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Bloodlines
 
Bloodlines:

Bloodlines are special advantages that represent membership in a family of consequence. If you choose to buy one, your character has a heritage and a family legacy, an innate ability that is passed down from generation to generation. This trait does not appear in everyone of the line, but instead manifests in those who exemplify all that their bloodline stands for. If you choose to purchase a bloodline, you must develop its foundation in your character's history and the choice must be approved by plot. You may only purchase one bloodline.

Blood of the Arcanist (15 CP):
At the dawn of magic, one of your forebears was instrumental in discovering its workings. You share a portion of that brilliance, as the study of magic comes naturally to you. You do not need to find a teacher to increase your spellcasting tier and may teach yourself one spell you could cast per event. Additionally, when you tier, you learn two spells instead of one.

Blood of the Artisan (15 CP):
You claim heritage to a smith of old, one who wrought the original tools that others used to ply their trades. The work of the craftsman comes naturally to you, granting 2 extra production points per level for all craft skills you have.

Blood of the Barbarian (15 CP):
Stories are still told of one of your ancestors, a beast of war that only age could kill. You have a small portion of that hardiness, allowing you to ignore one limb wound for a short time. When wounded, you may activate this ability to continue using the limb for 60 seconds, after which the effects resume as normal. This does not heal the limb wound.

Blood of the Betrayer (5 CP):
At the dawn of the world, the doom of a kingdom hung on the edge of your ancestor's knife. You were born with a fragment of the timing that assassination required, allowing you to choose when to use the blade poison on a weapon.

Blood of the Coward (15 CP):
In times long forgotten, one of your ancestors displayed cowardice like the world has never seen. This shameful act has stained your family's blood for all time, but you have come to accept and even embrace it. Once per SR/SS, you may stop your heart and breathing, convincing others that you have been struck dead. When this ability is used, you deliver the call "Feign Death" and fall to the ground, appearing to be dead to all forms of detection. You deliver the call "Feign Death" in response to any attack directed at you, taking no effect from it. You are not actually immune in-game, instead others assume you are already dead. The immunity serves to prevent metagaming. You are not immune to killing blows or roleplaying effects, such as being eaten or burned, however. You may maintain the illusion of death for a maximum of 60 seconds or until you move, speak, use any ability, or activate any items.

Blood of the Deathwatch (5 CP):
You draw your lineage back to a member of The One Thousand, the first guardians against the reapers. You have the ability to perceive and attack these spirits, allowing you to defend the recently resurrected. See chapter 6 for more information on death and the reapers.

Blood of the Dynamo (15 CP):
One of your family's progenitors was a raging inferno of magical power, a font of pure energy that could not be depleted. You have inherited a portion of this power yourself, allowing you to concentrate to restore some of your spent mana. Once per SR/SS, you may meditate for 5 minutes to regain half of your spent mana. This 5 minute period must be uninterrupted and you can do nothing but sit in quiet contemplation during it. If you are interrupted (or choose to halt the meditation), the ability is used up for the day.

Blood of the Land (5 CP):
Your family has always held a connection to the natural world, feeling greatly at peace within it. Once per SR/SS, you will receive the effects of a triggered stabilize when you have taken a torso wound, provided you come in contact with the ground within 15 seconds of being wounded. The call for this ability, "triggered stabilize," is not in-game.

Blood of the Merchant (5 CP):
Those of your line have always had a knack for finding wealth and keeping it. You gain 1 extra bit for each level of all tradeskills you have, as well as increasing the amount of bits that the increased wealth advantage gives by 10%.

Blood of the Thief (5 CP):
In the days when the world was wild, locks and traps were invented to hinder your line's progenitor. Your very blood remembers those days, allowing you to bypass locks and traps in half the normal time.

Blood of the Warrior (15 CP):
In the distant past, a founder of your line struck a blow so fearsome that it left a mark in history. You have some small remembrance of that strength, allowing you to swing for one extra damage with a melee attack. This ability stacks with strikes and resets as they do.

Blood of the Warmage (5 CP):
Magic surged from your ancestor, erupting from that scion of the arcane faster than the eyes could perceive. You can tap into that potent celerity, allowing you to spend twice the usual mana to cast enchantment spells instantly and rituals in 4 minutes.

Bloodline Costs

    Bloodline:         Cost    
Arcanist 15
Artisan 15
Coward 15
Dynamo 15
Warrior 15
Barbarian 5
Betrayer 5
Deathwatch 5
Land 5
Merchant 5
Thief 5
Warmage 5