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geeman
03-03-2003, 06:11 PM
One of the complaints some folks have had (or maybe it`s just me...) is
that the blood abilities are not particularly well balanced. Just as an
example, Bloodmark may not be worth much in relation to Detect Illusion
despite the fact that they are both minor blood abilities, so if one uses a
random blood ability table then a character can wind up with a less
powerful character than another person despite having the same
bloodline. Worse, if one is picking one`s blood abilities rather than
determining them randomly some blood abilities will rarely, if ever, be
chosen. While it`s probably not possible to balance such things perfectly
in a way that will accommodate every possible gaming situation, there are
steps that could improve our ability to balance them.

Furthermore, blood abilities don`t have an awful lot of variation in
them. Sure, one can come up with different descriptors for some of
them--Bloodmark being the most obvious--but by and large a character with
Courage is a character with Courage. It works the same for
everyone. Also, because many of the blood abilities are available only at
particular levels (minor, major or great) we wind up not only with a very
strange set of tables, but many of them are very rare (I`ve been playing BR
since it came out and some blood abilities have yet to appear in my
session) because relatively few characters have a bloodline powerful enough
to take them.

Last week I wrote up an alternate way of reflecting bloodline for 3e. That
system was really more of an update of the original bloodline system, not a
redefinition of the concept. Here are the basics again, with the first use
of the terms capitalized for the sake of clarity:

Step #1: Determine BLOODLINE STRENGTH using whatever standard method one
uses to get ability scores (as in 3d6, 4d6 ignore lowest, point buy, etc.)
and subtract 2. That result is compared to the following table to
determine bloodline strength:

Score Strength
1+ Tainted
4+ Minor
8+ Major
12+ Great
18+ True

Step #2: Determine BLOODLINE SCORE by rolling d6 for every point of
bloodline strength. Optionally, one could assign an average value of 3.5
for every point, rounding up. So a bloodline strength of 11 could result
in a bloodline score of 11d6 or 39.

Step #3: Determine bloodline derivation.

Step #4: Determine BLOOD ABILITIES (abbreviated BP.) Instead of gaining
minor, major and great blood abilities, one gains a BLOODLINE POINT for
every increment of 7 in bloodline score (the average for 2d6 on the
bloodline score roll above.) "Maximum" on the table below is the number of
different blood abilities that the character could have. The character
with the bloodline score of 39 from the previous example, for instance,
would have 6 bloodline points that he could spend on 3 different blood
abilities.

Score Points Max
1-7 1 1
8-14 2 1
15-21 3 2
22-28 4 2
29-35 5 2
36-42 6 3
43-49 7 3
50-56 8 3
57-63 9 4
64-70 10 4
71-77 11 4
78-84 12 5
85-91 13 5
92-98 14 5
99-105 15 6

Using BP the blood abilities can be balanced more carefully than the scale
of three (minor, major, great) in the original system or in the 3e
playtest. Blood abilities can still be defined as minor, major or great by
associating the amount of bloodline points spent on them. That is, minor
is 1-3 points, major 4-6, great 7-9.

For the purpose of determining the DC of a saving throw one could also use
the number of blood points in place of what the 3e text uses the bloodline
modifier. The DC for a save against a blood ability could be 10 + the
bloodline points spent on that ability. There are many ways of determining
DCs for opposing blood abilities, however, and relatively few of them
necessary, so I`d personally prefer if this was set on a case by case basis
for each blood ability.

More importantly than balancing the blood abilities, however, a system like
this allows for considerable variation and customization of the blood
abilities themselves. Blood abilities can be scaled up or scaled down so
that they all have a range from 1-9 BP (or higher if one wanted to go that
way) in their relative power. Elemental Control, for example, is only a
"great" bloodline in the original system. Using this system here`s how
that blood ability can be written up so that two characters with the same
bloodline strength, derivation, bloodline score and bloodline points spent
on the same blood ability can actually have different capabilities.

