Just found some old rules I made a couple of years ago... Ill post them here in raw form for inspiration and input
Character Generation Draft:
Creating a character comes in 4 steps.
1. Choose Classes.
2. Choose Skills
3. Choose blood strength & power
4. Choose blood abilities & Special powers
Each character starts with a number of character creation points (CCP). On your domain secrets document the number of CCP available to your regent and other characters will be noted.
No more than 50% of your characters total CCP may be spent on each step.
1. Choose Classes:
A character can have any number of classes gaining the full benefit of each class. You must buy at least one class for your character. If your character has less than 40 CCP total he can only choose from the basic classes that cost 10CCP. (Note: If two of your classes grant the same benefit you only gain the benefit once)
Guilder. Cost 10 CCP. Your character gain the following benefit: +1 Commerce. & Full Regency for Guild
Warrior. Cost 10 CCP. Your character gain the following benefit: +1 prowers. & Full Regency for Law
Magician. Cost 10 CCP. Your character gains the following benefit: +1 Sorcery. & Full Regency for Sources
Cleric. Cost 10 CCP. Your character gains the following benefit: +1 Theology & Full regency for Temples
Noble. Cost 15 CCP. Your character gains the following benefits: Diplomacy is a free action. Half regency for law & Guild.
Rogue. Cost 15 CCP. Your character gains the following benefits: +1 Commerce, +1 stealth, Full Regency for Guilds & half regency for law.
Fighter. Cost 15 CCP. Your character gains the following benefits: +1 Prowers, +1 law, Full Regency for Law & half regency for Temples.
Wizard. Cost 15 CCP. Your character gains the following benefits: +1 Sorcery, +1 Politics, Full Regency for Sources & half regency for Guilds
Priest. Cost 15 CCP. Your character gains the following benefits: +1 Theology, +1 Sorcery, Full Regency for Temples & half regency for Sources.
Assassin. Cost 20 CCP. Your character gains the following benefits: +2 Commerce, +3 stealth, Full Regency for Guilds & half regency for law.
Knight(Paladin). Cost 20 CCP. Your character gains the following benefits: +1 Prowers, +2 law, Full Regency for Law & Temples.
Sorcerer. Cost 20 CCP. Your character gains the following benefits: +3 Sorcery, +2 Politics, Full Regency for Sources & half regency for Guilds
Devotee. Cost 20 CCP. Your character gains the following benefits: +2 Theology, +1 Sorcery, Full Regency for Temples & Sources.
2. Choose Skills:
These are the skills available to characters in the game:
Sorcery: (Sor) Fighting with arcane might and casting arcane realm magic.
Theology: (The) Fighting with divine might and casting divine realm magic.
Prowers: (Pro) Fighting with physical might and surviving battles
Commerce: (Com) Administrating funds and modifier on some domain actions
Politics: (Pol) Etiquette, diplomacy, negotiations ect
Law: Knowledge of legal code ect.
Strategy: (Str) Useful when commanding an army.
Knowledge: (Kno) Knowing stuff not covered in other skills.
Stealth: (Ste) Useful in battles & some domain actions
Outdoors: (Out) Survival in the wilderness.
Seamanship: (Sea) Knowledge and knowhow of sailing vessels.
Skills cost as shown by the following table:
Exponent Cost in CCP
1 1
2 3
3 6
4 10
5 15
6 21
7 28
8 36
9 45
10 55
3. Choose Bloodline strength & power:
Bloodline strength cost as follows:
Strength Minimum Power Cost in CCP
Weak 5 5
Minor 15 10
Major 25 15
Great 40 25
Bloodline power costs as follows:
Power Cost in CCP
5 1
10 3
15 6
20 10
25 15
30 21
35 28
40 36
45 45
50 55
4. Choose Blood Abilities & Special powers:
Special powers:
Ability to cast divine realm magic: 15CCP. Your character can cast realm magic. Choose 3 battle spells. Choose divine realm spells equal to your theology skill. You know those spells and can learn more with the research action.
Ability to cast Arcane realm magic: 15CCP. Your character can cast realm magic. Choose 3 battle spells. Choose arcane realm spells equal to your sorcery skill. You know those spells and can learn more with the research action.
Blood abilities Table of cost:
Strength of Power Strength of Character Cost in CCP
Minor Weak 15
Minor Minor 10
Minor Major+ 5
Major Weak NA
Major Minor 20
Major Major 15
Major Great+ 10
Great Minor- NA
Great Major 25
Great Great 20
Great True 15
Bloodlines and Blood Abilities
Blood abilities are intentionally written to mostly grant characters personal powers rather than domain-wide effects. They are essentially roleplaying tools. This is to encourage characters to add a personal touch to the activities of their domains, and blood abilities can have many different effects depending on the situation - be creative! Note that a character must personally oversee and become involved in a domain action in order to use his blood abilities in conjunction with it.
Blood Ability Allowed Derivations Strength Effects
Alertness Az, Ba, Br, Re Minor +10 to domain initiative.
