I think Cody has a point in his original post. One can argue about the fine points (e.g., solid vs liquid blood, catching diseases, whether the PC carries the blood on his person or on a mount or cart, etc.), but the primary point stands that the val'Mehan blood-tracing abilities lead to impractical results. That we players have found this problem shows that the Arcanis stories and adventures have taught us players to think creatively as well as intelligently.
I say this as one of those val'Mehans who collects blood (but I'm wearing my GM hat to think this through now). I had the idea on my own to preemptively collect blood (both from friends in case they ever are lost or captured and from enemies in case I want to find my enemies) even before I gain the
Blood Calls to Blood Talent since I knew I'd get it one day. If I thought of it on my own, other players must have done the same, and that means many val'Mehans (as individuals and as a family) would have thought of it. (BTW, I don't know whether anyone collected blood in the Living Arcanis campaign.) If we extrapolate logically, some odd societal results will occur. Even though vals are not as common in the general populace as they are amongst Hero PCs, there are enough val'Mehans that their abilities probably would impact society and their family. The two key abilities here are the Bloodline Talent
Blood Calls to Blood (
ARPG, p.223) and
Sense Blood cast as a Heritage Spell (
CoH, p.158), neither of which has any limits as to how long ago the blood was collected or tasted. Taken alone, they are neat flavor and nice abilities, but taken to extreme by the val'Mehan family, the results are bigger and scarier. If there were only a few hundred val'Mehans in the world, there would not be these results--but I presume there are many thousands and thousands of val'Mehans.
Imagine a large, powerful val family that has these abilities and what they could do.
- They might offer expert bounty-hunter services to find anyone desired for a fee and a drop of blood.
- They might collect samples of blood from their political (and business) rivals just so they can get a sense as to whether they are anywhere nearby.
- They might go to every baby born and offer to collect some of its blood just in case the Harvesters come for the babe so that they can recover the child. They might offer such a service for a fee. They might do it for free just so they have a sample of everyone's blood to be able to find them any time they want.
- They might offer a general rescue service for people who might want to be found if kidnapped--with an extra fee collected later for anyone who wants to run away and be lost.
- They might offer a service to determine from a drop of blood whether the target was alive or dead. This could be useful not only on determining whether a missing loved one was alive or dead but also for discerning the status of a missing nobleman, a missing heir, a missing warrior (whether legionnaire, knight, scout, or hero), an absent rival, or an assassination target.
- They might offer to cast healing spells (e.g., Diminish Fatigue and Cleanse the Blood) for free while surreptitiously collecting blood to have it just in case it's ever useful.
- They might offer small rewards for any blood they don't already have a sample of. This might be overt or secretive, and it could be larger rewards for secret samples of noble blood or their enemies.
- In Nishanpur, the Sarishans at the city gates collect blood as part of the payment for the Mark of Sarish, and thus they get some of many people's blood.
Since people would eventually realize the downside of letting val'Mehans have a sample of everyone's blood, the family might offer to swear Sarishan Oaths that they will not do anything with the blood other than what is stated up front, perhaps for a small extra fee or as a free oath as a gesture of good will (which would eventually be needed or no one would trust them). But then people would realize that if you can't trust the val'Mehans with your blood then how can you trust whether they really are casting that
Sarishan Oath spell or not. Thus, eventually no one trusts the val'Mehans at all. This line of reasoning (either from bad experiences or just reasoning it out in advance like this) might lead the val'Mehan family to police itself actively and avoid these problems, but there would be bad apples here and there, and the family might still secretly collect some blood from special people and get in trouble if/when caught. Moreover, everyone would learn to be cautious when someone in Sarishan robes tries to help them recover from bleeding, and healing might sometimes be refused from someone who
might be a val'Mehan. Bloody bandages might wind up being burnt at times (at least by those who are powerful and/or paranoid) to prevent val'Mehans from getting their hands on it. Stories might spread (true or not) that val'Mehans bred special Infernal mosquitoes or striges to steal blood from innocent people.
The suggestions previously posted for limiting blood collection by PCs do not address the above societal-level issues. If the talent and spell are played as listed in the books, mannish society probably would have dealt with these repercussions long ago. (And maybe Henry can tell us a story about that and how it was all resolved.)
Thus, I propose that some form of limitation be placed on both the Talent and the Spell. One simple and perhaps effective measure would be to limit them to work only on relatively recent blood. Perhaps it needs to be less than a week or so old. Too long an expiration limit would not relieve the problems, while too brief an expiration limit would make the abilities mostly useless. A week feels like a nice period where it's still useful yet discourages hoarding blood "just in case." This sort of limitation should be a rules change and not just a campaign change since it would affect the world regardless of the shared campaign. For practicality, though, the Legends of Arcanis campaign might rule that blood "expires" between modules (with possible exceptions for two-part stories that occur in less than a week of game time).
What do others of you think about all these points on likely societal consequences of the existence of the blood-tracing abilities and the potential solution I've proposed?