Minority group) [-5], Trickster [-15*]

Skills: Choose from: Carousing (E) HT+1 (2); Fishing (E) Per+1 [2]; Gambling (A) IQ [2]; Garrote (E) DX+1 [2]; Knife (E) DX+1 [2]; Navigation(Sea) (A) IQ [2]; Saber (A) DX [2]; Streetwise (A) IQ [2]; Seamanship (E) DX+1; Shiphandling (H) IQ-1 [2] or Survival (A) Per [2];

The Republic of Strom

Strom originally belonged to the Kordovan Empire, but split off under the influence of the Magocracy. The powerful magic of these wise men combined with the mountains of the Allesas kept the republic safe from Kordovan influences, which has grudgingly accepted the country’s independence. The Magocracy was based around cadet branches of all three great families, ruling together as a council. They controlled the magic within the country with an iron fist, cruelly hunting down any magical commoners. This divide between magicians and commoners led to small rebellions, but the vast castles and prosperous mining activities for power stones kept the mages in charge. However, famine and the rise of the great heroine Jael Stormdragon finally gave enough impulse to the rebellion thirty years ago. They overthrew the Magocracy overnight but did not manage to secure the Spira, the capital. Now the country Is divided between the old supporters of the Magocracy and the rebels, both sides not willing to surrender to the other. Worse, magic is running rampant, large parts of the country have become a magical wasteland. Other countries have tried to intervene, Cyren through political means and Vincenze by annexing part of the old republic, but both attempts have failed. The sides still refuse to talk and Vincenze was forced to return the lands it had taken. Unsure on which side to support, the governments of the surrounding countries try to play both sides. This just seems to lengthen the fighting and while the fighting of the bloody magical civil war was originally confined to the middle of the country, they are now spreading out towards its borders like wildfire.

Advantages: Choose from: Combat Reflexes [15], Hard To Kill [2/level], Hard to Subdue [2/level], Magery 0 or 1 [5 to 15], Magic Resistance [2/level] or Unfazeable [15]

Disadvantages: Choose from: Bad Temper [-10], Bloodlust [-10*], Callous [-5], Code of Honor(Mercenary’s or Soldier), Flashbacks(Mild) [-5], Intolerance(Magical humans, non-magical humans, rebels or magocracy) [-5], Magic-susceptibility [-3/level], Post-Combat Shakes [-5], Secret(Magic-user or Rebel) [-10], Social Stigma(Criminal or minority group) [-5] or Wounded [-5]

Skills: Choose from: Leadership (A) IQ [2]; Occultism (A) IQ [2]; Tactics (H) IQ-1 [2] or Thaumatology (VH) IQ-2 [2];

Sunday, September 18, 2011

Blut Und Eisen: Preview 3: Vincenze, Cyren and Kordov


The Kingdom of Cyren:

The rolling hills and glorious cities of Cyren have been the envy of many countries. The country was never completely conquered by the witches, and during their reign it was a seat of resistance and a beacon of hope. Its people are free and passionate, sometimes a bit too much. Their single-mindedness and passion has resulted in great inventions, the most recent of these being the railways that are now fueling the countries’ economy. Cyren also has the largest fleet of all the Dianan countries, making it a colonial juggernaut. Strangely enough, innovative Cyren has made an alliance with Savgos, a country which values tradition. It also has colonized parts of Arnesia. King Borgas used to be an adventurer, his exploits in Arnesia are well known and he personally founded King’s Anchorage. But the Bear has grown old, leaving the country weak and vulnerable. It always tolerated the Holy Sovereignty ruling over Icarius, but through clever manipulation the pope managed to gain control over several of the kingdom’s provinces. The Cyrenians have become paranoid and mistrusting of the papacy. Now it has requested more land, fueling a possible civil war. Because of this, they have pulled back the regiments that used to enforce the Vincenzan borders against Cyren’s arch nemesis Kordov, further destabilizing the region. The Cyrenians value their freedom above all things and are willing to sacrifice almost anything for it, even their lives.