Elemental Control (An, Ba, Ma, Re)
Your derivation is tied to one of the four elements. Anduiras is linked
to air, Basaia to fire, Masela to water and Reynir to earth.
You may summon an elemental of the appropriate type once per week. The
elemental remains while you concentrate plus one round if your bloodline
strength is tainted, two rounds if it is minor, etc. It obeys your
commands willingly, without risk of turning on you or your allies
regardless of whether you maintain your concentration or not.
The hit dice of the summoned elemental is equal to the amount of BP
spent on this ability. By spending 6BP you summon a 6HD elemental. (One
could tweak this however one likes using a system the Monster classes
presented in Savage Species.)
By spending +2 BP you triple the amount of time the elemental remains
after you stop concentrating.
By spending +2 BP you can summon two elementals per week (but only one
at a time.)
By spending +2 BP you can summon any creature from the elemental plane
associated with your derivation of HD equal to or less than an elemental
you are able to summon.
By spending +2 BP you are able to summon elementals from one of the
elemental planes adjacent to the plane associated with your derivation
(magma, steam, etc.) Note: you may continue to spend BP in order to gain
access to more planes adjacent to the ones you currently have access to.
By spending +2 BP you are rendered immune to all attacks from elementals
that you are able to summon.
----------
Anyone familiar with some of the D20 superhero systems (Four Colors to
Fantasy or Mutants & Masterminds) will recognize some of the concepts that
went into this definition of blood abilities. With a system of guidelines
on how to add changes and set costs to existing blood abilities--much like
the M&M system of super powers--the possibilities for each blood ability
are practically endless.

I`ve only got about a dozen or so such blood abilities written up. They
are, in fact, part of an even more extensive redefinition of bloodline for
3e, many aspects of which were experimental. This aspect of it, however,
looks like it may be a keeper.

Comments on this stuff?

Gary

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DanMcSorley
03-03-2003, 07:11 PM
On Mon, 3 Mar 2003, Gary wrote:
> One of the complaints some folks have had (or maybe it`s just me...) is
> that the blood abilities are not particularly well balanced.
>
> Last week I wrote up an alternate way of reflecting bloodline for 3e. That
> system was really more of an update of the original bloodline system, not a
> redefinition of the concept. Here are the basics again, with the first use
> of the terms capitalized for the sake of clarity:
>
> Step #1: Determine BLOODLINE STRENGTH using whatever standard method one
> uses to get ability scores (as in 3d6, 4d6 ignore lowest, point buy, etc.)
> and subtract 2. That result is compared to the following table to
> determine bloodline strength:
>
> Step #2: Determine BLOODLINE SCORE by rolling d6 for every point of
> bloodline strength. Optionally, one could assign an average value of 3.5
> for every point, rounding up. So a bloodline strength of 11 could result
> in a bloodline score of 11d6 or 39.

Having two levels of blood score determination is too much indirection.
You ought to just have them spend points more directly. For instance, if
using the `blood line as ability score` method, they spend bonus points on
blood abilities. A character with an 11 or lower has no blood abilities
(or maybe 1 of cost 0, like bloodmark or a [Cure Minor Wounds 1/day] sort
of tainted ability), a character with a 20 bloodline score has 5 points
worth.

So the chart might look like:

Bloodline Bonus Max abilities
-5 to -2 none
-1 to +1 1
+2 to +5 2
+6 to +10 3
+11 to +15 4

Those are guestimates, they`d have to be tweaked to get the right feel.

> Comments on this stuff?

I like the pointwise system there, and I do recognize some MnM in it :)
This would be a better system than the one currently in the 3e BRCS.
--
Communication is possible only between equals.
Daniel McSorley- mcsorley@cis.ohio-state.edu

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Birthright-L
03-03-2003, 07:47 PM
This is a great system! Kudos! Simple and clean. The best rules always are.

Actually, I see no need for a limit on the number of abilities you may
have - just spend the points as you like!

/Carl

From: "daniel mcsorley" <mcsorley@CIS.OHIO-STATE.EDU>

> You ought to just have them spend points more directly. For instance, if
> using the `blood line as ability score` method, they spend bonus points on
> blood abilities. A character with an 11 or lower has no blood abilities
> (or maybe 1 of cost 0, like bloodmark or a [Cure Minor Wounds 1/day] sort
> of tainted ability), a character with a 20 bloodline score has 5 points
> worth.
>
> So the chart might look like:
>
> Bloodline Bonus Max abilities
> -5 to -2 none
> -1 to +1 1
> +2 to +5 2
> +6 to +10 3
> +11 to +15 4
>
> Those are guestimates, they`d have to be tweaked to get the right feel.
>



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DanMcSorley
03-03-2003, 07:49 PM
Originally posted by Birthright-L
Actually, I see no need for a limit on the number of abilities you may
have - just spend the points as you like!

