Post by Linde (x-GM) on Nov 18, 2015 9:58:52 GMT
All scion get blood powers based on the following table:
Bloodline score | Minor | Major | Great |
0-14 | none | none | none |
15-30 | 1 | none | none |
31-40 | 1 | 1 | none |
41-50 | 2 | 1 | none |
51-60 | 2 | 2 | none |
61-80 | 2 | 2 | 1 |
81+ | 2 | 2 | 2 |
Minor Powers
Alertness (Az, Ba, Br, Re; Minor): The character gains a +2 MoS bonus to otherwise successful actions attempted by multiple domains,
and may reroll modified zeroes on combat resolution rolls in the first round of combat.
Alter Appearance (Az, Br, Vo; Minor): The scion has the ability
to alter his features via illusion magic as desired. He cannot copy a
specific person's appearance. + 2 DAC to espionage attempts with the characters direct involvement.
Animal Affinity (All; Minor): The scion can communicate
empathically with certain animals, depending upon her derivation: lions
(An), snakes (Az), eagles (Ba), small cats (Br), dolphins (Ma), wolves
(Re) or owls (Vo). The scion can always detect those animals within 100
yards of their location and will never be attacked by them unless they
are magically compelled. The scion and the animals must be able to see
each other for the communication to succeed.
Blood History (Br, Ma, Vo; Minor): The character can recall
memories from all of his ancestors, gaining a +2 DAC to one
domain action a year.
Blood Sense (Az, Br, Re, Vo; Minor): The character can always
identify the derivation, strength and family of the bloodline present
in any scion he can see.
Bloodmark (All; Minor): The scion's divine blood leaves an
indelible mark upon the scion that unambiguously identifies the scion's
family bloodline, granting +1 to the characters leadership score.
This mark might be a shock of red hair, eyes that glint in the dark or
simply a prominent and well-defined birthmark. Such a mark identifies
the scion as a person of great influence and allies and enemies alike
are more prone to treat the scion respectfully.
Courage (An; Minor): The scion is completely immune to normal or
magical fear, including Fear itself. If he is commanding an army, the entire side he is on gains +0,2 Morale.
Detect Illusion (All but An; Minor): The scion is not fooled by
purely illusory disguises and modify the DDC of espionage actions using
Alter Appearance with +2.
Detect Lie (All but Az; Minor): Once a day for up to an hour,
the scion can discern whether a single individual he can hear and
understand is speaking the truth as he believes it. This power does not
detect what the truth is or compel the subject to utter it, but it
reveal any lies spoken by one with Unreadable Thoughts.
Endurance (An, Ba, Ma, Re; Minor): The scion has supernatural
reserves of constitution, never tiring and needing to catch only a
couple of hours sleep each night. The character is equally
strong-willed and will never succumb to seduction or torture, even if
it means their own death.
Fear (Az; Minor): The scion can terrify others simply by
intimidating them and is himself more resistant to fear.
Forest Walk (Re; Minor): The scion can move through any forest
without slowing down or leaving any tracks.
Heightened Ability (All; Minor): The scion gains +1 to one
Domain action, as appropriate to their bloodline (An: Wage War or Rule holding (Law), Az:
Espionage or Rule holding(Source), Ba: Research or Rule Holding(Law), Br:
Ply Trade(Administrate) or Rule holding(Trade), Ma: Rule Holding(Temple) or Diplomacy, Re: Espionage
or Wage War, Vo: Research or Rule Holding(Source). They are widely noted for their
ability in the chosen area, which will bring social recognition,
whether
positive or negative.
Light of Reason (Ba; Minor): The scion can generate torchlight
around himself at will and is less likely to be attacked by undead or
Shadow World enemies.
Nature’s Bounty (Re; Minor): The scion can find food, water and
shelter in any natural overground environment for himself and one
companion.
Poison Sense (Az, Re; Minor): The character is not harmed by
consuming spoiled food or polluted water. He is always able to detect
where any nearby poison is located or when food or drink has been
tampered with and thus certain assassination attempts against him are
more difficult.
Resistance (All; Minor): The scion makes it harder (+1
opposition DDC) for someone to affect their domain with certain forms of
actions, dependent on
derivation - Contest(Law) (An) Espionage (Az), Contest(Manor) (Ba), Contest(Temple) (Br),
Contest (Law) (Ma), Contest(Temple) (Re) Contest(Source) (Vo).