Alter Appearance Az, Br, Vo Minor Scion can alter his appearance via illusion magic (but cannot copy a specific person's appearance). +1 stealth
Animal Affinity All Minor Scion can communicate with a type of animal based on his bloodline derivation (Anduiras - lion, Azrai - snake, Basaia - eagle, Brenna - cat, Masela - dolphin, Reynir - wolf, Vorynn - owl) and can detect them within 1 mile radius. At major bloodline, can also gain the service of such an animal as an ally (not as unthinking slave). At great bloodline, can shapechange into such an animal.
Battlewise An, Az Major Scion adds + 1 morale to up to one friendly unit per point of Strategy skill. These units must be close to the scion or commanded by him to receive this bonus.
Berserkers Blood Az, Vo Great +2 to Prowess skill. Opponents meeting the scion in melee are more likely to be killed.
Blood History Br, Ma, Vo Minor +1 to Knowledge skill. Scion can recall memories from all of his ancestors. A regent may use Ceremony as a free action without being present, as long as all parties are willing.
Bloodform Az Major This ability cannot be taken. Its appearance results through in-game roleplaying and heralds the transformation into an awnshegh.
Bloodmark All Minor Scion elicits respect and can gain bonuses (+ 1) when using skills such as Commerce or Politics with nonhostile targets. He is easily recognizable, which may hinder certain applications of Stealth skill.
Bloodtrait An, Ba, Br, Ma, Re, Vo Major This ability cannot be taken. Its appearance results through in-game roleplaying and heralds the transformation into an ehrshegh.
Character Reading Ba, Br, Vo Major After speaking with another character for at least one minute, scion may form a good sense of the other's motivations and personality.
Charm Aura Az, Ba, Br Major Scion can charm nearby nonhostile beings or cause confusion in the minds of hostile beings; up to one target per 5 points of bloodline score can be affected at once. Targets check their defense against magic to avoid this. At great bloodline, the effect is stronger and harder to resist. The ability is even more effective if stacked with Persuasion.
Courage An Minor Scion is completely immune to normal or magical fear. At major bloodline, the effect extends to all nearby allies. At great bloodline, the effect extends to a single military unit led by the scion, giving it +5 morale.
Death Touch Az Minor Scion can secrete virulent poison from his skin. (+1 assassinate) At major (+2 assassinate) and great (+4 assassinate)
Detect Lie An, Ba, Br, Ma, Re, Vo Minor Scion can discern whether a single individual is speaking the truth as he believes it. Must be able to hear and understand the individual speaking.
Detect Life All Minor Scion can detect any nearby animal (including sentient creatures) or plant life by concentrating.
Detect Illusion Az, Ba, Br, Ma, Re, Vo Minor Scion always sees through illusions, including Alter Appearance ability.
Direction Sense Ma, Re Minor Scions with the derivation of Reynir can always tell direction in the wilderness, while those with the derivation of Masela have the same ability at sea.
Divine Aura All Major Nearby non-blooded characters are easily impressed by the scion and can be enthralled if desired. At great bloodline, nearby hostile non-blooded targets are affected by fear (+2 morale to a single unit and + 1 Politics).
Divine Wrath An, Ba, Ma Major When fighting an enemy who has somehow greatly wronged the scion or those he cares about, the scion gains +1 sorcery/prowers/theology, and causes fear with his gaze. What "greatly wronged" means can vary and strongly depends on roleplaying; fighting some random gnolls is not enough to trigger the effect.
Elemental Control An, Ba, Ma, Re Great Scion can summon an elemental of appropriate type (Anduiras - air, Basaia - fire, Masela - water, Reynir - earth) once per week. The elemental will serve the scion faithfully and is a tough ally; in battle it uses the same stats as Summoned Monsters, but this is not necessarily the only way to use it. Additionally, the scion gains a special power based on derivation: scions of Anduiras can control winds, scions of Basaia are immune to fire, scions of Masela can walk on water, and scions of Reynir can pass through earth and stone.
Endurance An, Ba, Ma, Re Minor Scion never becomes tired or fatigued from any physical activity. He is more likely to survive personal combat and assassination attempts. (+1 prowess or + 1 survival. Chosen when the ability is taken)
Enhanced Sense All Major Scion gains a special sense based on derivation. Scions of Anduiras can detect evil and supernatural creatures. Scions of Azrai can see in poor light and can spot sneaking beings more easily. Scions of Basaia can see and spot details at a much greater distance and are more effective with ranged weapons. Scions of Brenna can see in darkness and have very acute hearing. Scions of Masela can see and hear normally through any weather conditions. Scions of Reynir can follow tracks and spot things in wilderness environments much more easily. Scions of Vorynn are able to transfer their senses of sight and hearing to a known location up to one mile away.
Fear Az Minor Scion can cause magical fear by touch, and is himself more resistant to fear.
Forest Walk Re Minor Scion can move through any forest without slowing down or leaving any tracks. At major bloodline, scion cannot be magically detected or scried when in a forest. At great bloodline, scion can travel through any contiguous forest terrain at the rate of one province per hour.
Healing An, Ba, Re Minor Scion can heal a wound, potentially preventing someone's death. At major bloodline, scion can also cure a disease, paralysis, blindness, or deafness. At great bloodline, scion can cure poisoning and his wound healing ability completely heals all the target's normal wounds. The ability can be used once per day, regardless of which effect is chosen.