If all bloodline abilities cost at least 1 point, you're right, but if you had a class of 'tainted' abilities which cost 0, you might need to limit the max number of abilities to prevent someone with an 11 bloodline from taking all the tainted blood abilities.

geeman
03-03-2003, 08:13 PM
At 08:20 PM 3/3/2003 +0100, Carl wrote:

>Actually, I see no need for a limit on the number of abilities you may
>have - just spend the points as you like!

You could certainly go that way. I don`t think it would destroy the system
or anything. I put it in so that a character couldn`t have six or ten
minor(1) abilities, which some folks might find strange--myself
included. I also want to keep as much of the original system`s flavor as
possible. A maximum number of blood abilities will better reflect the way
the original tables had one "enhance" through the grades of power for those
occasions when a character`s bloodline increases after character generation
he would be about as likely to improve an existing bloodline as buy a new
minor one, so for the purpose of a "core" system I`d prefer to keep those
limits.

Gary

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geeman
03-03-2003, 08:13 PM
At 08:20 PM 3/3/2003 +0100, Carl wrote:

>Actually, I see no need for a limit on the number of abilities you may
>have - just spend the points as you like!

You could certainly go that way. I don`t think it would destroy the system
or anything. I put it in so that a character couldn`t have six or ten
minor(1) abilities, which some folks might find strange--myself
included. I also want to keep as much of the original system`s flavor as
possible. A maximum number of blood abilities will better reflect the way
the original tables had one "enhance" through the grades of power for those
occasions when a character`s bloodline increases after character generation
he would be about as likely to improve an existing bloodline as buy a new
minor one, so for the purpose of a "core" system I`d prefer to keep those
limits.

Gary

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geeman
03-03-2003, 08:51 PM
At 02:00 PM 3/3/2003 -0500, Daniel McSorley wrote:

>Having two levels of blood score determination is too much indirection.

It`s only two die rolls, the first for bloodline strength and the second
for bloodline score... exactly what the original system did. The second
does use a rather odd mechanic for the number of dice used to determine the
score (1d6 time result of the bloodline strength roll) but I don`t think
it`s particularly weirder than the original 4d4, 5d6, 8d6 or 8d8 dice to
determine bloodline score, and is much more easily balanced method. I
haven`t written up any ECL stuff yet, but I think it will fit into that
system a bit more easily than bloodline as an ability score does.

>You ought to just have them spend points more directly. For instance, if
>using the `blood line as ability score` method, they spend bonus points on
>blood abilities. A character with an 11 or lower has no blood abilities
>(or maybe 1 of cost 0, like bloodmark or a [Cure Minor Wounds 1/day] sort
>of tainted ability), a character with a 20 bloodline score has 5 points worth.

I really, Really, REALLY don`t like turning bloodline into an ability
score, so I`m trying to stay away from that as much as possible. Aside
from the particulars of the game mechanics not really working very well, I
don`t think bloodline lends itself to an ability score in the same way that
aspects of characters in other D20 systems might. Things like education,
social class or even mana seem apt for the ability score mechanic. (Social
class maybe less than the others....) Divine powers based on an ancestor`s
presence at the climactic battle of the gods? Not so much. Most folks
seem to like it as much as I dislike it, though.

>So the chart might look like:
>
>Bloodline Bonus Max abilities
>-5 to -2 none
>-1 to +1 1
>+2 to +5 2
>+6 to +10 3
>+11 to +15 4
>
>Those are guestimates, they`d have to be tweaked to get the right feel.

The max blood abilities I used was a pretty regular progression. Two 1`s,
then three of each digit after that off into infinity. If someone really
wanted to use a similar system using bloodline as an ability score and the
ability score modifier as bloodline points then it would look like this:

Blood
Score Mod Max
10-11 +0 1
12-13 +1 1
14-15 +2 2
16-17 +3 2
18-19 +4 2
20-21 +5 3
22-23 +6 3
24-25 +7 3
26-27 +8 4
28-29 +9 4
30-31 +10 4
31-32 +11 5

Of course, there`s no need to necessarily go by those numbers if they don`t
make sense, but that`s they way I`d do it... if I at all liked making
bloodline an ability score, that is.

