These advantages are conversions of D&D and BRCS feats which cannot be easily represented by existing GURPS advantages, skills or techniques.

[top]Arcane Sanctum

Prerequisites: Blood Scion, Magery or Sorcery
Effect: +1 to all Magery or Sorcery spells cast in the designated location. May add level of Source holding in the province as additional bonus.
Cost: 10 points

[top]Blood Focus

Prerequisites: Blood Scion
Effect: +1 to effective Blood Scion level for determining effects of Blood Abilities.
Cost: 5 points

[top]Blood Scion

The character has a divine blood, part of the remnants of the Old Gods. This is a power talent for Divine Blood power. It has several parameters associated:
  • Derivation: Rolled randomly or chosen in agreement with GM.
  • Stength: Rolled randomly or chosen in agreement with GM.
  • Score: Rolled randomly or chosen in agreement with GM.
  • Level: Advantage level, represents how much of the potential is being used.

Starting Bloodline Score and Strength are free. Score is improved by the GM and cannot be purchased with points. Strength improves with Score. Level is purchased with points. Max level is 2. Level 1 is prerequisite for Major Blood Abilities. Level 2 is prerequisite for Great Blood Abilities. For Blood ability advantages that require a roll to be used, the base skill is Bloodline Score / 2, rounded down.
Cost: 10 points to purchase at level 0, then 5 points per level to improve.

[top]Bloodline Prodigy

Prerequisite: Blood Scion
Effect: Increase effects of chosen Blood Ability. Can be used twice as often.
Cost: 10 points

[top]Conqueror

Prerequisite: Anuirean or Vos
Effect: +1 to Leadership, Strategy and Tactics skills. +1 to Will.
Cost: 10 points

[top]Combat Casting

Effect: +2 to Will rolls to maintain concentration when disrupted while spellcasting.
Cost: 3 points

[top]Discipline

Prerequisite: Anuirean or Dwarf
Effect: +1 to HT for resisting effects, +1 to Will
Cost: 10 points

[top]Divine Sanctum

Prerequisite: Blood Scion, Power Investiture (Cleric or Druidic)
Effect: +1 to all Power Investiture spells cast in the designeted location. May add level of Source holding in the province as additional bonus.
Cost: 10 points

[top]Elven Voice

Prerequisite: Elf, trained in Singing, Charisma 1+
Effect: +1 to Diplomacy, Public Speach, Sex Appeal and Singing skills. +1 to Enchantment spells.
Cost: 15 points

[top]Forestdweller

Prerequisite: Rjurik or Elf
Effect: +1 to Herb Lore, Mimicry and Survival in forests. +1 to Blind Fighting and Perception in forest.
Cost: 3 points

[top]Great Leader

Prerequisite: Leadership 15+
Effect: +1 to Leadership skill. +2 to Agitate, Coronation, Investiture, Create Law Holding, Contest Law Holding and Rule Law Holding actions.
Cost: 15 points

[top]Hardiness

Prerequisite: Dwarf or Rjurik or Vos
Effect: +1 HP, additional +1 HP if character has Fit advantage, additional +1 HP if character has Discipline advantage, additional +2 HP if character has Very Fit advantage.
Cost: 5 points

[top]Highlander

Prerequisite: Rjurik
Effect: +1 to Mimicry and Survival in forests, hills and mountains. +1 to HT for resisting effects.
Cost: 4 points

[top]Master Administrator

Prerequisite: Accounting 15+ or Administration 15+
Effect: +1 to Accounting and Administration checks, +2 to Create Province, Contest Province and Rule Province actions. Half penalty from domain size for reducing domain maintenance.
Cost: 25 points

[top]Master Diplomat

Prerequisite: Diplomacy 15+ or Politics 15+
Effect: +1 to Diplomacy and Politics checks, +2 to Diplomacy, Create Temple Holding, Contest Temple Holding and Rule Temple Holding actions.
Cost: 15 points

[top]Master Merchant

Prerequisites: Market Analysis 15+ or Merchant 15+
Effect: +1 to Market Analysis, Merchant and Diplomacy skills. +2 to Create Trade Route, Contest Trade Route, Create Guild Holding, Contest Guild Holding and Rule Guild Holding actions.
Cost: 15 points

[top]Master of the Arcane

Prerequisite: Occultism 15+ or Thaumatology 15+
Effect: +1 to Occultism, Ritual Magic, Symbol Drawing and Thaumatology skills. +2 to Create Ley Line actions. +2 maximum known Realm Spells.
Cost: 15 points

[top]Northerner

Prerequisite: Rjurik or Vos
Effect: +1 to HT to resist effect, +2 if effects are of cold weather.
Cost: 4 points.

[top]Plainsrider

Prerequisite: Khinasi
Effect: +1 to Animal Handling, Riding and Veterinary skills when used on a horse.
Cost: 2 points

[top]Regent Focus

Effect: +4 to a selected domain action.
Cost: 20 points

[top]Seafarer

Prerequisite: Brecht or Khinasi
Effect: +1 to Seamanship skill. +1 to Acrobatics, Climbing and Free Fall skills on a ship.
Cost: 3 points

[top]Shadow Guide

Prerequisite: Shadow Walker
Effect: Jumper (Shadow World, No Die Roll Required)
Cost: 200 points

[top]Shadow Guide, Improved

Prerequisite: Shadow Guide
Effect: Jumper (Shadow World, No Die Roll Required, may take people and units)
Cost: 300 points

[top]Shadow Magic

Prerequisite: Magery or Sorcery or Power Investiture or Bard-Song
Effect: Modifies all spellcasting to use Shadow Magic. +1 to Illusion and Necromancy spells. -1 to all other spells.
Cost: 0 points

[top]Shadow Walker

Prerequisite: Halfling, IQ 12+
Effect: Jumper (Shadow World, Cannot Escort, No Die Roll Required)
Cost: 190 points

[top]Spell Penetration

Effect: Counters Magic Resistance. Subtract the level of Spell Penetration advantage from the level target's Magic Resistance advantage when casting spell on a target with Magic Resistance. Spell Penetration may decrease or nullify penalty from target's Magic Resistance, but it may never reverse it into a penalty.
Cost: 2 points per level

[top]Spymaster

Prerequisite: Current Affairs 15+ or Intelligence Analysis 15+
Effect: +1 to Area Knowledge, Current Affairs, Intelligence Analysis and Streetwise skills. +2 to Espionage actions and Domain Initiative rolls.
Cost: 15 points

[top]Wilderness Savant

Prerequisite: Naturalist 15+
Effect: +1 to Naturalist, Herb Lore and Survival skills. +2 to Create Source Holding, Contest Source Holding and Rule Source Holding skills.
Cost: 15 points

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