Back from the dulla
You shamed yourself, your house, your family, your sword, and your blood. To cleanse the damage you did to the Houses the Senate claimed your lands, took your sword and dressed you in black with a gold mask. For a full year and a day you guarded your worst enemy with your spear as best you could. Now you are back, sword in hand.
Invoke: You gain 3 dice when fighting in a situation where you have a longer reach over your opponent.
Tag: Your opponent may gain 2 dice in a social situation when they remind you of the folly that led to your shame.
Compel: Feels compelled to talk to those wearing black as if they were people, as if they were present, as if they were not shamed, thus shaming everyone involved.
I’ve had the above aspect in my head for a while. I thought it would be cool to play a character who had to take the black for a while and now is back. Do you bring up old grief or try to salvage what you’ve got as best you can? It has a noir vibe to it that I like.
The following aspects came to me tonight when I thought that many barons would have risen up from vassal positions into power.
Former Master of the Road
You traveled your lord’s domain, quelling trouble and hunting ork before claiming your barony.
Invoke: You gain 3 dice when you are trying to survive without a roof over your head, out in the harsh glare of Shanri.
Tag: Your opponent may gain 2 dice in any situation that occurs in your home; you just aren’t used to being in one place for so long, dammit.
Compel: Feels compelled to solve any given problem by traveling to the heart of the danger and facing it yourself.
No one knows that you used to be the duke’s spymaster. That is because you were so damned good at your job.
Invoke: You gain 3 dice when creating mischief in another noble’s domain as long as they don’t know you are there.
Tag: Your opponent may gain 2 dice in any situation where you are directly confronted, bluntly and directly.
Compel: Feels compelled to see your neighbor’s lands for yourself. Spymasters cannot be trusted…you’d know.
You served a great lord/lady scrubbed their feet, stitched them into their clothes and brought them their drink. And while you served you soaked up their courtly knowledge.
Invoke: You gain 3 dice in knowing the inner workings of a ven household from talking with or observing the servants.
Tag: Your opponent may gain 2 dice in any situation where they hold rank over you.
Compel: Feels compelled to defend a mistreated servant.
You led your lord’s secret armies…not that your lord ever had any such thing.
Invoke: You gain 3 dice when leading ven into Mass Murder.
Tag: Your opponent may gain 2 dice when engaging you in a civilized duel; you are used to the mad as ork heat of battle, mud and death.
Compel: Feels compelled to spit on peace; you are a hammer and you see the world as a series of nails.
Former Personal Guard
You kept a ven safe with your own blood.
Invoke: You gain 3 dice when keeping someone safe with your body.
Tag: Your opponent may gain 2 dice when attacking you and you are alone.
Compel: Feels compelled to protect someone else.
You held a city in your hands and kept it safe.
Invoke: You gain 3 dice when trying to find someone valuable in a city.
Tag: Your opponent may gain 2 dice when you are stuck in the wilderness.
Compel: Feels compelled to do justice in any city, making it a better place.
Once you had your own Swordsman Academy with a shrine to old one-eye and eager students in your hall but now you have an entire domain. Can your sword solve every problem?
Invoke: You gain 3 dice when either teaching the sword or making art (be it a speech or an opera) about how good you are with the blade.
Tag: Your opponent may gain 2 dice when they attack you and neither of you has a sword.
Compel: Feels compelled to draw the blade when doing so will bring you glory.
Former Court Scholar
You discovered rituals for your lord and investigated sorcery because, y’know, sorcery is illegal and wrong and no ven should ever do it.
Invoke: You gain 3 dice when researching sorcery.
Tag: Your opponent may gain 2 dice when they are under the effects of sorcery that is unfamiliar to you.
Compel: Feels compelled to investigate sorcery.
Your family made money, married well and here you are, the first to walk under the shadow of a House, to be blooded, to carry a sword and put on any color that you wish. They are threatened by you. You are the herald of the end of this age and they can smell it.
Invoke: You gain 3 dice when haggling.
Tag: Your opponent may gain 2 dice when they are in a place of high society (party, opera, you know) and they can remind you where you came from and even infer that you aren’t truly blooded.
Compel: Feels compelled to be more ven than ven to follow a law, a custom or a ven way beyond the limits any other ven without so very much to prove would take it.
Spy from beyond the veil
The veiled houses conspire and you are their agent, placed into a position of power. Will you seek to unveil them through the senate or is a bloody revolution necessary?
Invoke: You gain 3 dice when you are either being patient or brutal.
Tag: Your opponent may gain 2 dice if they are of the elk, as their House is half veiled.
Compel: Feels compelled to seek out the buried histories that lead a veil going over four Great Houses.