>I like the pointwise system there, and I do recognize some MnM in it :)
>This would be a better system than the one currently in the 3e BRCS.

Yes, both M&M and 4CtF have had direct influences. More 4CtF, honestly,
because I saw that system first. M&M, however, has some excellent
guidelines for balancing such powers, and picked up in many ways where 4CtF
left off.

Gary

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DanMcSorley
03-03-2003, 09:39 PM
On Mon, 3 Mar 2003, Gary wrote:
> It`s only two die rolls, the first for bloodline strength and the second
> for bloodline score... exactly what the original system did. The second
> does use a rather odd mechanic for the number of dice used to determine the
> score (1d6 time result of the bloodline strength roll) but I don`t think
> it`s particularly weirder than the original 4d4, 5d6, 8d6 or 8d8 dice to
> determine bloodline score, and is much more easily balanced method. I
> haven`t written up any ECL stuff yet, but I think it will fit into that
> system a bit more easily than bloodline as an ability score does.

And then you divide /that/ result by 7 to get a number of `points`, and
look up the /points/ on a table to see how many you can spend where, and
check yet another chart to see what you can spend them on...

Too complex.

> >You ought to just have them spend points more directly. For instance, if
> >using the `blood line as ability score` method, they spend bonus points on
> >blood abilities. A character with an 11 or lower has no blood abilities
> >(or maybe 1 of cost 0, like bloodmark or a [Cure Minor Wounds 1/day] sort
> >of tainted ability), a character with a 20 bloodline score has 5 points worth.
>
> I really, Really, REALLY don`t like turning bloodline into an ability
> score, so I`m trying to stay away from that as much as possible.

I don`t like it either, but you based your example on it, so that`s what I
was replying to :P
--
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Daniel McSorley- mcsorley@cis.ohio-state.edu

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geeman
03-03-2003, 10:22 PM
At 03:53 PM 3/3/2003 -0500, Daniel McSorley wrote:

> > It`s only two die rolls, the first for bloodline strength and the second
> > for bloodline score... exactly what the original system did.
>
>And then you divide /that/ result by 7 to get a number of `points`, and
>look up the /points/ on a table to see how many you can spend where, and
>check yet another chart to see what you can spend them on...

Well, that is all on the same table.... It`s not really how many you can
spend where either, it`s just the total number of things you can spend them
on. "With a bloodline score of 31 I have 5 bloodline points that I can
spend on two different blood abilities." You would still need to check for
issues regarding derivation, but one has to do that with any of the
bloodline systems anyway, and I think bloodline points could actually be a
little less complicated than some in that one could have blood abilities
that scale from minor(1) to great(9) or higher, so one never has to do that
thing that used to be so common in the old way of doing bloodlines where
one has to reroll several times to get a blood ability that matches the
power (minor, major, great), and derivation of the character.

I hadn`t really anticipated that the number of bloodline abilities possible
was going to be an issue, but if one really wanted to do away with it for
the sake of complexity I don`t think it would be a problem. Determining
the number and type of blood abilities, however, is something one is gong
to have to do in either system.... Using bloodline as an ability score
you`ve got:

Step #1: Choose bloodline score (or roll it, or whatever.)
Step #2: Determine derivation.
Step #3: Pick blood abilities.

The suggested method does have an additional step, but it`s really pretty
simple. The _real_ complexity is in determining the specific nature of
blood abilities given that with bloodline points one can alter them in many
ways. Since that was kind of the point I don`t think there`s much of a way
to eliminate that.

> > I really, Really, REALLY don`t like turning bloodline into an ability
> > score, so I`m trying to stay away from that as much as possible.
>
>I don`t like it either, but you based your example on it, so that`s what I
>was replying to :P

I did? I used a bloodline score of 39 as an example, but that was not
meant to be a score of 39 in "bloodline as an ability score" with an
ability score modifier. It`s the bloodline score in the "old" 2e way of
doing it where that score is the actual number of RP one collects, and the
number one compares to a table in order to determine blood abilities. It`s
just a bloodline score of 39.