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Major powers
Alertness (Az, Ba, Br, Re; Major): As the Minor version, except the character gains a +4
MoS bonus.
Animal Affinity (All; Major): The scion has an empathic link
with certain animals, depending upon her derivation: lions (An), snakes
(Az), eagles (Ba), small cats (Br), dolphins (Ma), wolves (Re) or owls
(Vo). The scion can always detect those animals within 100 yards of
their location and will never be attacked by them unless they are
magically compelled. The scion can speak with animals at will
when facing his totem species and they treat him as a friend and ally,
with local animals attempting to defend or guide the scion where
reasonable. They will not face certain death to do so and will not
travel outside of their natural habitat.
Battlewise (An, Az; Major): The armies lead by the scion gain +1 DRM.
Blood Form: (Az; Major). The scion is changing to be an abomination, minor characteristic
enhancement.
Blood Sense (Az, Br, Re, Vo; Major): The character can always
identify the derivation, strength and family of the bloodline present
in any scion he can see. The scion knows when other scions are nearby
and, if the scion is a landlord, the character also knows in which
owned province any blooded scion of his acquaintance is located,
including any Great-blooded scion, although their identity will be
unknown if the scion has never met them.
Blood Shield (An, Ba, Ma, Re; Major): The character is
completely immune to all blood abilities which target them.
Character Reading (Ba, Br, Vo; Major): When negotiating in
person, the scion will almost always detect treachery or deals made in
bad faith. Assassination and kidnap attempts made against her person
also suffer a +4 DDC.
Charm Aura (Az, Ba, Br; Major): An invisible shroud of power
allows the scion to chose a single hire help action each year where he
gain +8 DAC.
Courage (An; Major): The scion is completely immune to normal or
magical fear, including Fear itself. If the scion is conscious,
this ability extends to all nearby allies (120ft).
Armies lead by the scion gain +0,5 Morale. Any enemy commander is denied use of their fear power.
Divine Aura (All; Major): Nearby non-blooded characters are
easily impressed by the scion, being much more likely to believe in the
veracity of the scion’s words. Non-hostile targets are much less likely
to become hostile towards the scion, unless they are provoked. The
scion bears a distinct and identifiable family trait, as mentioned
under Bloodmark, and gains +2 DAC on diplomacy actions.
Any army lead by the Scion also gain +0,25 Morale
Divine Breath (An, Ma; Major): A scion of Anduiras will never
lose his breath in any airy environment (though he is not immune to
fatigue), is unaffected by smoke inhalation, thin air or altitude
sickness and is resistant to all airborne poisons and contaminants.
Whilst he cannot breathe underwater and can still asphyxiate if there
is no oxygen present, he can hold his breath up to ten times longer
than a normal person with no ill effect. A scion of Masela can breathe
underwater indefinitely and is resistant to water-borne poisons and
contaminants. She is unaffected by the bends and can see underwater
(light-permitting) without additional aid. Although she is not immune
to the crushing pressure of the deeps, she can still function in areas
of de-oxygenated water and can even fall asleep underwater, assuming
that she is not preyed upon by sea monsters or dragged in a lethal
marine hazard.
Enhanced Sense (All; Major): The scion gains a special sense
based on derivation, whether this is being able to detect evil and
supernatural creatures (An), seeing in poorly-lit or shadowy areas
(Az). having greatly improved detail and distance vision (Ba), seeing
in darkness and have very acute hearing (Br), seeing and hearing
normally through any weather conditions (Ma), enhanced awareness and
tracking ability in the wilderness (Re) or being able to guess the
likely consequences of one action to be undertaken in the next day (Vo).
Fear (Az; Major): The scion can terrify others simply by
intimidating them and is himself more resistant to fear. Armies lead by the scion
do +1 morale damage
Forest Walk (Re; Any): The scion can move through any forest
without slowing down or leaving any tracks. This ability extends to
cover any one unit the scion is leading and, unless the forest province
has troops or a fortified holding in it, their passage goes unnoticed.
