BRCS:Chapter two/Blood and regency/Bloodline score


Chapter two/Blood and regency » Chapter two/Blood and regency/Bloodline score

Starting characters that are scions have an ability score that is not possessed by non-blooded characters. This ability score determines the bloodline power of a character in much the same way that their strength ability score determines the character's physical strength. This seventh ability score must be generated during character creation following the rules for ability score determination presented in Chapter One: Characters.

Once the initial ability score is determined this number is then doubled to determine the character's bloodline score. A character's bloodline score is used to determine the number of blood abilities that they possess. Table 2-2 shows the number of minor, major, and great blood abilities associated with a particular bloodline score. The number of minor abilities is denoted Mi, the number of major abilities denoted Ma, and the number of great abilities denoted Gr. The scion must possess a bloodline of sufficient strength (represented by the levels of the scion class) in order to make full use of these abilities. A scion with a bloodline of Brenna (minor, 32), for example, would receive three minor abilities. Their bloodline score would entitle them to one minor ability, one major ability and one great ability but their minor bloodline strength limits their manifestations to minor abilities only.

[top]Variant: Extra ability score for non-blooded character


Instead of assigning six ability scores at character creation for a non-blooded character, determine seven ability scores in the same manner as for starting scion characters and assign the best six to the normal abilities as desired. What this variant does is give non-blooded characters generally higher ability scores than scions. This compares to the experience bonus they received in 2nd edition BIRTHRIGHT.
See Also: Advice for DMs


Table 2-3: Bloodline Score

Blood Abilities

Blood Score

Mod

Mi

Ma

Gr

Max HP Bonus

3

-4

-

-

-

1

4

-3

-

-

-

2

6

-3

-

-

-

3

8

-2

-

-

-

4

10

-2

-

-

-

5

12

-1

-

-

-

6

14

-1

-

-

-

7

16

0

-

-

-

8

18

0

-

-

-

9

20

+1

1

-

-

10

22

+1

1

-

-

11

24

+2

1

1

-

12

26

+2

1

1

-

13

28

+3

1

1

-

14

30

+3

1

1

-

15

32

+4

1

1

1

16

34

+4

1

1

1

17

36

+5

2

1

1

18

38

+5

2

1

1

19

40

+6

2

2

1

20

42

+6

2

2

1

21

44

+7

2

2

1

22

46

+7

2

2

1

23

48

+8

2

2

2

24

50

+8

2

2

2

25

52

+9

3

2

2

26

54

+9

3

2

2

27

56

+10

3

3

2

28

58

+10

3

3

2

29

60

+11

3

3

2

30

62

+11

3

3

2

31

64

+12

3

3

3

32

66

+12

3

3

3

33

68

+13

4

3

3

34

70

+13

4

3

3

35

72

+14

4

4

3

36

74

+14

4

4

3

37

76

+15

4

4

3

38

78

+15

4

4

3

39

80

+16

4

4

4

40

82

+16

4

4

4

41

84

+17

5

4

4

42

86

+17

5

4

4

43

88

+18

5

4

4

44

90

+18

5

4

4

45

92

+19

5

5

4

46

94

+19

5

5

4

47

96

+20

5

5

4

48

98

+20

5

5

4

49

100

+21

6

5

4

50

Information on this table is presented in an abbreviated form. Not all Blood Score values are listed in order to make the table smaller. The bonus hit points are rounded down, minimum of 1. The numbers for the missing Blood Score values are the same as for the previously listed Blood Score value with the exception of the Reserve (which is 2X the Blood Score).

[top]Bloodline score and regency


A character's bloodline score is also used to determine the potential strength of the mystical connection that regents have with their domains. No one knows how this bond between ruler and domain occurs, but some scholars believe it is connected to the powers of confidence and belief - in effect the power of the ruler is derived from the fealty of his subjects. Something in the semi-divine blood of a noble scion responds to the allegiance of his followers in much the same way that a true deity gains strength from worshippers. Similarly a regent that holds source holdings reflects the faith that the land has in his ability to care for and preserve it. The mystic power that regents derive from their stewardship is known as divine right, karma, nobility, or (more commonly) regency. In game terms, this power is measured in Regency Points (RP). Regent characters can spend RP as they rule their realms to subtly manipulate and support their followers in their assigned tasks. This divine gift makes it exceptionally difficult for characters that do not possess a bloodline to rule as effectively as those who do possess this gift. Although many non-blooded noble families are found in Cerilia, the ruling houses of every known contemporary realm are blooded.

A regent's bloodline score determines the maximum number of regency points a character can absorb from their domain per season. This number is equal to the regent's bloodline score. If the size of a regent's domain entitles them to collect a greater number of regency points, then these additional points are simply lost. Similarly, there is a limit to the total amount of regency that a regent can hold for future use. The maximum size of a regent's RP reserve is twice the regent's bloodline score.

[top]Familial heritage


Bloodline refers to the family that the scion has gained his birthright from. Bloodlines are inherited in the same way that derivation is received. That is to say that the child has the bloodline of the parent he receives his bloodline derivation from. For example a child is born of two parents, the father, Andras Rhaene, has An, major, 30 and the mother, Dalene Ghiras, has Br, minor 15. The child would normally be born with a bloodline of An, minor 22 and would have the Rhaene bloodline of his father's family. Many familial bloodlines have been lost over the years as the result of producing offspring from parents with greatly differing bloodlines and the resultant dilution of the family's bloodline.

Some scions are the members of families in which marriages have been carefully arranged to strengthen the children's bloodline. Others are products of haphazard breeding resulting from marriages with non-blooded characters, scions with differing bloodlines, or otherwise possessing traits potentially undesirable to a strong bloodline. Many noble families have followed careful breeding programs (often requiring scions to marry close relatives) for centuries in order to maintain the strength of their bloodline. Although the necessary inbreeding increases the likelihood of defectives, healthy children from such families often have exceptionally powerful blood abilities and this is reflected via possession of Major or Great bloodlines.

[top]Increasing/decreasing bloodline score


A scion may increase his bloodline ability score via usurpation, described later in this chapter. Another method of increasing his bloodline score is through a ceremony of Investiture, described later in this book.

The remaining method of a scion increasing his bloodline score is through wise rulership. A scion's bloodline score can be permanently increased by one point by spending a number of RP equal to the character's target bloodline score, i.e., his current bloodline score plus one. This increase occurs automatically when a scion's regency reserve exceeds the amount necessary for the increase for two successive domain turns (six months). Such an increase is uncommon (many characters will never realize an increase in bloodline strength). A scion's bloodline cannot increase more than two points per year. A character's bloodline score may decrease if they are forced (or choose to) spend regency points exceeding the points in their current regency reserve. If a scion spends RP beyond their reserve, their bloodline score is permanently reduced by one point. This reduction, however, provides RP equal to the character's previous bloodline score. This process continues as necessary to pay the required RP debt.
 
This article is a Birthright Campaign Setting (D&D 3.5/D20) page
The BRCS Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons from Wizards of the Coast.
 

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