Though the system I`m proposing starts off with a way of determining
bloodline strength that uses whatever method of rolling ability scores that
one wants (3d6, point buy, whatever) it`s not _really_ an ability score
that the system uses to get a number between 1-16, but after one uses that
number to roll bloodline score (or use the "average" at 3.5) it never
really comes up again. I do picture that method being used to influence
other bloodline related issues; like bloodtheft, or penalties to bloodline
score for mismanaging a domain, but the actual number rolled (or bought)
when determining bloodline strength won`t make any difference after
character generation.

Gary

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DanMcSorley
03-03-2003, 10:33 PM
On Mon, 3 Mar 2003, Gary wrote:
> > > I really, Really, REALLY don`t like turning bloodline into an ability
> > > score, so I`m trying to stay away from that as much as possible.
> >
> >I don`t like it either, but you based your example on it, so that`s what I
> >was replying to :P
>
> I did? I used a bloodline score of 39 as an example, but that was not
> meant to be a score of 39 in "bloodline as an ability score" with an
> ability score modifier. It`s the bloodline score in the "old" 2e way of
> doing it where that score is the actual number of RP one collects, and the
> number one compares to a table in order to determine blood abilities. It`s
> just a bloodline score of 39.

The 39 came from "roll as an ability score, subtract 2, then roll 1d6 for
each of those", which is what threw me.
--
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Daniel McSorley- mcsorley@cis.ohio-state.edu

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kgauck
03-04-2003, 12:14 AM
Gary`s system certainly has a more 3e feel. It is in no way inferior to the
official system from the published materials, and I personally prefer it to
the way its written up in the new BRCS. I`m tempted to switch over for new
players, since its going to produce numbers similar to existing numbers (and
can be easily tweaked for effect) using familiar 3e mechanics.

Kenneth Gauck
kgauck@mchsi.com

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geeman
03-04-2003, 12:14 AM
At 05:23 PM 3/3/2003 -0500, Daniel McSorley wrote:

> > I used a bloodline score of 39 as an example, but that was not
> > meant to be a score of 39 in "bloodline as an ability score" with an
> > ability score modifier. It`s the bloodline score in the "old" 2e way of
> > doing it where that score is the actual number of RP one collects, and the
> > number one compares to a table in order to determine blood abilities. It`s
> > just a bloodline score of 39.
>
>The 39 came from "roll as an ability score, subtract 2, then roll 1d6 for
>each of those", which is what threw me.

I need to rewrite it then to make it clearer. It`s still at the rough
draft stage, though, so it`s bound to be a bit confusing.

A simple number for bloodline strength would seem to solve some of the
complexity issues regarding domain maintenance and collection. While it
wouldn`t be terribly difficult to come up with some sort of turn-based
collection sheet that had an entry like this:

Bloodline Collection Storage
Strength (x2) (x4)
_________ __________ _______

But that`s rather a later stage....

Gary

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geeman
03-04-2003, 01:28 AM
At 04:32 PM 3/3/2003 -0600, Kenneth Gauck wrote:

>Gary`s system certainly has a more 3e feel. It is in no way inferior to the
>official system from the published materials, and I personally prefer it to
>the way its written up in the new BRCS. I`m tempted to switch over for new
>players, since its going to produce numbers similar to existing numbers (and
>can be easily tweaked for effect) using familiar 3e mechanics.

Well, it`s certainly not all figured out yet. There are a few issues I
haven`t even really thought of, like how much of a bloodline represents an
ECL, let alone describing all the blood abilities with options, bonuses,
etc. all figured in. That`s one of the more interesting aspects of the
system, though, so it should be fun.

Gary

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ConjurerDragon
03-04-2003, 03:16 PM
Gary wrote:

> One of the complaints some folks have had (or maybe it`s just me...) is
> that the blood abilities are not particularly well balanced. Just as an
> example, Bloodmark may not be worth much in relation to Detect Illusion
> despite the fact that they are both minor blood abilities, so if one
> uses a
> random blood ability table then a character can wind up with a less
> powerful character than another person despite having the same
> bloodline. Worse, if one is picking one`s blood abilities rather than
> determining them randomly some blood abilities will rarely, if ever, be
> chosen. While it`s probably not possible to balance such things
> perfectly
> in a way that will accommodate every possible gaming situation, there are
> steps that could improve our ability to balance them.

