After the growing list of 1 point advantages I have going on within this thread, I thought I should probably get around to posting a few of the others on the list and seeing what people think of them and what others have put together.
This post is the general placeholder and a way to keep track of various notes, input, and offer credit where credit is due.
Any and all constructive feedback would be appreciated! Let's see what sort of advantages we can make for our groups of heroes, scalliwags, and pirates!
Edit 9/29: After much discussion, I changed a few of the specific advantages around. Still trying to flesh out more of the lower-range of things, but I'm up for suggestions and/or offers of advantages others have made.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
1 Point Advantages
Faith: You aren’t sure what this does. You just have to have Faith.
GM Note: This is really up for interpretation, just like the first edition version of this. Do what you will, but options inspired by first edition include Miracles (allowing the hero to spend a Hero Point to perform something amazing such as a feat of strength or healing), ignoring Fear, cancelling magic, or even gaining additional Hero Points for specific times or tasks.
The Player should not know what the advantage does, as Faith works in mysterious ways.
Treasure Map: (Inspired by Island Hideaway): You start the game with part of a treasure map. It doesn’t give you everything you need, so you’ll need to find the other pieces.
GM Note: This can be handled with the player, but the GM still has veto power. Maybe there’s a specific treasure, the entire thing is a plot, or the map itself is something reusable (think Pirates of the Caribbean’s Mao Kun map). Work with the player and make it awesome, but if the map isn't usable afterward, ensure they get something worthwhile (like a discount on another related advantage).
Island Hideaway: You know of an island that isn’t on any official map, and have used it as a safe harbor in the past. You know how to get there, but it may or may not be uninhabited when you arrive.
Sensitive Bones: You always know when the weather is about to shift for the worst, such as when a storm is brewing.
Scarovese: You have studied the words of Christofo Scarovese, and have learned to manipulate others and politics for your benefit. When rolling to see if you have become a Villain after gaining Corruption, consider your Corruption rating one lower Should anyone know you’ve studied (and practice) these works, they may come hunting for you either as a threat. . .or a potential ally.
Note: This hasn't been tested, but doesn't seem like a bad deal for one point/step. An alternative is to allow two dice to be rolled, keeping the better option, but it isn't as reliable as reducing by one.
Old Name (Character Creation Only): You have an old name that is respected by the Vesten. Spend a Hero Point when interacting with a Vesten. As long as you have been honoring your name, you will find that they will be friendly and helpful to you.
GM Note: This is similar to “Connections,” but is limited due to needing to find a Vesten, spend a Hero Point, and be true to your name (and not dishonor it). These restrictions seem worthy of reducing the cost by one point.
Animal Affinity: You have a knack with animals and can calm them down. Spend a Hero Point to calm down a scared or aggressive animal.
Dangerous Beauty (Character Creation Only; exceptions by GM approval): You possess a specific quality that makes you attractive, whether it's a magical birth mark next to your eye or an accent that is sultry enough to lure a chaste priest to your bedroom. When you choose this advantage, clearly specify the source of your "Dangerous Beauty." When it can be utilized to your advantage, gain 1 bonus die when attempting to seduce a target.
Trustworthy Face (Character Creation Only; exceptions by GM approval): There is just something about you that people trust. Maybe your face reminds them of a good friend, or the way you carry yourself instills that belief. When you are trying to convince someone to trust you, gain 1 bonus die to your roll.
Unobtrusive (Character Creation Only; exceptions by GM approval): You have an appearance that helps you blend in to a crowd, or just become forgotten amongst the various details in a noble household. When you attempt to blend into a crowd or go unnoticed as a servant would, gain 1 bonus die to your roll.
Honorary Duelist: While you have not attended a Duelist Academy, you have completed the process to become an honorary member, whether by testing your mettle with a blade or with copious amounts of money and political string pulling. You are considered to be an honorary member of the Duelist Guild, and gain the benefits of that membership (access to training halls, ability to legally initiate duels, etc).
Parlor Trick: Magic is in your veins, but isn't as prominent as those with Sorcery. You are able to perform a single extraordinary feat with your bloodline, but you are unable to acquire complete mastery over the power you possess.
You can one single trick from a form of Sorcery, or a trick related/inspired by that sorcery with approval of your GM. While you cannot master the magic, you don't suffer the expected consequences for your one trick. If the sorcery offers Major or Minor abilities, this only grants a Minor power.
You use the power by spending a Hero Point. The power occurs as written or as discussed with your GM.
This may only be purchased ONCE, and exempts you from acquiring Sorcery without an in-game reason.
Examples: You can perform the minor Darkness favor of darkening a room, but do not owe a favor in return. You can open a "pocket" in the realm Porte Sorciers walk through that is no bigger than a fist that you can store an item or two in. You can view a single strand of Fate on a target, but are unable to alter it.
Thrifty: There are some people who burn guilders like they were causing holes in their pockets, but you're better than that. You may keep one Wealth point at the end of a game session to carry into the next.
Credit and thanks go to Catalina Arciniega.
Parlor Trick: Magic is in your veins, but isn't as prominent as those with Sorcery. You are able to perform a single extraordinary feat with your bloodline, but you are unable to acquire complete mastery over the power you possess.
You can one single trick from a form of Sorcery, or a trick related/inspired by that sorcery with approval of your GM. While you cannot master the magic, you don't suffer the expected consequences for your one trick. If the sorcery offers Major or Minor abilities, this only grants a Minor power.
You use the power by spending a Hero Point. The power occurs as written or as discussed with your GM.
This may only be purchased ONCE, and exempts you from acquiring Sorcery without an in-game reason.
Examples: You can perform the minor Darkness favor of darkening a room, but do not owe a favor in return. You can open a "pocket" in the realm Porte Sorciers walk through that is no bigger than a fist that you can store an item or two in. You can view a single strand of Fate on a target, but are unable to alter it.
Inheritance: You have acquired an inheritance in some way, and if you live frugally, you can make this last. You begin each game with 1 Wealth; should you gain the Rich advantage, lose Inheritance.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
With Trained Spider, perhaps make that a 2pt advantage that gets a 1 point discount if the Hero is from Vodacce?
Dangerous Beauty, Trustworthy Face, and Unobtrusive are all generally good, though given how useful Unobtrusive would be for a sneaky-type character and could cover a number of skills and situations, I'd either add the "can only buy at Hero creation" or raise the cost to 2pts.
Dono's Gaming & Etc Blog
http://jedimorningfire.blogspot.com/
Trained Spider: I'm on the fence about making it a 2pt Advantage. The spider is a Strength 1 Brute, so any Hero/Villain can spend a raise to kill it, meaning the player can easily lose this and therefore lose 2 points (or a 2 step story). The advantages are also not combat based, and really are just a means to do something minor (like hiding a small object, tracking a target, etc) in a different manner.
Also, it was a 2 point advantage in the 1st Edition, and as a number of the miscellaneous advantages that had little effects that were between 1-3 points in the 1st edition are back as 1 point advantages in the 2nd Edition, I still think it is fitting. That doesn't mean it can't be changed by GMs for their own table, but that's just how I would rule it.
Appearances: I'll be sure to add Character Creation only when I make the edits this afternoon/evening. Glad to know they make the cut!
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
2 Point Advantages
Exploit Weakness: Through much study and practice, you have learned of the weaknesses present within a specific swordsman school.
To purchase this advantage, you must first choose a style, then complete a story that culminates in defeating a sanctioned Duelist that utilizes that style.