Healing (An, Ba, Re; Major): The scion is possessed of the
famous "hands of a true king", being able to cure wounds, disease,
paralysis, poison, blindness, or deafness in themselves or another
scion twice per round. The scion is less likely to die or become
seriously injured in battle or a joust and enjoys greatly increased
fertility.
Home Hearkening (Br; Major): A regent scion can feel when one of
his provinces or holdings is contested or covertly acted against in
some way and can impose +1 DDC to all such actions,
though he does not necessarily know their source.
Light of Reason (Ba; Any): The scion can generate torchlight
around himself at will and is less likely to be attacked by undead or
Shadow World enemies. She can also create a flash of light that causes
temporary blindness in nearby enemies, and is immune to any kind of
blindness herself. Any army lead by the Scion do +1 Damage.
Long Life (All; Major): The scion will live a long and healthy
life, ageing at one-tenth of the normal rate. The scion is completely
immune to disease or ailments of the flesh. True immortality, the sages
whisper, is restricted to those scions with the powers of
Invulnerability or Regeneration.
Mebhaighl Sense (Vo; Major): The scion has the ability to trace
the skeins of magic that criss-cross Anuire and can see and identity
source holdings and magical sites, just as a wizard can. He also knows
whenever an arcane realm spell is directed at any holdings or provinces
he owns (or in which he is present), though not necessarily which
spell, and gains +2 DAC to all magic actions
Nature’s Bounty (Re; Major): The scion can find food, water and
shelter in any natural overground environment for himself and one
companion per 10 points of bloodpoints rounded down. Once a year the
scion can select a province that gain +5 growth as supplies are found for
the winter.
Nondetection (All; Major): This blood power makes the scion
extremely difficult to locate. The scion cannot be located by any
magical means such as divination spells, crystal balls etc. All but the
most powerful divinations (or those cast by powerful diviners) are
liable to fail when employed against the scion. This power is in
constant effect and cannot be lowered, even if the scion wishes it.
Persuasion (Az, Br; Major): The scion can create arguments of
extreme clarity and logic, thereby readily influencing those with whom
he is discoursing. The character gains +4 DAC on diplomacy actions.
Protection from Evil (All but Az; Major): The scion is
constantly protected against evil or supernatural creatures, who cannot
voluntarily touch him and suffer penalties to hit him in combat. He is
also protected against mind control or possession by such creatures.
Resistance (All; Major): As minor except the DDC is modified by +3.
Sea Song (Ma; Major): Once per turn as a
free action, by touching a specific body of water, he can gain information
about possible activity in some specific area of it. This acts as Scry
Province upon any one coastal province that adjoins that body of
water. Once per year he can elect one coastal province and gain + 5 growth
points as the sea miraculously gives more than expected.
Unreadable Thoughts (All; Major): The scion is completely
protected against almost all mind-reading or intention-discerning
effects, including Character Reading. Only the most powerful
divinations will detect any information. The character's body language
is also impossible to read, granting +2 DAC on Diplomacy and espionage
Wither Touch (Az; Major): The scion may use direct physical
contact to make a victim's body parts wither, inducing anything from
cosmetic problems through sterility to the loss of use of a limb. In
itself, this will not cause death, but it may result in the victim
taking a penalty to all health rolls or suffering other unpleasant
effects. This ability may be used only twice a round.
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Great powers
Alertness (Az, Ba, Br, Re; Great): As minor, except the character gains a +6
MoS bonus.
Animal Affinity (All; Great): The scion has an empathic link
with certain animals, depending upon her derivation: lions (An), snakes
(Az), eagles (Ba), small cats (Br), dolphins (Ma), wolves (Re) or owls
(Vo). The scion can always detect those animals within 100 yards of
their location and will never be attacked by them unless they are
magically compelled. The scion can speak with animals at will
when facing his totem species and they treat him as a friend and ally,
with local animals attempting to defend or guide the scion, even giving
their lives in the scion's service or or (temporarily) traveling
outside of their natural habitat. In addition, the scion can transform
into such an animal for up to one hour per day,
taking on all the physical powers and limitations of such a shape.