Advantages: Choose from: Daredevil [15], Danger Sense [15], Gunslinger [25], Higher Purpose(Save my buddies) [5], Luck or Extraordinary Luck [15 or 30], Patron(Cyren) [Varies], Rapier Wit [5], Serendipity [15/level], Single Minded [5]. Voice [10]

Disadvantages: Choose from: Callous [-5], Charitable [-15*], Code of Honor (Chivalry, Gentleman’s, Mercenary’s or Soldier’s) [-5 or -10], Compulsive Carousing [-5*], Cowardice [-10*], Greed [-15*], Impulsiveness [-10*], Intolerance (Heavenly Sovereignty, Kordovan, Strom Loyalists, or Free Principalities) [-5], Laziness [-10*], Lecherousness [-15*], On the Edge [-15*], Overconfidence [-5*], Paranoia [-10*], Secret(Lorroan, Traitor or War Criminal) [-10 to -30], Selflish [-5], Selfless [-5], Sense of Duty (Cyren) [-10], Social Stigma(Criminal Record or minority group) [-5 to -10], Stubborness [-5] or Trickster [-15*]

Skills: Choose from:Engineer(Civil, Clockwork, Combat, Mining, Small Arms or Trains), Fast-draw(Pistol) (E) DX+1 [2], Guns(Pistol) (E) DX+1 [2], Leadership (A) IQ [2]

The Kordovan Empire:

The empire suffered the most from the reign of the witches; it was the last country to be freed almost three hundred years ago. When it had finally cast off its chains, its territories were divided, resulting in the birth of Strom and Vincenze. Now Kordov is the seat of power of the Vostrakovna family, ruled by Emperor Alexavius. Many statues of the benevolent dictator decorate the capital Korsk, which is the crown jewel of the great empire. The Motherland’s cold winters are legendary; the cold harsh climate and the lack of natural resources even out the balance of power towards the smaller countries. Kordovans are known for their stubbornness and patriotism, which are prevalent throughout the empire, despite the many different cultures present within it. Kordovans are expected to serve in the military for at least two years, independent of faith, sex or creed. This ensures that every adult woman or man knows how to defend him- or herself in the rugged wastelands of the Motherland. Conveniently, this also gives the empire the largest standing army in Diana. Kordovans are the not very religious, preferring to have faith in the Motherland, but every religion is accepted within its borders, as long as those religions put the empire first. The empire always has to deal with small insurrections, but grand-general Irsan, also known as the Beast of Savok, has proven himself to be a brutally efficient leader, quickly dealing with these upstarts. Recently he has efficiently dealt with Yukovi tribes, granting the emperor’s son, Grigori his first command. Through clever use of diplomacy and force the Yukovi insurrection has been silenced, some say mostly through Grigori’s diplomatic skills. He has granted the Yukovi the right to maintain their prince-lords, as long as they serve the empire, solving a conflict that had crippled the empire for decades. With the Yukovi rebels defeated, the empire turns its gaze south, towards its old lands which have been cowardly taken after the defeat of the witches. The Motherland needs to be complete again.

Advantages: Choose from: Combat Reflexes [15], Hard To Kill [2/level], Hard To Subdue [2/level], Heroic Archer [20], Fearlessness [2/level], Fit [5] or Very Fit[15], Higher Purpose(For the Motherland!) [5], High Pain Threshold [10], Indomitable [15], Luck [15], Military Rank 1 [5], Single-Minded [5], Unfazeable [15], Voice [10]

Disadvantages: Choose from: Alcoholism [-15*], Bad Temper [-10*], Bully [-10*], Callous [-5], Code of Honor (Gentleman’s, Soldier’s or Mercenary’s) [-5 or -10], Compulsive Carousing [-5*], Fanaticism [-15], Flashbacks [-5], Intolerance (Other nation or other races) [-5], Megalomania [-10], Lecherousness [-15*], Secret(Republican, Traitor or War Criminal) [-10 to -30], Overconfidence [-5*], Selfless [-5], Sense of Duty (The Motherland) [-10], Social Stigma(Criminal Record, Has Not Served The Army or minority group) [-5 to -10] or Stubbornness [-5]

Skills: Choose from: Axe/Mace (A) DX [2]; Fast-Draw(Axe/Mace) (E) DX+1 [2]; Propaganda (A) IQ [2]; Savoir-Faire (Military) (E) IQ+1 [2]; Soldier (A) IQ [2]; Survival (A) Per [2];