Whenever you face a Duelist that utilizes that specific style, you may choose a specific manuever at the beginning of each turn. Your opponent is considered Pressured to not use that manuever.
All standard rules for Pressure apply.
Trained Spider: You have been given (or somehow acquired) a trained spider from Vodacce. It is capable of performing one extraordinary feat or serving a specific duty. Note that these spiders are NOT combatants, and are considered to be a Strength 1 Brute Squad for all intents and purposes. Roll a d10 or choose one of the options below.
<All text pulled directly or modified from Nations of Theah: Vodacce, pages 100-101)
Glow: You possess a small globe of spiders that produce a phosphorous glow. It can illuminate a small room (10’x10’)
Poison: The spider can be trained to bite anyone who enters a specific area, no larger than a room. The bite will defeat a Brute or cause 5 wounds to a Hero/Villain. It takes 24 hours for the venom to build up enough to be used again. The spider cannot be used in combat (unless someone steps where it was guarding in combat, of course).
Note: I changed this from an automatic Dramatic Wound to 5 wounds, giving Hero/Villains a chance to decide if they wish to spend Raises to resist it, whether through sheer constitution or quick thinking/moving. This is especially true in Dramatic Scenes, as every Raise counts.
Theft Mark: The spider has been trained to bite anyone who touches a specific object. While not fatal, it causes the skin to swell like a balloon, and the area around the bite will be slightly discolored. This swelling effect lasts for two days, but it will take about a week for the effects to fully heal.
Note: This was slightly tweaked, as the original text stated "several days." I changed it to be swelling for two days (normally more than enough time to find the target), with a rather obvious mark that can be hidden by gloves that will last for a week.
Door Mark: The spider has been trained to spin webs across doors, windows, or other entrances, allowing to know when intruder’s have crossed them. It takes the spider ten minutes to “mark” an entrance in this way. The owner can tell if it is intact with a single glance.
Tough Lines: The spider produces a very strong thread, which may be used as thin rope. It takes one week to spin fifty feet of thread, which can support up to 250 pounds.
Retrieval: This large spider has been trained to retrieve small items — pens, rings, sheaves of paper, etc. — and return them to its owner. The items cannot weigh more than one pound, and the spider is limited in what it can retrieve to either one single type of item (pen, ring, etc), or an item which the spider has had an opportunity to mark with its scent.
Message Transfer: The spider’s bite can effect a brief transfer of information from one subject to another. The message transfer must be fifteen words or less and compose a single sentence. The information only travels one way (from a sender to a subject) and cannot be transferred to more than one person. Keep in mind that an unwitting subject may not realize what the spider is up to and squash it before it can bite. The spider may only use this ability three times per week.
Tracking: The spider can track a specified person, leaving a distinctive thread on buildings and other landmarks for its mistress to follow. Distance is no object; the spider can follow its subject for hundreds of miles if necessary. The tracking ability only works if the subject is on foot: the spider is too slow to follow horses or wagons, and ships leaving no place to mark passage. This will allow players the means to track their quarry or, if they are elusive and rolls must be made (such as for chases), grant the one with the spider an additional die.
Hide Object: The spider can take a single object (weighing no more than a pound) and hide it in a secret place, cocooning it with thread and then retrieving it when ordered. The object is considered invisible for purposes of searching; it simply cannot be found by normal human means. The spider can hide up to three objects at a time with this ability.
Parlor Trick: The spider is capable of performing a specific trick or task, such as making a loud noise like an alarm, making "music" in a way similar to crickets, or some other non-combat effect that the player and GM can agree to.
Note: There has been a great deal of commentary about changing this to two points. I've made the swap, but I still feel that a Strength 1 Brute in the form of a spider costing 2 points is a bit much with how easy it is to kill. It's not a hero, so a villain can simply squash it and boom, loss of a 2pt Advantage.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
Parlor Trick looks interesting, though not sure I'd allow it to replaced with a full Sorcery advantage. If anything, I'd say that the Hero just adds their "trick" to what they can do with full Sorcery. So for a Porte Mage that started with Parlor Trick and then unlocked their full ability by purchasing a rank in Sorcery, they'd be able to maintain 3 Minor Marks and 1 Major Mark.
Exploit Weakness I'd suggest just dropping entirely. It was really more of a point sink in 1e, and most dedicated combat types are going to have Fencer or Bruiser to get a bonus die to their Weaponry checks already. Plus, in a thematic sense a lot of that can be done with Pressure, foregoing damage to put your foe on an off-footing, thus making it more difficult (i.e. cost an extra Raise) to take advantage of their duelist school training.
Dono's Gaming & Etc Blog
http://jedimorningfire.blogspot.com/
Meh, Parlor Trick strikes me as largely unappealing. Sorcery is cheap already, if a hero wants to just do a little of it, they just buy one level of the advantage.
It's just one of those things that I can't really picture people buying. It made some sense in 1e when Sorcery was so expensive and it existed as an alternative to 20 point half-blooded sorcery, but making it equivalent in price to sorcery just makes it much less appealing.
Evan:
Parlor Trick was just a nod to a houserule we found in someone's netbook for 1st Edition, and I thought it might be interesting. I don't think it's a valid 1 point ability, though, but I'm not sure how best to handle it.
Really, it's just an idea I was kicking around for those who wanted one small trick but didn't want to be a Sorcerer.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
Dono:
Parlor Trick: I'm wary about adding it to whatever they can do with full Sorcery, unless it is specifically specified that the only magic they can purchase is whatever sorcery their trick is from/inspired by, but even then that's a ball of wax due to how most of the sorceries outside of Sorte and Porte are granted by an outside power or via study, and NOT bloodline specific.
Granted, the idea is just a spitballed concept to add options to players who want a trick but not full magic.
Exploit Weakness: I understand the concern, but at the same time, I actually did like Exploit Weakness in theory. As a reference to The Princess Bride, the duel between Inigo and Wesley was all about Exploit Weakness as they rotated between techniques to cancel each other out.
Pressure is also just an odd thing, honestly. It forces them to act a specific way or spend additional raises, but it's pretty loose and has little in the way of influencing a swordsman's style. Sure, you can apply Pressure to ensure they cannot use a specific technique, but they can still do so with two raises (and with some of the dice pools I've already seen, that's not a huge issue; one player pulled off 13 Raises, and he doesn't have a Signature Item, Fencer, or anything else of the sort yet)
Perhaps, as an alternative, we can make it an enhanced version of Pressure instead? Like "When fighting an opponent using a school you know the weakness of, they must double the cost to perform their school's signature technique. For example, performing Leegstra Crash would cost two raises, while using Veronica's Guile would cost 2 Hero Points."
Or "When fighting an opponent using a school you know the weakness of, you may choose a technique at the beginning of each round. The target is considered Pressured to not use this technique." This way, say your non-duelist knows the weakness of Aldana; you can claim Aldana Ruse as the manuever this round, costing them two Raises if they wish to use it.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
Part of what made the Exploit Weakness knack work (sort of) in 1e was that is by default the domain of characters with a Swordsman School, and that those without a school couldn't access said knack.
By making Exploit Weakness an actual advantage that pretty much anyone can select it for a fairly low cost (a 2 step story is fairly easy to complete) and allow a character that's not had extensive training in swordplay to now nueter someone that's had extensive training. To use a reference from FFG's Star Wars, having this as an advantage is akin to saying "hey, my 5 XP talent from this universal spec can completely shut down your spec's unique 25 XP talent and there's nothing you can do about it!"