Berserker's Blood (Az, Re, Vo; Great): Upon being wounded in
personal combat, the scion flies into a terrible rage, engaging all
nearby enemies in hand-to-hand combat and gaining +6 support pool
to all Warcraft rolls
whilst he does so. Until every visible enemy remains undefeated, the
scion feels no pain or discomfort and will reason only to the extent of
how to engage his remaining targets. A scion with this ability is thus
both a terrifying foe and a dangerous ally.
Blood of Magic (Vo; Great): This immensely potent blood ability
allows the scion to call on his blood to act as a source of mebhaighl.
A scion with a blood score of 61-80 as a Source 2 and one of 81+ as a Source 3.
Blood Form: (Az; Great). The scion is an abomination Great
characteristic changes and Major ability changes.
Divine Aura (All; Great): As the major ability, except the scion
gains all the benefits of the Bloodmark minor power. The
DAC bonus to diplomacy and the morale boost to troops lead
by the scion are also doubled to +4 and 0,5.
Divine Wrath (An, Ba, Ma; Great): When fighting an enemy who has
somehow greatly wronged the scion or those he cares about, the scion
is able to bestow +1 morale bonus to any army he lead.
In personal combat against such an enemy he fights with double weapon proficiency
to hit and add proficiency bonus to damage.
What "greatly wronged" means can vary and strongly depends on role-playing;
fighting some random gnolls is not enough to trigger the effect.
Elemental Control (An, Ba, Ma, Re; Great): Scion can summon an
powerful elemental of air (An), fire (Ba), water (Ma) or earth (Re)
once a year. The elemental will serve the scion faithfully and
is a tough ally; in battle the elemental counts as a unit, but this is
not necessarily the only way to use it. Additionally, the scion gains a
special power (usable twice per round for one hour per education
level): control over winds (An), immunity to fire (Ba), water-walking
(Ma) or passage through unworked earth or stone (Re). You can summon an elemental
only once per season to do your bidding and for war it will only be available for one
warmove.
Enhanced Sense (An, Az, Ba, Ma, Vo; Great): The scion gains a
special sense based on derivation - instinctively recognizing
supernatural evil for what it is (An), allowing them to see in
poorly-lit or shadowy areas and to sense undead, necromantic magic,
powerful evil, and areas where the veil between Aebrynis and the Shadow
World is thin (Az), having greatly improved detail and distance vision
and the ability to see in natural or magical darkness up to 60 feet
away (Ba), seeing and hearing normally through any weather conditions,
as well as being able to hear anything said about him anywhere within
the same province, providing that both the scion and the speaker are
outdoors at the time (Ma), or being sometimes aware of upcoming threats
when heading into unknown danger (strong or malignant threats are more
likely to be felt than accidental or situational danger), including
being able to guess the likely consequences of one action to be
undertaken in the next day (Vo).
Forest Walk (Re; Great): The scion can move through any forest
without slowing down or leaving any tracks. This ability extends to
cover any one unit the scion is leading and, unless the forest province
has troops or a fortified holding in it, their passage goes unnoticed.
If the scion is alone, they can enter any forest and (after eight hours
of travelling) emerge from the same forest at any desired point. This
greatly-accelerated journey is protected from the normal perils of
Shadow World transportation, but the scion may only make brief pauses
in his journey and may not leave the forest at any point.
Home Hearkening (Br; Great): As the major except the DDC modifier is +3
Light of Reason (Ba; Great): As Light of reason major, except bonus on
battlefield is changed to +0,5 Morale +1 DRM to combat resolution and
May destroy 2 undead units each domain turn before engaging them in
combat.
Mebhaighl Sense (Vo; Great): The scion has the ability to trace
the skeins of magic that criss-cross Anuire and can see and identity
source holdings and magical sites, just as a wizard can. He also knows
whenever an arcane realm spell is directed at any holdings or provinces
he owns (or in which he is present), though not necessarily which
spell, and gain +6 DAC to any research action involving magic.
Nature’s Bounty (Re; Great): As the major power of the same name, except
the bonus growth points is increased to 10, and the interval in bloodline score
to determine how many allies she can feed is reduced to 5.
Protection from Evil (All but Az; Great): The scion is
constantly protected against evil or supernatural creatures, who cannot
voluntarily touch him and suffer penalties to hit him in combat. He is
also protected against mind control or possession by such creatures.
Whilst the scion is conscious, the purity of their blood extends this
effect to encompass nearby allies as well.