Bloodabilities are exacty so useful as the setting in which they are
used. Bloodmark is extremely useful if the scion has to do a lot of
diplomacy with unblooded people ("whoa! A blooded noble speaks with me,
how can I be of service?") or even other scions ("Mmmh, he is a blooded
scion as well, better treat him with respect, and not like the other
peasants.").

Battlewise, a really useful ability when you lead armies into battle has
been described as useless by Ariadne - as I assumed because the
character that has it, does not lead armies into battle...

> Furthermore, blood abilities don`t have an awful lot of variation in
> them. Sure, one can come up with different descriptors for some of
> them--Bloodmark being the most obvious--but by and large a character with
> Courage is a character with Courage. It works the same for
> everyone. Also, because many of the blood abilities are available
> only at
> particular levels (minor, major or great) we wind up not only with a very
> strange set of tables, but many of them are very rare (I`ve been
> playing BR
> since it came out and some blood abilities have yet to appear in my
> session) because relatively few characters have a bloodline powerful
> enough
> to take them.

Courage? Remember what Aedan tells us about Courage in "The Iron
Throne". Courage is not lack of fear, but to overcome fear. Michael
Roele lacks fear utterly, some PC could have his kind of "courage" -
utterly fearless, which means perhaps overconfident, and certainly
taking more risks than necessary. Another character could be afraid to
death and trembling for fear - but overcome his fear because of his
courage bloodability.
bye
Michael Romes

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geeman
03-04-2003, 06:01 PM
At 03:09 PM 3/4/2003 +0100, Michael Romes wrote:

>>While it`s probably not possible to balance such things perfectly in a
>>way that will accommodate every possible gaming situation, there are
>>steps that could improve our ability to balance them.
>
>Bloodabilities are exacty so useful as the setting in which they are used.
>Bloodmark is extremely useful if the scion has to do a lot of diplomacy
>with unblooded people ("whoa! A blooded noble speaks with me, how can I be
>of service?") or even other scions ("Mmmh, he is a blooded scion as well,
>better treat him with respect, and not like the other peasants.")

That`s true. My point, though, was that with the standard BR rating of
blood abilities as minor, major and great is a fairly blunt tool. A method
of paying for them using points which essentially breaks those other
categories into thirds will allow for more careful articulation of those
powers. All the blood abilities could be written up with a set of standard
point costs, but since all things are really guidelines individual DMs
could then alter the point values for their particular play or campaign
styles should they feel the need to do so.

Another thing that`s just occurred to me is that we don`t really have any
rules for increasing one`s bloodline strength. There are some guidelines
that describe such a thing as extremely rare, etc. but there are no actual
game mechanical descriptions for how that might happen. In the system
originally presented there`s no real reason to record the number rolled for
bloodline strength after it is used to determine bloodline score. However,
if one does note that number then the DM might use it at some point,
granting a bloodline strength point for particularly heroic actions of the
type described in the BRCS and BoR. (A slightly more relaxed standard
might make sense in that that text was meant to describe a one-time jump in
strength rather than a process of 3-4 points.) When the "bloodline
strength score" reaches the next highest point on the bloodline strength
table (which I`ll go ahead and recreate here for the sake of reference) the
character`s bloodline strength would go to the next higher rating.

Score Strength
1+ Tainted
4+ Minor
8+ Major
12+ Great
18+ True

Note that this would NOT be bloodline score, which can go up and down with
several ways other than by DM fiat. It`s not a particularly detailed
system, but it at least provides some sort of game mechanic for how to go
about such a thing.

I`m an old time Traveller aficionado from back when all RPGs were published
in little 4x6 pamphlets that cost $7 apiece. Worse, I`m of the breed that
got a big kick out of the record keeping methods used in that
system. Universal Profiles kept track of everything from planetary
information to animal encounters, including starships, robots and
characters. Anything that could be expressed as a string of alphanumeric
digits was. Ah, it was glorious....