As for Inigo and Westley, I see that not as them "exploiting weaknesses" in the other's style, but that their training was broad enough to cover a wide variety of techniques and counters to said techniques, with the early exchange that name-dropped actual fencing masters being more about general techniques and philosophies of fencing rather than signature moves of a "style" of fencing, and that mechanically they were each using Pressure to reduce the number of Raises of the other had to work with and only occasionally using actual Duelist Maneuvers against the other, with the Pressure being narrated as how one of them is countering the technique being employed by the other.
So, I'd say that a Hero being able to "exploit the flaws" in a given dueling style should be something left to being a narrative description of the player (or Villain) making use of their existing Maneuvers as well as Pressure to stymie their opponent; waiting for the "chorus" in Aldana is handled by using Beat right after your foe uses Aldana Ruse, thus negating the damage bonus your opponent was hoping for on their next Action. Or using a Feint before your foe uses a Leegstra Crash and answering that with a Riposte, narrated as baiting them into a rash attack that leaves them exposed and forced to either pull back (Parry) or suffer Wounds (especially if it'd be enough for a Dramatic Wound). Against someone using Ambrogia, you could narrate the usage of Pressure to get them to burn Raises as you forcing them to go on the defensive and prevent them from dictating the flow of the fight. Versus Donovan, you'd either make quick/darting strikes that gradually wear down their defense (Bash and Feint) rather than committing to bigger attacks (Slash or Riposte) or just go for an overwhelming assault (Lunge) so that they can't make full use of their defensive techniques (Donovan's Bulwark).
Honestly, it feels like you're trying to force an outdated mechanic into a game when said mechanic really doesn't have a place for it.
Dono's Gaming & Etc Blog
http://jedimorningfire.blogspot.com/
To alleviate your first concern, I could make it a 3 point advantage, 2 points for Duelists. This way, players still need to take their own 3 point story, which will involve methods of research and actually defeating an opponent of that school. And considering that players only get one Story at a time, and the need to fulfill a narrow focus to complete the story (finding a way to learn how the style works and defeating someone), it may take time even if it is only a few steps.
Also, I'm not so sure using that analogy to FFG's Star Wars is fitting in this case. If anything, it's more like "I'm using my 10 XP talent to upgrade your difficulty once when you use this narrow focus." The approach I'm leaning toward is basically grant a free action to cause Pressure to not use a specific technique each round, which is no worse than FFG's mechanic of spending Destiny points on raising difficulties or have special abilities than grant that same ability.
You may feel it's an outdated mechanic, but I feel as though it's fitting considering the source material. It's not a major Rock-Paper-Scissors scenario, but heroes are known to find a weakness in a Villain's technique and really take advantage of it. Why not permit and advantage for it?
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
3 Point Advantages
Stunning Appearance: You are an exceptionally attractive person, perhaps one of the most attractive in all of Theah on a good day. Whenever you are able to use your appearance to your advantage in a social situation, gain 1 bonus die to your roll.
Renegade Swordsman: You've learned the basics of swordsmanship in some way, but are not a member of the Duelist Guild, nor have you truly mastered a school like a true duelist. You may have been trained by a close friend of family member, by someone who is a back alley brawler that claimed to have been a swordsman, or even someone who was disgraced and lost their status ad a Duelist.
You begin the game with the basic duelist manuevers of Slash, Bash, Parry, and Feint with a weapon (or pair of weapons) based on a specific school (saber for Sabat, two heavy weapons for Leegstra, etc). You do not possess the manuevers of Riposte or Lunge, the school's signature ability, nor membership in Duelist Guild. Many swordsmen may take an affront to your understanding, and may wish to see this remedied, either by the sword or by completing your training.
Note: If you wish to complete your training, you will need to complete a 4 step story which will involve finding a teacher and becoming a member of the Duelist Guild. This Advantage is then replaced by Duelist Academy.
Wheel and Deal: You have mastered the art of buying low and selling high. When selling your cargo, each point of Cargo nets an additional Wealth point.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
Stunning Appearance looks good as is. It's potent in the form of a bonus die, but the GM can veto it if the situation doesn't make sense.
Renegade Swordsman I think cheapens the investment that a PC made in the full Duelist Academy advantage, especially with a PC being able to buy it up to the "full" advantage with a simple two-step story, one that could very easily be finished in the first session. I'd suggest altering Renegade Swordsman so that the Hero starts with Slash, Parry, Bash, and Feint that can only be used with one particular school's weapon set up, and must complete a 4 step story if they want to get the rest the Duelist perks (Riposte, Lunge, able to use the general Manuevers with any weapon, and the school's signature move).
Edit: Actually, thinking more on Renegade Swordsman, I'm starting to dislike the notion of "Duelist Style at a discount!" approach of this and similar talents that have cropped up as part of ham-fisted attempts to "fix" 2e's Duelist mechanics. Especially as most of them revolve around the idea that lacking the ability to issue challenges to duel is some major drawback that justifies their reducing the cost of Duelist styles while keeping the major aspect of the styles that makes many of them complain about how Duelist styles are "broken."
Still, if you are going to keep it, then my suggestions would be to make it cost 4 points, and the character must choose a category of weapon (heavy weapons or fencing weapons) while getting access to only the Duelist Maneuvers but none of the special techniques. If they want to learn the Style Bonus, then they need to complete a 5 step story just the same as a Hero with the Duelist Academy would have to in order to learn an additional Style Bonus. Just having access to the basic Maneuvers is a huge advantage in combat, and that shouldn't come cheap.
Dono's Gaming & Etc Blog
http://jedimorningfire.blogspot.com/
Yeah, the whole point of Stunning Appearance was to give a good perk, but it can be limited if the GM can nix it somehow. Disguised? No bonus. You are a courtesan seducing a man? Well, he's only interested in men, try again later. Eunich? Try again elsewhere.
I agree that the writeup for Renegade Swordsman is a bit rough, because the writeup itself was rough. My goal for this was to bring back to Unsanctioned background, because it made for some REALLY interesting stories. I'll make the tweaks you suggest, though, because they are solid.
As a note, the only reason I was making it a discount to the full advantage was to not cheapen the experience for players, but I do see the point of making it a 4 point story, especially since you need to find a teacher and get into this full time (same with Renegade Swordsman). I do have a feeling more people will go for this one instead, but only time will tell.
Now, I would love to see the player get the option to replace this with Fencer instead to represent their time with a sword, but that's just me.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
4 Point Advantages
Disgraced Duelist: You were once a trained and welcomed Duelist, but have done something to dishonor your rank. You possess all of your training and mastery of the style you have studied, but you no longer are a member of the Duelist Guild, making it illegal for you to initiate duels. Some duelists who know of your reputation may make it a point to hunt you down to remove the blemish to the school that you have caused.
You can redeem yourself, but it will require a 4-step Story revolving around redeeming yourself in the eyes of the Guild. This Advantage is replaced with the Duelist Academy Advantage.
National Weapon: Certain nations are well known for specific styles of craftsmanship, especially within their weapons. You have been lucky enough to somehow acquire such a weapon.
The weapon works just like a Signature Weapon, but also confers an additional bonus when used.
Journeyman Swordsman: You’ve traveled the world and tested your mettle against numerous other duelist and swordsmen, enhancing your ability to think on your feet. Once per round, you may repeat a single maneuver a second time in a row at the cost of a Hero Point and an additional raise.
