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Thread: Blood Spirits

  1. #1
    Jonathan Picklesimer
    Guest

    Blood Spirits

    On Sat, 3 May 1997, mhale wrote:

    > Blood Spirits are the remnants of the past owners of bloodlines, e.g. a
    > regent my commit bloodtheft upon another regent thereby gaining part of
    > his/her bloodline. Blood spirits haunt a bloodline but usually only in
    > cases where the bloodspirit was murdered etc. This makes an excellent
    > starting point for any adventure where the haunted regent must somehow
    > appease the bloodspirit, or lay it to rest.
    >
    This sound like the spectral scion from the Rjurik Highlands campaign.

    jsp

  2. #2
    Undertaker
    Guest

    Blood Spirits

    At 12:03 AM 5/3/97 +1000, Martin Hale(mhale@tpgi.com.au)wrote:
    >
    >Blood Spirits are the remnants of the past owners of bloodlines, e.g. a
    >regent my commit bloodtheft upon another regent thereby gaining part of
    >his/her bloodline. Blood spirits haunt a bloodline but usually only in
    >cases where the bloodspirit was murdered etc. This makes an excellent
    >starting point for any adventure where the haunted regent must somehow
    >appease the bloodspirit, or lay it to rest.
    >

    To develop this even further you might want to pick up a copy of the
    Ravenloft supplement "Van Richten's guide to Ghosts", and/or if you can get
    the boxed set for RL look into the rules they have for Insanity(prehaps the
    Bloodspirit is slowly driving the character insane).

    Using VRs guide I have come up with this basic template for a Bloodspirit:

    Bloodspirit(3rd Magnitude, Incorporeal Spirit)

    Appearance: Corrupted (appears as a translucent rotting corpse)
    Origin: Vengeance
    Int: Varies (usually High)
    AC: -2(4 if opponent is Ethereal)
    MV: 16
    HD: 9
    THACO: 12
    #AT: 1
    Dmg: N/A
    SA: See Below
    SD: See Below
    MR: Standard
    ML: Special

    A Bloodspirit looks much as it did in life except that it has the appearance
    of the body rotting in a grave. A Bloodspirit has all the standard spell
    immunities that other Ghosts have, and can only be struck by +2 or better
    weapons(or +1 if the opponent is Ethereal). Also they can completely Heal
    all damage done to them within one round, but must remain inactive for at
    least the next 40 minutes afterward. Bloodspirits are normally
    invisable(thier AC is -6/0 when in this state), and only become visable
    during certain circumstances. Those are covered below.

    Bloodspirits have several other abilities in common. A Bloodspirit will
    dwell near the individual thier haunting at all times. Using thier abilty to
    Cause Despair on the character they haunt or someone near him. They do this
    at least once per day, but never more then 3 times in a 24 hour period.
    Anyone who comes within 100 feet of the spirit can be targeted. The target
    must make a Save vs. Magic or suffer a -2 penalty to all thier Attack rolls,
    Saving Throws, and Proficiency checks, for the next 24 hours. The effect is
    not cumulitive, but continued bouts of Despair will make a character slowly
    become consumed by thier depression. Divide the characters Con by 3 round
    down, and everytime that many consecutive days pass under the effects of the
    Bloodspirit's Despair the character must Make a Save vs. Magic(modified for
    high Wis. and the effects of the Despair)or permantly lose 1 point of
    Wisdom. Example: Olaf has a 13 Con. and is haunted by a Bloodspirit. Every
    4(13/3=4.33, rounded down comes to 4)consecutive days that he is under the
    Despair caused by the Bloodspirit he must make a Save vs. Magic or lose a
    point of Wisdom. If a characters Wis. drops to 0 they lose all will to live,
    and must be restrained from taking thier own lives. Wis. can be regained
    using a Restoration spell, at a rate of 1 point per spell.

    Every evening when the haunted character goes to sleep there is a 25% chance
    that the Bloodspirit will become visable and awaken the character by coming
    in contact with him/her. This touch will Cause Revulsion in the target. The
    character comes awake with an intense feeling of illness, and must make a
    Save vs. Magic. If the character fails they become uncontrolably sick, and
    they suffer a -4 penalty to all thier Attack rolls, Saving Throws, and
    Proficiency checks, for the next 24 hours. Any Healing spell, even a minor
    one will cancel this effect. They can only do this once per night, but the
    penalty is cummulative with the Bloodspirits Despair ability. And don't
    forgot to keep track of how much sleep a PC loses during these attacks, lack
    of sleep could be a problem all in its self.

    The last common ability of Bloodspirits is triggered when a haunted
    character uses thier BAs. When such a character uses any of thier BAs the
    Bloodspirit becomes visable and attacks them. Everyone else present must
    make a Save vs, Magic or flee in Fear for the next 1d6+4 rounds. If the
    Bloodspirit successfully hits the character the PC must Save against the
    Revulsion(as above, and note this can be done even if the Bloodspirit used
    its touch within the past 24 hours), but this is the least of the characters
    problems. The touch will also Drain 1 point from the characters Strength,
    Consitution, and Dexterity. There is no limit to how many times this may
    happen. The points can be regained with a Restoration spell(1 for each
    point), or they will return at a rate of 1 point per stat per month.
    Although as each Stat is to go up the character must make a Save vs. Death
    Magic(each Stat is rolled for individually), any Save that is failed leaves
    that particular Stat permanetly Drained.

    If a bloodspirit is destroyed in combat it will reform within a month. The
    only way to be rid of it forever is to somehow appease its lust for
    vengeance. How this is to be done is unique to each Bloodspirit. Also many
    Bloodspirits have abilities from thier former Race or Class, and many have
    unique Vunerabilities and Invunerabilities that are related to thier deaths.
    And of course even slain they often have access to some of thier BAs from
    when they once lived. No two Bloodspirits are ever alike, but pity any soul
    cursed to live with this dark legacy.
    Undertaker, richt@metrolink.net

    "War is a matter of vital importance to the State;
    the province of life or death;
    the road to survival or ruin.
    It is mandatory that it be thoroughly studied."
    -Sun Tzu,(The Art of War)-

  3. #3
    Undertaker
    Guest

    Blood Spirits

    Ooops, I forgot to mention Bloodspirits can not be Turned.
    Undertaker, richt@metrolink.net

    "War is a matter of vital importance to the State;
    the province of life or death;
    the road to survival or ruin.
    It is mandatory that it be thoroughly studied."
    -Sun Tzu,(The Art of War)-

  4. #4
    Krazy Kat
    Guest

    Blood Spirits

    On Sat, 3 May 1997, mhale wrote:

    > Blood Spirits are the remnants of the past owners of bloodlines, e.g. a
    > regent my commit bloodtheft upon another regent thereby gaining part of
    > his/her bloodline. Blood spirits haunt a bloodline but usually only in
    > cases where the bloodspirit was murdered etc. This makes an excellent
    > starting point for any adventure where the haunted regent must somehow
    > appease the bloodspirit, or lay it to rest.

    Sounds remarkably like the Spectral Scion described in Rjurik Highlands
    campaign suplement. It's on page 96 if you have that book. Perhaps you
    could develop what you are looking for from that data.
    - -Ken

  5. #5
    Diana L. Paxson
    Guest

    Blood Spirits

    Thanks for the ideas on Blood Sprits. Early on in my campain I had a PC
    get brutaly lucky and off the Chimaera with one of the 12 "Bloodsilver"
    weapons scattered throughout Cerilia, and I've been looking for ways to
    "haunt" him with that fortuitous bit of luck...

    Grendel Todd

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