I mention this because the way I`ve been recording the blood abilities for
the purpose of this system is by noting the name of the blood ability then
the number of bloodline points spent on it in parenthesis. Animal
Affinity(6), for example. That has a nice symmetry with the way provinces
and holdings are written. If everyone knows that minor blood abilities are
those with 1-3 bloodline points spent on them, major 4-6, etc. then all one
can intuit additional information from that number. If the modifier for DC
checks against blood abilities, for example, is to be based on bloodline
strength then one would know from the number what that DC was. That
doesn`t really express the utility of the blood ability particularly well
since it`s possible to spend additional bloodline points on various tweaks
and alterations to the blood ability, but it does give us some information.

I`ve always found the record keeping potential of BR to be an interesting
challenge. Using this system of reflecting bloodline one might go with
something like this:

An(38), maj(10), Courage(4), Divine Aura(2).

Where "An" represents the Anduiras bloodline derivation and "38" the
bloodline score, "major(10)" the bloodline strength with the actual number
rolled, "Courage(4)" that blood ability at the major level with four
bloodline points spent on it, and "Divine Aura(2)" that blood ability at
the minor level with two bloodline points spent on it.

Here are the abbreviations for the various derivations I`ve been
using: An, Az, Ba, Br, Ma, Re, Vo. Bloodline strength is abbreviated min,
maj, grt. Both of those are pretty obvious to anyone familiar with the
setting. Actually, I`ve been using a fourth category "Mighty" abbreviated
"mty" that represents blood abilities with 10-12 bloodline points spent on
them. I didn`t put that in the original post because it isn`t canon. One
could further abbreviate the blood abilities, but using much more than a
contracted version of the title wouldn`t probably be useful. DAura(2)
would still make sense, but one might have to look up DA(2).

Here`s a write up for a version of the Healing blood ability that functions
with bloodline points:

Healing (An, Ba, Re)
You may heal damage to yourself or other characters, remove diseases or
cure blindness, deafness or paralysis.

BP Healing
1 1d6 + bloodline strength modifier hit points 1/day.
1 Remove Disease 1/week.
1 Cure Blindness, Cure Deafness or Remove Paralysis 1/day.
1 Neutralize Poison 1/day.

(Bloodline strength modifier is +0 for tainted, +1 for minor, +2 for
major, etc.)
By spending additional BP you may increase the number of times you may
perform each type of healing. For 2 BP you can heal 2d6 hp per day, or
Neutralize Poison twice per day. BP may be spent on this blood ability in
any combination up to the limit for BP on a particular ability. (I use 12
IMC.)

Gary

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geeman
03-04-2003, 06:46 PM
At 09:32 AM 3/4/2003 -0800, I wrote:

>An(38), maj(10), Courage(4), Divine Aura(2).

Wait, wait... this is better:

An(38/10); Courage(4), DAura(2).

"An(38/10)" then represents the derivation of Anduiras with a bloodline
score of 38 and a bloodline strength of 10 or a major bloodline. One has
to know that bloodline strength of 8+ is a major, which would take some
getting used to, but it wouldn`t be _that_ hard once it was all said and
done. Plus, it _looks_ like the way provinces are written up, so it has a
nice consistency.

Anyway, for the sake of not sending a post that contained nothing more than
an example of my psychotic record keeping fetish here`s another blood
ability written up in the blood ability point style.

Long Life (All)
You have gained extraordinary longevity through your connection to the divine.
After reaching the age of adulthood for your race (PHB 93) your rate of
aging decreases. Add 1 to the number of blood points put into this ability
and square the sum to find the number of years (or magical aging) that pass
before you age a single year. For instance, if you have Long Life as a
major(4) ability you age 1 year for every 25 (4+1=5 squared) that
pass. Having Long Life as a great(7) ability means you age 1 year for
every 64 (7+1=8 squared) years that pass.

By spending +1 BP you are immune to the effects of magical aging.
By spending +2 BP you remain "ever young" ignoring the negative
consequences for aging. Though you never feel the pangs and infirmities of
aging, your maximum age is not increased except by other BP spent to
decrease the rate of your aging.

Example: A human scion with 5 BP of Long Life could be immune to the
effects of magical aging for 1BP, ignore the negative effects of aging when
becoming Old or Venerable for another 2BPs, and with his 2BP remaining age
only one year for every nine (2+1 squared) that passed. He would still die
of old age when his body reach 70+2d20 years of age but would reach that
stage at 1/9th the speed after reaching adulthood.

Gary

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