Note: Was thinking of making this once per combat (so it doesn't get too closer to Mireli), but I think that'd make the cost of a Hero Point and additional raise a bit too expensive.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
On Disgraced Duelist, I'd drop the "this gets replaced with a new advantage," and keep getting back into the Duelist Guild's good graces to be a special 4 point story that restores the Hero's status.
National Weapon treads a bit too much on Signature Weapon, which I have the feeling was created to cover all those sorts of things (sans dracheneisen) without creating a slew of advantages. Honeslty, Signature Weapon really does everything that you're trying to cover with National Weapon in a far more elegant and balanced way.
Dono's Gaming & Etc Blog
http://jedimorningfire.blogspot.com/
Dono:
Disgraced Duelist: I'll make the swap. I still feel like the player is getting a bit shafted with needing a 4-step story after already spending 4 points and having nothing to show for it, but that's just my humble opinion.
National Weapon: My goal was to give something that was a step up from Signature Weapon that would also be a bit more unique. For example, Sidhe Weapons are fast, so I was working on ways to show that (looking at giving the character the option to always act regardless of how many raises they have), while Puzzle Swords have tricks (hidden guns for an auto dramatic, healing serums to heal 4 wounds, ghostly blades for an attack that can't be parried/riposted, etc).
As it stands, a group of players with Signature Item are all the same mechanically; I just wanted to add some national flavour to the mix.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
For Sarmatian National weapons, you could:
I'm less sure what you could do with Ussura.
Just some initial brainstorming.
Thanks for the input there, Mars University.
I was thinking of something specific relating to the Dievas, or perhaps something relating to the new wave of chivalry coming back. I might even do both; one is more "magical", while the other is more tied to a purpose/craftsman approach.
I agree that Ussura is a challenge. I could do something Mongol oriented as you suggest, but I think the ties to the land are a better approach, especially with the writeup we have for the Bogatyrs. Perhaps the weapon grants some perk from Mother's Touch, or has some form of non-combat versatility (such as cold immunity or something)?
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
Granting an ability from Mother's Touch for the weapon would work, but it doesn't seem too terribly interesting to me (since I could just take Mother's Touch if I wanted that). Cold immunity could be a solid fringe benefit, but I'm wondering if you could do something more directly useful as a "defender of the land" type?
Maybe wielders can sense threats to Ussura or travel through its environs faster than normal? I'd stop short of actually teleporting to trouble, since that would step on Porte a bit. I'm just picturing Bogatyrs armed with Matushka-granted swords pursuing a group of foreign bandits and harrying them to the Eisen border, with the bandits unable to keep ahead of their pursuers or throw them off their trail.
As an alternative benefit outside of the country, I'm thinking that maybe these swords would be really easily identifiable to Ussurans abroad - a distinctive hilt, scabbard, or other adornment making them stand out. Most Ussurans spotting one would be quick to support their wielder - lots of bad folklore about what happens to foolish people who didn't support one of her hand-picked personal swordbearers. Mechanically, it could be a Hero Point-triggered ability to gain a fast, immediate ally in the form of some random Ussuran for a Scene.
I can't remember whether it was in some obscure 1e book, or a houe rule, but I remember coming across recurved horsebows for the Ussuran. As for the Sarmatians, I really want to have Polish winged lancers, so maybe the wing and lance as a combo?
5 Point Advantages
Blessed Beauty (Character Creation Only; Exceptions by GM approval; 3 points with Stunning Appearance): You are exceptionally attractive, to the point that some may consider it unearthly. Your bad days would outshine the loveliest beauty found in all of Théah, and you have found ways to take advantage of this.
Spend a Hero Point when in a situation your attractiveness can be recognized by a target. The target (either a single NPC or a single Brute Squad) becomes infatuated with your beauty. They will halt any harmful aggressive actions toward you and will seek to please you with the goal of courting (or possessing) you. Should you take an aggressive action against them or turn them away, they will resume hostilities (or possibly begin them, depending on the situation).
Master Swordsman: You have truly become a master of the swordsman style you practice. When purchasing this advantage, choose a single Duelist style you have studied. When using this style, all of your dice gain +1 to their value. If this would make one of your dice into a 10, it does not explode.
Bottomless Pockets: You have a surprising amount of money when you need it, whether due to an impressive degree of wealth that rivals some royalty to an innate knack to wheel and deal to gain the capital you need.
Once per game, you may spend a Hero Point. You are assumed to have enough money on hand (or can gain it quickly) to cover nearly any expenses that you face. This is, of course, within reason; you cannot purchase an entire fleet of ships or outbid l'Empruer for an artifact, but should be able to hire a crew for a job or bribe the archaeologist's assistant to discreetly hand the artifact off to you.
Note: This does smack against Inspire Generosity, but I wanted something that showed more of the advantages of having wealth on hand and not just "inspiring" someone to give you something. Generosity has limits, but what people will do for money does not, and tends to leave people in your good graces for next time.
I do wonder if it should be a 4 point advantage instead, though.
Grandmaster Swordsman (Edited 9/26): You have dedicated yourself to the art of the blade, and have learned to meld different swordsman styles together into one. In order to purchase this advantage, you must have mastered two different duelist styles (two purchases of Duelist Academy) and worked to blend them together (a 5 step story to earn this Advantage).
When you purchase this Advantage, you have become a grandmaster of the two styles you have blended together. This allows you to use the weapons from either school and still be able to use the skills and abilities from either school without changing your style (but will still be limited to one bonus per round). This also makes your style hard to interpret, making you immune to the Exploit Weakness advantage.
Should you wish to add another style to this combination, you must grandmaster the third style with the previous two, and then take this again.
Example: Ricardo has Duelist Academy for both Aldana and Valroux. After much time, he has learned to blend the dancing steps of Aldana with the agressive taunts of Valroux. At the beginning of each round, he may choose to use Valroux Press or Aldana Ruse regardless of whether or not he is using a main gauche.
His ally, Sigurd, has Grandmastered Leegstra and Sabat. This means he can perform Leegstra Crash with a saber or Sabat's Gambit with a pair of heavy weapons. Should Sigurd wish to add Eisenfaust to his grandmastered style, he would need to first learn Eisenfaust, learn to grandmaster Eisenfaust with Leegstra, then learn to grandmaster Eisenfaust with Sabat, and finally learn to combine all three together into one coherent style. Once he has grandmastered all three together, he may use any of these three school advantages with two heavy weapons, a cavalry saber, or with a heavy weapon and panzerhand.
Inventor: You are a skilled inventor, able to create items of the finest quality the likes of which have only been dreamed of.
Spend a Hero Point. You have (or, with enough time and materials, can make) an invention that serves a specific purpose. Most inventions are built to last, and are often available for the length of the Story at the very least. Expenditure of Wealth (at least 5) will ensure that the item was well made enough to last.
Options include, but are not limited to:
Note: This was inspired by the advantage of the same name from first edition, and is a more expensive variant of Alchemist. The higher cost is in place as the items are not always one-time use (like Alchemist), and are often more superior than those of a Master Craftsman.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
For Blessed Beauty, I'd say go more with the "We're Not So Different" effect as the basis. Strength of Ten is interesting, but the problem is that situations where such extraordinary beuaty could be used to the Hero's benefit are more likely to occur than instances of sheer strength would.