Resistance (All; Great): As the minor power of the same name, except the
DDC modifier is increased to +6
Shadow Form (Az, Br; Great): The scion can assume the form of a
shadow once per day, allowing
him to climb or cross any vertical or horizontal surface, to see in the
darkness and become invisible in poorly-lit areas, but he cannot
otherwise affect his environment in any way. Undead and Shadow World
creatures ignore a scion in shadow form and normal weapons pass
straight through the scion's umbral form. The scion is thus an
excellent infiltrator and spy. he gains a +6 DAC espionage actions.
Touch of Decay (Az; Great): Due to the scion's alarming ability
to corrode or disintegrate metal, stone or wood over a period of time,
any siege which the scion personally oversees need only 1 war move instead of 2.
A scion with this powermay not use any artefacts as their corrosive power
accidentally destroys cherished items on rare occasions.
Travel (All; Great): The scion may travel quickly from one known
location to another (known through scrying or by a prior visit). Each
scion travels in different ways: can enter and exit the shadow world
although has to find a portal first (Az), through large fires (Ba),
from one road to another (Br), across a body of water (Ma), between large trees (Re) or via
moon-lit teleportation (Vo). The scion may only use this power
sparingly once per season.
ability table
Derivation | Minor Abilities | Major Abilities | Great Abilities |
Anduiras | Courage, Endurance | Battlewise, Blood Shield, Courage, Divine Breath, Healing | Courage, Divine Wrath, Elemental Control |
Azrai | Alertness, Alter Appearance, Blood Sense, Fear, Poison Sense | Alertness, Battlewise, Blood Form, Blood Sense, Charm Aura, Fear, Persuasion, Wither Touch | Alertness, Berserker's Blood, Blood Form Shadow Form, Touch of Decay |
Basaia | Alertness, Endurance, Light of Reason | Alertness, Blood Shield, Character Reading, Charm Aura, Healing, Light of Reason | Alertness, Divine Wrath, Elemental Control, Light of Reason |
Brenna | Alertness, Alter Appearance, Blood History, Blood Sense | Alertness, Blood Sense, Character Reading, Charm Aura, Home Hearkening, Persuasion | Alertness, Home Hearkening, Shadow Form |
Masela | Blood History, Blood Sense, Endurance | Blood Sense, Blood Shield, Divine Breath, Sea Song | Divine Wrath, Elemental Control |
Reynir | Alertness, Blood Sense, Endurance, Forest Walk, Nature's Bounty, Poison Sense | Alertness, Blood Sense, Blood Shield, Forest Walk, Healing, Nature's Bounty | Alertness, Berserker's Blood, Elemental Control, Forest Walk, Nature's Bounty |
Vorynn | Alter Appearance, Blood History, Blood Sense | Blood Sense, Character Reading, Mebhaighl Sense | Berserker's Blood, Blood of Magic, Mebhaighl Sense |
Any | Animal Affinity, Bloodmark, Detect Illusion*, Detect Lie**, Heightened Ability, Resistance | Animal Affinity, Divine Aura, Enhanced Sense, Long Life, Nondetection, Protection from Evil**, Resistance, Unreadable Thoughts | Animal Affinity, Blood trait,** Divine Aura, Enhanced Sense, Protection from Evil**, Resistance, Travel* |
* = All but Anduiras; ** = All but Azrai
Dynasty:
The GM will bechecking every winter for a chance for married regent to have
legitimate offspring. The rules that I will apply to see if the
offspring is blooded or not are the following, the firstborn of a scion
regardless of the mother or father will always be blooded, the
bloodline will be half of the father and half of the mother, the
derivation will be depending on who has a higher bloodline score. The
second born will get a quarter of the father and a quarter of the
mother. The third will inherit a tenth. Fourth will be unblooded.
The firstborn does not automatically inherit his parent bloodline,
unless a ceremony of coronation is in place the bloodline of the
parents will go to the child that more embodies the spirit of the
bloodline (unless the bloodline score of the child is higher than the
parent).
Heirs:
A regent's heir need not
be his child: the heir may be a lieutenant or even a commoner who lives
up to the ideals of the bloodline (GM choice). Regents always actively
choose their heirs. In order to designate an heir a ceremony of
investiture has to happen.