The Kingdom of Vincenze

Before it was conquered by Kordov and subsequently by the witches, Vincenze was a country of great heroes and monstrous villains. These legends are still glorified by kingdom in many great paintings and operas, fueled by a recent longing to go back to these old days of glory. Its rich history and rolling hills filled with wheat and other crops is why it is sometimes also known as the Golden Country. However, these are troubling times for the kingdom. Ever since the Holy Sovereignty has declared independence from Cyren. The old Vincenzan ally always managed to limit Kordovan aggression towards its noble neighbor, but now there are troop movements on the borders. Further there is the civil war in Strom, which has partially spilled over into Vincenzan lands. To keep this threat in check, the kingdom tried to restore order by annexing several of Strom’s regions. Both Kordov and Cyren urged king Leto II to return these properties, which he grudgingly did. The King’s Gift, as this political catastrophe is known, caused an uproar both in the House of Commons and the House of Lords who voted against the restoration of the Strom lands. Prime Minister Dante di Forza has tried to limit the power of the monarchy since that day. During Leto’s reign these plans have always failed due to the king’s popularity, but the early death of the king has left the country in charge of queen Katharina and without a male heir. Katharina was never a ruler, but the people love her, granting her some protection from the ambitious nobility and the cunning bourgeoisie. The nobility still controls most of the country, often trying to emulate the romanticized heroes of old, but the bourgeoisie is benefiting from the many trade lanes that pass through the country. Both factions are in favor of a stronger military presence, both in Vincenze itself and in its Arnesian colonies. Vincenze always used to rely on its famous knights with their magical skills and distinctive gothic heavy armor, but the army is updating itself at an unprecedented pace. The magical swords are replaced with pistol and rifle and there are suggestions to conscript troops. Times are changing.

Advantages: Choose from: Business Acumen [10/level], Charisma [5/level], Cultural Adaptability [10], Danger Sense [15], Empathy [5 or 15], Fearlessness [2/level], Gunslinger [25], Magery [5], Social Chameleon [5], Luck or Extraordinary Luck [15 or 30], Patron(Country, Noble, Noble Family or Member of Parliament) [Varies], Rapid Healing [5], Rapier Wit [5], Serendipity [15/level], Social Chameleon [5], Smooth Operator [15/level], Voice [10]

Disadvantages: Choose from: Chummy [-5], Code of Honor (Chivalry, Gentleman’s, Mercenary’s or Soldier’s) [-5 or -10], Compulsive Carousing [-5*], Guilt Complex [-5], Honesty [-10*], Impulsiveness [-10], Intolerance (Any nation, nobility or bourgeoisie) [-5], Lecherousness [-15*], On the Edge [-15*], Overconfidence [-5*], Paranoia [-10*], Secret(Republican, Traitor or War Criminal) [-10 to -30], Selfish [-5*], Sense of Duty (Vincenze) [-10], Social Stigma(Criminal Record or minority group) [-5 to -10] or Trickster [-15*]

Skills: Choose from: Acting (A) IQ [2]; Artist(Any) (H) IQ-1 [2]; Dancing (A) DX [2]; Diplomacy (H) IQ-1 [2]; Falconry (A) IQ [2]; History(Vincenze or Romantic Heroes) (H) IQ-1 [2]; Musical Composition (H) IQ-1 [2]; Musical Instrument(Flute or Violin) (H) IQ-1; Literature (H) IQ-1 [2]; Poetry (A) IQ [2]; Rapier (A) DX [2]; Riding (A) DX [2]; Singing (E) HT+1 [2]; Savoir-Faire (E) IQ+1 [2]; Stage Combat (A) DX [2]; Whip (A) DX [2]; Writing (A) IQ [2];

Tuesday, September 13, 2011

Blut Und Eisen: Preview 2: The Symbols of the Nations

Just to keep myself busy, here is a new preview. The emblems of the different nations and groups within Blut Und Eisen. This isn't a conclusive list, but it is just nice to show off.

The Kingdom of Vincenze: Honor and Nobility

The Kordov Empire: Pride and Strength

The Kingdom of Cygen: Progress and Freedom

The Holy Sovereignty: Faith and Sacrifice

The Republic of Strom: Wisdom and Determination

The Free Principialities: Independence and Resolve

The City of Whispers: Cunning and Hope

The Blood Tribes: Loyalty and Spiritualism