Grandmaster Swordsman... sorry, but my suggestion is to drop the "combine effects of two schools" entirely. Granted, this comes from my extreme distaste of the concept when it was introduced in the Swordsman's Guild splat (good gravy what a screwy book). If you are going to keep it, I'd suggest a different approach, such granting the ability to once per round ignore the "can't repeat a Maneuver" restriction; thus a Grandmaster could use Slash twice in a row. Or, by virtue of being a Grandmaster, they increase the value of any die rolled in a Weaponry Risk by 1.
On Inventor, it seems much of this is covered under the 2pt Master Craftsman advantage, which allows the Hero to create a Signature Item if components of sufficiently high quality are used in the item's creation. Only change needed to Master Craftsman is to allow the Hero to give their creations more of a steampunk vibe to them to reflect them being of advanced scientific notions in comparison to standard Thean ideas.
Dono's Gaming & Etc Blog
http://jedimorningfire.blogspot.com/
Meh, Grandmaster is something that's high level enough (it requires three five point advantages) that I'm inclined to allow it. Particularly given that it incentivizes one to strive for more than one style. (The bulk of the value for dueling academy is accessing all the maneuvers. Once you have that, it's more difficult to justify studying other styles just for another secret technique if you can only use one of those techniques each round (and some aren't even compatible due to different weapon choices)
With grandmaster available as an option to combine styles, you have a distinct incentive for characters to really devote themselves to mastering multiple styles.
Two grandmasters fighting would be like the scene with Wesley and Inigo Montoya go at it constantly adjusting their tactics to search for a weakness in their opponent.
Blessed Beauty: I'll take that approach. It was a tossup between pure narration (i.e. mixing "We're not so different" and "Come Hither") or the pure mechanical (added values to your roll), and knowing that someone else who looks at mechanics in a similar way is leaning toward that, I'll give that a shot. Expect a cleaner writeup soon.
Inventor: What the goal here was to mix Master Craftsman and Alchemist together. The exact writeup I have here was one part inspired by the Inventor advantage from the Invisible College, while another inspired by the Dishonored writeup I was doing for a friend (which I felt was still fitting for 7th Sea). Basically, I wanted to give players the ability to create things unheard of in Thèah that were beyond the realm of current technology. Master Craftsman only lets you create items that would be considered works of art, even if they are practical and Signature Item quality (Princess Bride reference: the six-fingered sword), and Alchemist only gives you one-off items. My goal was to allow something more permanent.
I'm also wary of changing Master Craftsman too much to allow this, because creating new items that are unheard of, technologically speaking, doesn't fit in the purview of being a craftsman. As an example, I'm a hobbyist blacksmith, and if I ever become a master, I'll make beautiful things, but that doesn't mean I'm going to be making a suit of Iron Man armor anytime soon as that is a major leap in technology. The two advantages are just too different, in my opinion.
And now, onto Grandmastery:
Dono, I dig the idea of adding +1 to all weaponry rolls (not sure if it's worthy of a 5pt Advantage though), as well as the idea of allowing repeat manuevers (totally worth 5 points in my opinion), but I still stand by Grandmaster staying in. Not only was it in the 1st Edition (and in my opinion, it was fun, even if chunks of the book were screwy), but we also see references to it in the material that inspired the game (as Evan Sageser said: the battle between Wesley and Inigo in The Princess Bride is a prime example of grandmastery in action).
I also did it for the same reason Evan Sageser mentioned: as it stands, there's no real perk for spending the 5 Step Story to learn a second style (I do wonder if offering a discount is worthwhile), but if you are willing to do that and do another 5 step story to learn to combine it, I think you deserve what you get.
As a real-world example: martial artists do comment that when you learn one style, it is easier to learn other styles, as many of the basics mesh. As they learn more styles and practice them, they can mix them together into something that flows. As a personal example, I used to study French foil fencing, when I traveled abroad I was given a few months of kendo training, and I have recently started two-handed sword training with some SCAdians. The elements of each style can be noticed, but they do start meshing together; most people don't do a throat thrust with a zweihander, but that's a basic strike in kendo, for example.
That said, I want to stand by Grandmaster, even if it's just to give people a reason to learn a second style.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
Another problem with Grandmaster is that it now allows for some truly broken combinations that the game wasn't really meant to handle.
For instance, combo up Aldana Ruse with Sabat Gambit, and you've got a frightening damage dealer (Weaponry+Finesse+Panache+raises) that can be fired very early in a combat and that the opponent has no way to really stop (best they can generally hope for is to sneak a Beat in before the Sabat Gambit to take some of the edge off). Or combo up Boucher Step with Leegstra Crash, and now you can do what amounts to a double-Slash (something Boucher Step specifically disallows) because Leegstra Crash is a separate Maneuver from Slash while having the exact same effect. Or just using the combo of Veronica's Guile to boost up your dice pool for Weaponry Risks; even with Wits 2 you're getting a better deal for spending a Hero Point (2 bonus dice vs. 1 bonus die) with any other school
Part of why the Grandmaster idea worked in 1e was that there was an element of "similar effects don't stack," which many of the 1e schools had similar elements in their design (a decent number of the rapier+main gauche styles negated the off-hand penalty and offered a Free Raise with off-hand parries). But in 2e, each style has their own specific bonus Maneuver, which is in part balanced by needing to use a specific weapon combination in order to have access to that bonus Maneuver. I suspect the designers had a good idea of just how broken this could get, as they flat out stated you have to pick a Style at the start of a Round and stick with it until the next Round, with the second paragraph on page 236 under "Dueling Styles" outright saying that "No matter how many Styles a Duelist knows or how many requirements a Duelist fulfills, she can only use one Style at a time."
Screw it, I'm going to go ahead and call a spade a spade, and say that trying to "mix and match" and be able to use multiple Style Bonus Maneuvers in a single round is power-gaming cheese, no matter how many pearls you drape on that particular swine. But then again, the bulk of the Swordsman's Guild book was power-gaming cheese, so Grandmaster Training being equally cheesy shouldn't be that much of a surprise.
And before you cite "well in the real world..." most real-world combat styles don't have super-secret fighting moves. To quote Bruce Lee, "I fear not the man that has practiced a thousand different kicks once, but the man that has practiced a single kick a thousand times." The true measure of a "master swordsman" isn't in how many special manuevers they know, but more their mastery of the core fundamental techniques and when to employ them. Basil Raithbone wasn't one of the top fencers in Hollywood because he knew all sorts of special moves, but because he'd practiced his fencing skills until he was just that damn good, to the point he could make someone with no real skill at fencing like Errol Flynn look good and make it believable to audiences that Flynn's hero could actually win in reality Flynn would barely stand a chance. The notion that a Grandmaster has all sorts of super-special tricks is something more fitting for anime and wuxia films.
Dono's Gaming & Etc Blog
http://jedimorningfire.blogspot.com/
TL;DR: I think grandmastery still has a place, even if it's toned down (using the abilities of the grandmastered schools with either weapon, only one school perk per round; see current writeup). Not everyone will like it or want it, but I think if players are willing to pay the high costs, they should get something for it.
"The notion that a Grandmaster has all sorts of super-special tricks is something more fitting for anime and wuxia films."
I want to approach this part of your reply first, as you may be overlooking something: the swashbuckling stories that inspired 7th Sea can be considered "European Wuxia." Hell, 7th Sea can be considered "European Wuxia" by the definition of the word and even the genre (chivalry, martial heroes, sorcery, etc). When you boil it down, the difference between 7th Sea and tabletop Wuxia games is the background.
