Arcania Of Legend: The Missing Bloodlines Section

I wonder if Mongoose will get around to publishing those rules on bloodlines which were supposed to be in Arcania of Legend: Blood Magic - if those rules ever got written up.

After all, one of the sorcery spells in that book is Dominate Bloodline.
 
When I saw this thread I first thought that I had déjà-vu, but then I remembered that you asked the same question last May: http://forum.mongoosepublishing.com/viewtopic.php?f=79&t=51202

It didn't get any official answer then and I doubt it will get one now. But I have to admit that it would be nice if Mongoose would publish those missing rules (bloodlines, totemism etc.), because book makes several references to the stuff which was removed from the final product.
 
Of course, we could always start a mini-project to create our own version of the missing material if Mongoose can't release an official version....
 
Olaus Petrus said:
When I saw this thread I first thought that I had déjà-vu, but then I remembered that you asked the same question last May: http://forum.mongoosepublishing.com/viewtopic.php?f=79&t=51202I prefer to repost and run the risk of repeating myself, rather than commit the error of thread necromancy. I frown upon it on Shadownessence; it would be rude of me to indulge in the same error myself, wouldn't it? :)

Olaus Petrus said:
It didn't get any official answer then and I doubt it will get one now. But I have to admit that it would be nice if Mongoose would publish those missing rules (bloodlines, totemism etc.), because book makes several references to the stuff which was removed from the final product.
Yes, indeed.

Prime_Evil said:
Of course, we could always start a mini-project to create our own version of the missing material if Mongoose can't release an official version....
Now there's a thought.

We've had plenty of time, and a goodly selection of sourcebooks for Legend already. I'm also a huge fan of the White Wolf game Vampire: the Requiem, in which bloodlines feature heavily, so plenty of inspirations there.

Concepts spawning off the root idea of bloodlines include legacies, inheritances, internecine strife, black sheep of the family, "The Family Curse," atavisms, ancestor spirits (tying in strongly with the Spirit Magic book), family gatherings, isolation, strange heirlooms and no end of trouble.

It's doable. :)

And as a side note, my hardcopy of Arcania of Legend: Blood Magic just arrived, straight from Mongoose. I have a PDF copy, but I'd long preferred to have a hardcopy to hold in my hands.
 
alex_greene said:
Concepts spawning off the root idea of bloodlines include legacies, inheritances, internecine strife, black sheep of the family, "The Family Curse," atavisms, ancestor spirits (tying in strongly with the Spirit Magic book), family gatherings, isolation, strange heirlooms and no end of trouble.

That list is probably more interesting than the range of topics covered by any "official" material potentially released by Mongoose...
 
Prime_Evil said:
alex_greene said:
Concepts spawning off the root idea of bloodlines include legacies, inheritances, internecine strife, black sheep of the family, "The Family Curse," atavisms, ancestor spirits (tying in strongly with the Spirit Magic book), family gatherings, isolation, strange heirlooms and no end of trouble.

That list is probably more interesting than the range of topics covered by any "official" material potentially released by Mongoose...
Thank you. :D
 
Look forward to hearing more - I have something similar in my game:

Blood Heritage

Example: Blood of the Dragon
Very few mortals claim descent from the Great Dragon as it is known that she, unlike the gods, still inhabits the world and her wrath can be terrible. Yet she has also taken mates amongst the fragile mortal creatures for her own reasons and the results have passed the powers of her blood to their own children. It is said by some that there are other children of Great Dragons that walk the lands but these are but legends and even if it were so, they would need to tread softly lest they draw her attention.

Although contact has been lost with other worlds and realms of existence, there are still descendants of legendary beings walking the world. As they age and grow in experience, they can often gain access to their heritage and special powers.

When a character with a blood heritage gains experience and improvement rolls, they can opt to use them to unlock aspects of their unique ancestry. However as they do so they also awaken personality traits associated with their ancestors - which can range from increasing arrogance to sadism. For each new Gift of Heritage they unlock, they must also take a personality trait. Each Gift of Heritage cost improvement rolls as noted in brackets after the Gift and can not be purchased more than once unless otherwise noted. For each gift selected a charracter must also select a trait

A character may only have one of the three forms of Blood Heritage, the power that burns in the body of the character will not tolerate rivals......

Gift of Heritage
Attribute Boost (5): Choose one Characteristic and increase it by 1. This may be taken multiple times.
Blood Immunity (15) : Choose electricity, fire, cold or acid, the character is immune to damage and ill effects from the chosen element and enjoys its touch.
Breath Weapon (15): May breath electricity, fire, acid or shards of ice up to CON times a day as a single CA, but not more than once per round. The breath weapon does 3d6 damage, is CON/2 yards long, Con/10 wide and high.
Claws and Teeth (5/10): Choose either retractable doing 1d4+1 and 1D3 respectively or obvious doing 1D6+2 and 1D4.
Illusionary Appearance (10): The character can appear completely normal, concealing any aspects of their draconic heritage.
Mystic Vision (2): The character gains the Witch Sight skill, even if their POW would not normally be high enough to allow it.
Predatory Gaze (3): Add +30% to the characters Perception Skill
Reptilian Gaze (3): Eyes become reptilian, granting Dark Vision if the character does not already have it.
Scales (3/6): Choose either fine, delicate and almost invisible scales granting 1pt of natural armour or obvious heavy scales proving 1D6 armour. In either case the skin retains its normal sensitivity.
Unaging (12): The character no longer grows older or suffer ill effects related to ageing
Wings (10): large scaly wings mean that the character can fly at a walking pace, gaining the Fly skill at DEX+STR

Traits
Aura of Power: The characters blood heritage is obvious to anyone with Witch Sight. This can not be hidden by Illusionary Appearance.
Bitter Blood : Whilst having no effect on the character, her blood becomes acidic in nature. (*)
Blood of Fire: Whilst having no effect on the character, her blood is almost scalding hot in temperature. (*)
Carnivore: The characters body adapts to only tolerate meat for sustenance.
Colour Shift: The characters skin (or scales) shifts to become a subtle or vivid colour reflecting their nature.
Cremation: Burn all captured foes alive as a sacrifice
Deep Sleeper: Dragons love to sleep, the character is difficult to awaken from slumber and is often extremely irritable if she does not get her full 8 hours a night.
Devourer: Eat all captured foes (alive if possible)
Draconic Arrogance: The character suffers a -10% to all influence checks except intimidation, this stacks with any other modifiers such as Elf arrogance.
Full of Energy: Whilst having no effect on the character, her blood crackles with electricity. (*)
Horns: The character develops horns, of little use save to denote his heritage.
Icy Heart: Whilst having no effect on the character, her blood is almost freezing cold in temperature. (*)
Jealousy: Destroy something or someone beautiful every week.
Merciless: Never accept the surrender of any foe or surrender oneself
Natural Depilation: All hair is immediately lost from his head and body and it will never grow back.
Never forget, never forgive: Anyone who slights her in any way is put on her list - she must do something to hinder or damage one person on this list every day.
Tail: The character develops a vestigial tail, of little use save to denote his heritage.
Words of Power: Only communicate in Draconic, ignoring those who use lesser methods of speech or communication
Wrath: Respond immediately and without hesitation to any threats of violence in kind

(*) may only choose one.
 
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