2020 Day 19 - Blue Rose

Dec 18, 2022 04:10


I think Blue Rose may have been neglected as a fantasy game because it bills itself as “romantic” fantasy, but all it means is that it de-emphasises combat. All the things you would expect in a fantasy game are present - swords, sorcery, non-human races and gribbly monsters. One of the lovely things about Blue Rose is that there is a minimal “spell list”, and all characters are able to use magic if they want to; it just changes the feel of magic. And you have the Rhydan (intelligent animals).



The systems is based on AGE, and the 3d6 method is deceptively elegant. Ability numbers are low, but every point makes a difference to effectiveness. I only have two significant beefs with it actually: doubles generate stunt points; being better at something doesn’t really give you any greater chance, and I find that counterintuitive. Also, it uses levels which seems to provide unnecessary restrictions on what is quite flexible system. I would love for a 2nd edition to be made which improves some of these issues. Either way, I will be getting other AGE books on Bundle of Holding (if my bank balance holds up). (I did, haven't read them yet!)

The default character generation is random, although it explicitly says that this is to reduce decision-making for new players. I.e. if you are experienced you can point buy and choose other options. I know I want to play an ex-pirate seafolk but I will use the dice as much as possible to take me down paths unexpected.

There are only three “classes” in Blue Rose, which give characters shape but all use the same pool of options: Adept (primary Magic), Warrior (primary combat and toughness) and Expert (flashy fighting with a variety of options of abilities and magic). In this case, Expert is most appropriate.

  • Primary abilities: Accuracy 2, Communication 2, Dexterity 1, Perception 3
  • Secondary abilities: Constitution 2, Fighting 2, Intelligence 1, Strength 1, Willpower 1

Those are good stats, although sailing is based on Dex, and water/wind shaping spells are based on Intelligence (and Willpower is essential if casting lots of spells). We will have some decisions later over which spells and other skills are important.

Being SeaFolk gets me:

  • +1 Constitution, with Swimming focus, and faster swimming.
  • Dark sight and breath control
  • A need to be regularly covered in water, or drink extra water
  • Rolled bonuses: +1 Dex, Perception (hearing) focus.

As an Expert I get:

  • Bows and staves for weapons. He can start with armour but it will give him a dex penalty; it may depend where he’s going whether he tries to take armour and a shield.
  • Pinpoint attack (similar to backstab for high Dex)
  • A choice of “talent”, in this case Arcane Potential which gives me a single Arcana (magic). With that high perception, I’m going with Nature Reading which is really useful for ships at sea, but also generally useful. Willpower isn’t needed since it will not fatigue you.

Goals and Persona: I randomly draw a goal of “Mastery of the martial arts”, Destiny (positive self) of “Merry” and Fate (dark self) of “Narrow-minded”. That goal doesn’t really seem to fit, so I drew another Major Arcana card: The Devil/Exarch, Trickery or uncovery of trickery. That’s better.

Bond - Captain Rathgard: I shall bring you down for your foul sorcery. Intensity 2.

Bond - Village of Blucome: I will always have a home and family here. Intensity 1.

Final touches: I can swap one ability, so I will swap Fighting and Dex for a total Dex of 3 and replace the Hearing focus with a straight +1 perception (another option for seafolk) for a total of 4. If he chooses to, he could take more Visionary arcana later and be very good at them - but he has plenty of options depending what story is being told.

Sa-Tuna was born on the Southern Reaches of Aldis. Blucome is isolated, relying on small trading ships even as larger ships sailed routinely across the clear waters. It is also largely harmonious with the seafolk and humans intertwined and intermarrying, and too small for pirates to worry about. Normally. Sa-Tuna was a typical youth: bored of the small life, but too small to want to do anything about it. That changed when an actual pirate ship docked, for repairs (and a little fun). Sa-Tuna negotiated to work for them in exchange for reduced violence, and so he managed to escape for a bit.

Whilst always cheery and skillful, Sa-Tuna was an outsider on the ship. His lack of experience, combined with the prejudices and superstitions of a small village made him stand out. There was another reason: the rest of the crew worked for a sorcerer. Captain

Rathgard was subtle about it - she never showed any other magical talent - but one day Sa-Tuna found out why the captain interrogated prisoners alone and was almost physically sick, especially when he realised that the captain was trying to mindrip information about where a ShadowGate might be. He fled the ship as soon as he could, vowing to find help to destroy the captain and her ship (even if they were foreigners *spit*).

Sa-Tuna has no wonder about the world, and he still gets nervous about anything new to him - any bravery he has is practical more than anything else. On the other hand, he finds happiness in the mundane; swimming, hunting, cooking and drinking are all Good Things and he would definitely jump at second breakfast if he knew what it was. His ignorance, including wilful ignorance, is outstanding. But with the right friends, he will achieve much.



Cover for Blue Rose

https://blueroserpg.com/
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