As for power-gaming cheese, any RPG has that already built in if you look at it. My players have already proven that Fencer, Duelist Academy, the Glorious Virtue, and Legendary Trait (optional for consistency) make for disgustingly powerful characters, even before getting a Signature Item. I've proven to a fellow GM that Duelist Academy and Knights of Avalon can make a truly destructive force.
No matter what you do, there's always going to be a power gamer. Rules will be abused, tweaked, and modified. The best we can do is to find ways to deter it and, should it happen, make sure the players have really paid for it.
While you believe that the Swordsman Guild was power-gaming cheese, there are many that claim it was one of the better splatbooks of the line. Also, considering how slow progression was, getting to that "power-gaming cheese" level took tons of effort. By basic calculations and a fully crunched situation, it would take a player about a year of weekly games with a generous GM to reach this point.
Math: 128 XP to master both Gallegos and Aldana if you purchase both at character creation and do not raise the knacks (the other 60 HP split between traits and a few other necessary perks), with another 80 XP to Grand Master them. 208 XP total to do this. This doesn't include if your GM has any houserules such as stating that attack and parry must also be at 5 (another 36 XP if you start with both knacks at 3), and also doesn't help with your Traits.
If you're averaging 6 XP per game, you're looking at 35 games on the LOW end. Sure, it's leads to some powerful things, but if you're dedicating THAT much time into a single aspect of your character, you deserve something cool for it in my book.
Doing the math with 2nd Edition, a character COULD grandmaster after 5 steps (Duelist background, Duelist Academy for the other 5 points), but most would find that too limiting. Most players will start with one school, pick up another in game, and then mix them. If the group is really dedicated and meshes well together in their stories, they'll average out to 1 step per session (sometimes 2), so going from Duelist to Grandmaster will still take about 10 sessions, and that's if they can hold the spotlight that long in a row. Some gaming group meets once a week (most seeming to average more like twice a month), meaning you're looking at 2-5 months of dedicated game time focusing on this one element of your character.
That said, I still think grandmastery has a place in 7th Sea 2nd Edition. I still like the idea of styles merging together, and think it is appropriate for the setting. Perhaps it needs to be toned down (perhaps "You may use the abilities of your school with a weapon from either school, but only gain the benefits of one school per round"), and not everyone is going to want it at their table, but there are some who may want to have it for whatever reason.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
I'm scrapping the idea of "Scaled Advantages" due to the input here. Inheritance can be used as an optional rule (thus why I'm not deleting the post).
I will instead do some "Variable Point Advantages" instead for a few specific Advantages, like Artifact.
Scaled Advantages
These are advantages that have variable costs, and some may be improved over time.
Sidhe Blooded: You are a descendant of the Sidhe (or a distant relative of them, such as the deivas), and possess something of them within your blood.
Inheritance: You are set up to inherit something of value. You do not have it yet, but you will at some point soon. Perhaps it may be even better than you think it will be.
This advantage begins at 1 point. The player may spend more, and may use Stories to increase the rating. After specific criteria are met, the character recieves the inheritance in question, based on the number of points and the goal of the advantage.
Example: Viktor begins the game with 1 point in Inheritance, as he is the eldest son of his family and is set to inherit everything after his father dies. Over the course of the campaign, he has accrued 11 more points into this advantage. At the end of the story, he inherits everything he has been saving points on.
In this case, he takes Rich (3 points), Signature Item: Family Saber (3 points), Trusted Companion: Family Servants (4 points), and now owns the manor and lands around it (GM warrants it having the value of a ship, so 2 points).
Note: Really, this advantage is in place to allow people to being "paying ahead" for a specific advantage they wish to have instead of randomly buying one just to use the last point.
Inherited Wealth: A close family member or friend has passed on, leaving you with some money in their passing. For each point you place in Inheritance, gain 2 Wealth points. These Wealth points do not dissappear between sessions, but once they are spent or stolen, they are gone.
Example: Francisco has Inheritance 2, giving him 4 Wealth points as part of his Inheritance. In the first game session, he begins with 7 Wealth (4 for Inheritance, 3 for his Profession). After spending his income from his profession by hiring help for a job at hand, he dips into his personal stash from his Inheritance to purchase a gift for the woman he wishes to woo and spends another Wealth point. At the start of the next session, he begins with 6 Wealth (3 carried over for the Inheritance, 3 for his Profession). Should he spend the last of his Inheritance, he will be without this cushion.
Artifact: You possess a Syrneth Artifact of some nature. You do not fully understand it's complete use, but is has proven to be interesting and sometimes helpful.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
I'll admit that the idea of scaling advantages just seems to go against the grain with what's been offered in the core rulebook thus far.
Sidhe-Blooded - I'd change this to a set cost, and have it provide some minor benefits (longevity and resistance to illness seem to be pretty common traits for being having Sidhe ancestry), but at the cost of the Hero taking an extra wound from cold iron weapons. Probably could be a 1 point advantage.
Inherited Wealth - part of the issue is by default a Hero's Wealth resets to 0 at the start of every session, plus the Wealth rules already account for the GM allowing Heroes to save up between sessions for "big purchases." It can also potentially get cumbersome to track if the Hero either starts or picks up an advantage that offers a more permanent source of Wealth (such as Rich). In addition to how easy it is to get points in Wealth for most Heroes (pick your best skill, get Wealth = ranks) I can't really see why this is needed.
Inheritance - again, this seems too complicated as written. It feels like it's treading a bit on Foul Weather Jack, in that it gives the Hero a special story they can use to acquire all sorts of things. If anything, I might suggest changing this to be a lesser version of Rich, in that the Hero gets to start each session with Wealth 1 as a result.
Dono's Gaming & Etc Blog
http://jedimorningfire.blogspot.com/
Honestly, the inspiration for Scaled Advantages came about because of Sorcery, as Sorcery is truly a scaled advantage; the more you spend on it, the more powerful you get. I also wanted to make advantages that could also improve over time.
Sidhe-Blooded was rather versatile in the 1st Edition, and I don't think limiting it with a set cost is the best approach. I could attempt to make it a set cost (2-3 points, perhaps), and only give it a specific quality, but that doesn't feel in the spirit of the original (or how having Sidhe blood manifests).
If I do go with set costs, perhaps an alternative would be to have one Advantage for each point cost (1-5), allowing players with Sidhe blood to "evolve" (for lack of a better term)?
Example: 1pt could just be the longevity and resistance to diseases (required for any others). 2pt could be attractiveness (Stunning Appearance at a discount?), 3pts and 4pts some semi-magical bonus, 5pts being damage reduction for non-cold iron?
Inherited Wealth: This was just an idea I was kicking around, and yeah, it does make things more complicated. I was trying to have something in play to show a one-time cash infusion that acts as both nest egg and as an emergency fund that doesn't suddenly vanish between game sessions. Granted, the resetting of Wealth between sessions is really up to the GM, but the point does still stand that having a nest egg of a windfall to fall back on wouldn't hurt.
Inheritance: The point of this was being able to take your own stories are "store" them for something big all at once. It does mean extra bookkeeping, though, which seems to be part of the issue people have (my own group included). I might have to just do an easy approach, but I'm afraid that 1 Wealth at the start of each game session doesn't exactly fit for an Inheritance. Perhaps as an "Investment"?
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
Sorcery is only "scaled" becuase handing off all that power for a single advantage (even at 5 points) would be game-breaking, and make a Sorcerer even more of a potential game-breaker than he already could be.