Heightened Ability All Minor Grants a +1 bonus to one skill, based on derivation. Anduiras - Law or Strategy, Azrai - Sorcery or Politics, Basaia - Law or Knowledge, Brenna - Commerce or Stealth, Masela - Knowledge or Seamanship, Reynir - Outdoors or Prowess, Vorynn - Sorcery or Outdoors. This ability can only be selected once.
Home Hearkening Br Major A regent scion can feel when one of his provinces or holdings is threatened or covertly acted against in some way, though he does not necessarily know the source. At great bloodline, the regent can also relay his wishes and instructions to his holdings regardless of his location or state, as long as he is conscious. Non-landed scions with this ability have a similar sense of danger to their home province, provided they have lived there at least for the previous six months.
Iron Will An, Az, Re Minor Scion is harder to kill and has greater resistance against hostile magic.
Light of Reason Ba Minor Scion can generate light around himself at will. At major bloodline, scion can create a flash of light that causes temporary blindness in nearby enemies, and is immune to any kind of blindness himself. At great bloodline, this flash of light is equivalent to sunlight and greatly damages nearby undead.
Long Life All Minor Scion will never age beyond young adulthood and never die of old age. His health will never deteriorate naturally.
Mebhaighl Sense Vo Minor Scion can sense whenever an arcane spell is cast within half a mile radius, or whenever an arcane realm spell is cast within the same province. At major bloodline, scion can also sense the exact type of spell cast. At great bloodline, scion can also sense if arcane magic has been used in his immediate area within the last three months, or if an arcane realm spell was cast within the same province in the last three months.
Persuasion Az, Br Major Scion can influence a sentient target with a magical suggestion, as long as they share the same language. The ability is even more effective if stacked with Charm Aura.
Poison Sense Az, Re Minor Scion can automatically detect any poison nearby, effectively rendering certain assassination attempts ineffective.
Protection from Evil An, Ba, Br, Ma, Re, Vo Major Scion is constantly protected against evil or supernatural creatures, who cannot voluntarily touch him. At great bloodline, the effect extends to nearby allies.
Resistance All Minor Scion gains a resistance against certain forms of attack, dependent on derivation. Anduiras - charms and mind control, Azrai - necromancy, Basaia - light and fire, Brenna - magical restraint, Masela - water-based attacks and can breathe water, Reynir - cold and weather, Vorynn - direct damage magic. Major and great bloodlines increase the resistance.
Sea Song Ma Major Scion can communicate with bodies of water by touching them.
Shadow Form Br, Az Great Scion can change himself into living shadow for a short time, becoming nearly undetectable and immune to most forms of damage. He cannot attack or manipulate physical objects in this form.
Touch of Decay Az Great Scion can disintegrate non-living matter composed of metal, stone, or wood with a touch.
Travel Az, Ba, Br, Ma, Vo Great Scion and up to one companion per 5 points of bloodline score can teleport once per day, using a specific method dependent on derivation. Scions of Azrai can travel via the Shadow World between sunset and sunrise. Scions of Basaia can teleport between fires large enough to engulf their body. Scions of Brenna can teleport from any point of a road or path to any other point on any connected path. Scions of Masela can travel to any point within the same body of water they are standing in. Scions of Vorynn can teleport to any destination, but only during moonrise and moonset each day. The teleport destination must be known to the scion.
Unreadable Thoughts All Major Scion is completely protected against mind-reading or intention-discerning effects, including Character Reading ability. Such abilities simply fail to detect any information.
Wither Touch Az Major Scion can wither living tissue with a touch, causing damage, limb dessication and loss of physical strength. If not healed magically, the damage may be permanent. At great bloodline, the ability is more damaging and harder to resist.
Increasing Bloodline Score and Strength
Bloodline score can be increased in several ways:
• By spending RP equal to the current bloodline score +1. This is a free action that can only be done once every three rounds and will increase the bloodline score by 1. Only characters who possess RP can do this; usually meaning only regents.
• If a scion dies as a result of another scion piercing him through the heart (bloodtheft), the slayer's bloodline increases by 1 if it was stronger or equal to the victim's, or by 2 if it was weaker; the victim's RP reserve is completely lost in any case, but his domain passes to his heir normally. If the victim was the last of his line, the slayer instead gains 1/5 of the victim's bloodline score as well as all his RP; the victim's domain still passes to the heir. If the bloodtheft is performed with a tighmaevril weapon, the slayer gains half of the victim's bloodline score and all his RP; the victim's domain becomes uncontrolled even if there was an heir.
• An unblooded character may become blooded if he kills a scion in personal combat where the victim's blood is spilled. This is more likely if the slaying involved bloodtheft, and also more likely if the victim had an Azrai bloodline.
Alignment
Alignment is not used in this game as such. However, characters with certain codes of behavior, such as paladins, are expected to follow them or suffer possible consequences.
Equipment
Characters may start with any non-magical equipment they wish that is available. Magical heirlooms are subject to the DM's whim.