Frankly, I think you're much too set on introducing "scaled" advantages just because you can, without really considering "are they really necessary?" or "do they really serve a purpose in the game?"
Sidhe-Blood in 1e could be ridiculoulsy min-maxed, and the min-maxing mindset is something that 2e has generally tried to steer away from (no RPG that uses stats is going to ever be truly safe from min-maxing; best they can hope to do is mitigate the damage). In most fiction where a hero has fae-blood, those traits tend not to be super-obvious unless the character is actively embracing that fae heritage, which is probably better represented as using the rules for 2e's Glamour sorcery and buying the Sorcery advantage to access that power, with the only change to dispense with being tied to a specific knight and simply let the PC choose their Major and Minor Trait; they'd still be bound to some version of the Knight's Gesa as the Sidhe have their own set of rules they follow.
An Inheritance as a concept really is best left to being a series of stories, again with the Hero slowly earning aspects of that inheritance gradually through the completion of both personal and GM stories, with the Hero having to prove their worthiness to inherit or reclaim what is righfully theirs. Much the same as other Heroes have to go through stories with no special bonus to become the greatest duelist of the age or the most feared pirate to sail the seas.
Edit: Minor correction, as other than Sorcery as a "scaling" advantage you've also got Reputation, which directly adds bonus dice to any social Risk where said Reputation can come into play.
Dono's Gaming & Etc Blog
http://jedimorningfire.blogspot.com/
I don't see the point in inherited wealth when you have inheritance.
I do like the Inheritance advantage, but I don't like how it staks. You want to inherit your father's properties? Good, make It a single story with as many steps as it tales to gain all the properties you want. You only want your father's house? 2 step history. You want his ship? 12 step history. You want both? Well, that's going to be a 14 step history, maybe you first need to find out he's dead, then who killed him, maybe then you'll have to settle things with your siblings and, in the end, someone's might have stolen the ship or burnt down the house while you we're busy argueing and you have to take it back.
If you want a 1 point advantage that would give out wealth you could have something like "dayjob": choose a profession when you aquire this advantage, whenever you are able to work between sessions (ask your GM) you start the next one with wealth 1.
I'm pretty sure Dayjob already exists. Not in the form you describe, but if the hero is able to exercise one of their skills between sessions they start with more wealth for the next session. (so a swordsmen could have a job teaching some noble kid how to duel, or a professor could get paid for his scholarship skills, but if you're ending the session on a ship, it's going to be difficult to justify being paid for anything besides the sailing skill)
As Evan Sageser mentioned, "Dayjob" already exists as a way of getting wealth between sessions depending on the skill at hand.
That said, my goal for Inheritance was to basically allow a player to "bank" their steps for specific advantages to be earned at a set time, especially when working with smaller GM stories that aren't enough to earn a specific benefit (i.e. 2 part story for a short "episode" when the player doesn't have anything that low to improve or was fitting to purchase, such as Married to the Sea when doing bodyguard work for Die Kreuzritter in Freiburg).
My concern with your approach is how much it would take the player to pull all that off. Say we're using my example of a player wanting 12 points in Advantages for his Inheritance. If he wanted to do that, he would need to take a 12 step story, and that is his ONLY story until he gets is resolved. With the Inheritance approach, it's banking it over time (GM stories and personal stories) whenever something else isn't fitting. That was my line of thought, but it does take some bookkeeping that people seem to hate.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
Catalina's got a valid point, in that getting all those things that you listed in your example is really a string of stories that the player is undertaking. And there's nothing saying the GM and player can agree to "bank" the effects of those individual completed stories, and then hand the whole thing over in one big package once the PC completes the final story that nets them the last advantage in the package.
Dono's Gaming & Etc Blog
http://jedimorningfire.blogspot.com/
True, but I know not all GMs would even consider the idea, thus why I did a writeup as an advantage, solely to do that very thing.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
That's more a fault of the GM, and something that can far more easily be addressed with a suggestion of "Hey, why not try this as an approach for the character's development?" than trying to shoehorn in a mechanical justification for doing so.
Dono's Gaming & Etc Blog
http://jedimorningfire.blogspot.com/
I'm not a fan of granting wealth between sessions unless an advantage has been previously acquired. Both Rich and Patron are costly advantages (3 and 2 points each) and having anyone earning 3 points of wealth, as it's fairly easy that characters have a 3 point hability they can use for working, just seems unfair.
Both our GM and I think characters without advantages should only be able to gain wealth while roleplaying it or getting a reward. Maybe one character just skips a Dramatic scene to perform at a bar, act as a bodyguard or set up a small to earn money.
If the problem with inheritance is that, then make It as a lesser Foul weather Jack advantage: it allows the character a second history but only related to his/her inheritance. Maybe it'll work as a 2 point advantage.
See, I'm rather fond of the idea of wealth between sessions as long as the party had the chance to work somehow during downtime. It's a bit rough to enforce advantages only for Wealth, and then losing Wealth between sessions when it is earned as a reward.
Personally, I think the whole Wealth system is rather bonkers (I have a love/hate relationship with them; nice to save book keeping, pain to put in perspective), so everyone is going to have a different way to use it.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
Variable Point Advantages
"Variable Point Advantages" are those that are in the same vein and have the same name, but have potentially different point values. These also may be purchased multiple times to acquire the later benefits.
Artifact: You possess a single artifact that possesses some sort of ability. The nature of the artifact is left to the player and GM to discuss, with the GM having the final decision.
Arcane Heritage: Your ancestry includes something of the occult, quite possibly something not entirely human. It has manifested in you within some way, granting certain abilities, sometimes at a cost. The following are just a few examples as to how this can manifest.
Note: Yes, this is a modified Staredown, but instead of backing down from a threat, it is simply causing fear.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
Some ideas. I also think Trained spider is too cheap as a 1 point advantage and Parlor trick too expensive (as sorcery costs 2). I think I'd swap them making Parlor trick 1 point and that Trained spider 2 (maybe 1 if Vodacce).
Thrifty, 1 point (maybe scalable): some people burn guilders like they had a hole in their pockets, you, on the other hand, spend carfully planing ahead. I allows you to keep an extra wealth point at the end of sessions.
I like Thrifty; I'll add it into the 1 point advantages.
I was also thinking of adding Parlor Trick to the one point advantages last night; consider it shifted once I have the moment to do so.
As for Trained Spider, I'm still on the fence. A part of me wants to make it Vodacce Only, but at the same time, if a Vodacce can make money or power on it, they'd probably consider selling it. I'm also wary of offering an advantage that can be easily taken away; this is one of them, as killing a spider (a Strength 1 Brute) isn't that hard.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
On the note about Thrifty: I added the 5pt Advantage "Deep Pockets." It feels like a variant of Inspire Generosity, but with money involved. Not sure if it's worth it the more I look at it (or if it should be cheaper because it's the same effect with a different approach and a bit more oomph due to money).
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
I think it's 1 point too expensive. I'd make it 4 points and limit it to once per session. But I'm not convince with the name, maybe something along "Credit letter" is more fitting. You should also limit the number of wealth points it gets you and add some flair to it:
You have access to wealth at your disposal, maybe you have a profitable business at some, your rich aunt covers your expenses, you have an active trade with the Vendel League or you have sponsored a successful merchant in the past and gained a percentage of his profits.
Yeah, I've been trying to find the best way to handle it. I basically want to make it like a Money Talks situation, in which you have the money on hand to do something you normally wouldn't have the Wealth points to do. Maybe leave it at a 5, and make it a max wealth of 10 in "one expenditure" (enough to acquire a ship, so clearly renting a small fleet is fitting), once per session? Once per story?
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
Okay. 10 wealth is just a ballpark because it's the highest value we have on a list. Still, kicking around the idea.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
Sorcery-like Advantages
These are advantages that are either new Sorceries or function similar to Sorcery in some way.
Sidhe Blessed (Sorcery-like Advantage)
You have been blessed by the Sidhe in some way, whether by blood (Sidhe ancestor) or by a special deal made by you or a member of your family. Because of the nature of the Sidhe, these blessings come at a price.
These blessings are entirely different from Sorcery, and does not remove your possibility of acquiring Sorcery.
Each time you purchase this advantage, choose 2 Blessings and one Curse. To use your Blessing, you must spend a Hero Point unless otherwise noted. Curses are effects that are always there, as they have become as much a part of you as the innate abilities granted to you.
Note: Yes, this was inspired by Mother's Touch, but with more permanent and demanding Curses. I pulled from a number of Sidhe Blooded, old Glamour rules, and even the Scrying sorcery for inspiration here.
This list is technically incomplete. I don't NEED more added, but I'll continue to scour the materials for ideas.
Blessings
Longevity: You are blessed with an exceptionally long life and health. Your aging ceases once you are at your physical prime, and you are immune to most illnesses. Any major illness (like the White Plague) can be ignored by spending a Hero Point.
Recovery: You are able to recover from wounds that would fell lesser beings. Once per scene, you may spend a Hero Point to heal a dramatic wound.
Omniglot: You are able to speak, read, and write any language that you need when you need it. Spend a Hero Point; you are able to communicate in any language for the duration of the Scene.
Water Breather: Like the selkies, you are able to breathe in water. You are immune to drowning in water (and ONLY water) for the remainder of the Scene.
Walk on Water: You have been given a blessing by the Lady of the Lake, and cannot sink. You may walk on water as though it were solid ground for the duration of the Scene.
Shapeshifting: You are able to change your form into something entirely different, whether it is an animal, a monster, or even someone entirely different, and gain the benefits of that form. Due to the limits of the magic, it only lasts for a scene or until the next sunrise/sunset, whichever comes first.
Damage Resistance: Like many of the Sidhe, you have built up quite the intolerance to wounds. When spending raises to defend against an attack, spend a Hero Point to double the amount of damage prevented.
Inexhaustible: You have been blessed with stamina that most mortals would only dream of. Any time a question of stamina comes into play (lack of sleep, running distances, etc), you may spend a Hero Point and be immune to effects of exhaustion until the next sunrise or sunset.
Sense Corruption: You have the innate ability to sense someone’s overall character. When using this power, you can determine any character’s corruption, and if they are a Hero or Villain. This only allows you to view one target at a time.
Child of the Earth: You have explicable ties to the land, and can even hear it speak. For the duration of the scene, you may “communicate” with the land around you to learn of what has recently occurred and what is coming (traveling along, earthquakes, etc), as well as pleading for assistance. Always remember to be careful what you ask for. . .
Child of the Sea: You are able to commune with the sea and can learn it’s secrets. For the duration of the scene, you may “communicate” with the ocean to ask for insight as to what is coming your way or to even plead for assistance. Always remember to be careful what you ask for. . .
Child of the Sky: You are able to commune with the sky and the air around you. For the duration of the scene, you may “communicate” with the sky to ask for insight as to what is coming your way or to plead for assistance. Always remember to be careful what you ask for. . .
Sense Magic: You have a distinct ability to “smell” magic performed around you. The effect lasts for a scene.
Curses
Iron Aversion: When children are born, a pair of iron scissors are placed over the crib to ensure the Fae do not get too close. There is truth to this, as you can attest. You are uncomfortable when in the presence of iron, and will wish to leave a location with it. You are Pressured to stay away from iron.
Iron Vulnerability: Like the Sidhe, you have a vulnerability to iron. When struck with an object made of iron, you take an additional wound.
Nocturnal/Diurnal: You take after one of the fae folk that are only active in the day or the night. Should you try to remain active after sunrise/sunset, you find it increasingly difficult to act (considered Pressured to return and rest).
Gifts and Hospitality: It is common courtesy to offer gifts in return for a gift or hospitality, and some say this has come from the Sidhe themselves, who are unable to let a debt of any sort, even from a gift, stand. You must always provide a gift in kind the first chance you get, and hospitality has become a second nature to you.
Hedonistic: Like many of the fae folk, you have taken to hedonism to fill some void. Perhaps you are filling a gap in your emotions, or maybe you’re trying to relive a specific joy that you no longer feel. You always act in the best interest of your enjoyment, and then that to excess, whether it’s food, drink, sex, or. . .other desires.
Honesty: Like the noble Sidhe, you are incapable of telling a lie. The only things you can express are facts. Of course, the Sidhe are experts at omitting details. . .
Unearthly Appearance: You have gained an appearance similar to the various fae folk of legends, ranging from the gruff appearance of a Redcap to the seagoing grace of a Selkie. This is often unsettling to some, and is an obvious sign as to who you are to others, especially to those who would hunt you and your “kind.”
Land/Sea Bound: Your blessing requires you to be bound to either land or sea. When away from the land/sea, you are considered Pressured to return.
Mischievous: Like the Pooka, you have a strong desire to play pranks. Constantly. You are compelled to perform a prank each day, and will feel Pressured to do so should you fail.
Note: I'm curious if Pressure is the best way to go with these. Former edition removed dice outright, and I know the spirit of the new rules is against that idea. Pressure feels a bit overkill due to the nature of forcing a player to lose raises. Any input would be appreciated there.
Outsider’s Gifts (New Sorcery)
Note: This is pulled right from my Dishonored using 7th Sea thread. Adding it here in case someone wants to make the Outsider the inspiration for one of the Bargainers.
These are literal gifts from the Outsider. You have done something to get the Outsider’s attention, and he has granted you his mark and gifts.
The Outsider’s Mark appears on the left hand of those chosen for his gifts. Any time a power is used, the mark will glow with light similar to a candle.
There is no real “catch” to the power; the Outsider has found you interesting, and hopes you will continue to do interesting things. There have been some that have done great things with the power, and others that have done atrocities. It is entirely up to you and your goals. Some who have recieved this gift have mentioned that they no longer truly feel human, while others are driven mad by their connection to the Void. Some hear voices or see things that are not in our world, while others become drunk with power or become obsessed with The Outsider.
It should be noted that some view cavorting with the Outsider to be the greatest of heresies. Most churches, especially the Abbey of the Everyman, will execute a practitioner of these powers on sight, and some strive to find ways to neutralize these powers to better protect members of society.
How It Works: Each time you buy Sorcery, gain two Minor Gifts and one Major Gift. You must have the Minor Gift in order to get the Major Gift. These powers are not everything offered by the Outsider, but rather a collection that has been seen by multiple people offered his gifts; it is believed that the nature of the powers tie in with the personality of the one who recieves these gifts. More powers can be created by the GM (or players with GM approval) as needed, but as there are rumors of creating objects of power and methods of immortality, the possibilities are endless.
This Sorcery requires action on behalf of the character to improve. Often, this includes finding a Shrine dedicated to the Outsider or by finding specific runes branded with his mark. It takes more than study and practice to truly master these powers.
Spend a Hero Point to activate your Gift.
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