The evergreen interest in Birthright’s bloodline powers, and their tolerance within the old-school gaming community, has always been a point of some interest to me. After all, the widespread development of similar abilities has been one point commonly criticized in later editions, leading players to push buttons on their character sheets rather than think about problems. In terms of the actual powers themselves, it is hard to pin down substantive differences that would distinguish them. I do think that preserving the higher-lethality and more strategic nature of the game around them is a helpful buffer to contextualize them, and it’s a fair point that many of the powers aren’t combat moves. In my own conversion, I’ve tried to add more options that are interesting in mass combat because that seemed under-developed in Birthright, and as I do another pass through the powers I will be looking for places to add more logistical powers. The other key distinction is that they’re selected at random, which I have generally preserved and which avoids over-emphasis on planning “builds.”
But the important thing at present is that at long last I have a working draft of the bloodline powers, and as the community sentiment seems to favor that as the next post in this series, I am now sharing it!
My precise methodology works on the basis that one Bloodline Ability should be equivalent to a class power, and that Major powers must be preceded by their Minor forms, and Great powers by their Major forms. I have these powers then broken out by derivation into sets of (roughly) twenty, so that a power can be randomly determined for a scion; because most powers have multiple levels, most times that a repeat power is rolled, a scion simply gains the next rank up. Each scion gains one Bloodline Ability at 1st level, plus one per point of BLD bonus, plus an additional power each at 5th, 9th, and 13th level (I am considering changing these to spread them across levels where characters aren’t already picking up general proficiencies, undecided at this point). There are at present 41 powers built out, with a total of 106 distinct abilities (because each power averages about two degrees, plus some powers have different effects for different bloodlines). Suffice to say, it’s a fair few more than were in the original Birthright!
I have really tried to create new powers consistent with ACKS’ existing balance wherever possible, or if I must cannibalize existing powers to do so only from classes I won’t be including in my ACKS Birthright game (notably the Nobiran Champion and the Mystic). These powers at present are still being refined, but have reached a stage to be generally shareable; if you are concerned about the balance of some of them, let me know and I can explain the reasoning behind them, or change them as needed. I’ll be starting that campaign up very soon and getting them into playtesting.

Powers of the Blood
The powers are listed alphabetically under my working names for the abilities. Powers that are updated from Birthright have the original power name in parentheses where it differs (various powers have had names changed for clarity, lack of overlap with existing abilities, to better reflect their new effects, or for general awesomeness to make them more appropriate for in-world conversations). The only power removed outright is Resistance, which has been generally split up into various new or modified powers. Each degree of each power has the bloodlines it can manifest through listed in parentheses as well, abbreviated to the first one to two letters (the first set listed is my own personal pantheon; the second set is the standard Birthright deities).
Agelessness
Minor Power (E, T, R, J, A, Ra) (Ba, Br, V, Az): The scion is ageless and ever youthful, taking no penalties from aging and living to three times his normal maximum age. He is immune to diseases caused by undead, and gains +1 hp at whatever level he gains this power.
Animal Affinity
Minor Power (E, T, R, J, A, Ra) (An, Ba, Br, M, R, V, Az): The scion understands the language of animals of a certain sort corresponding to his bloodline derivation and can fully converse with them (including giant animals of that sort or crossbreeds with a head of that variety of animal). Additionally, he adds his BLD modifier to reactions with such creatures, and can take them as henchmen.
Elion — felines
Therin — all birds
Rora — domestic animals
Jash — canines and equines
Aliya — aquatic animals
Raithen — nocturnal animals
The Shadow — carrion eaters and venomous creatures
Anduiras — lions
Basaia — eagles
Brenna — cats
Masela — dolphins
Reynir — wolves
Vorynn — owls
Azrai — serpents
Major Power (E, T, R, J, A, Ra) (An, Ba, Br, M, R, V, Az): The scion's animal bond strengthens and he can manifest it fully, gaining the ability to skinchange into a specific creature based on his bloodline once per day per level (as the Shaman's Skinchange class power). He is always the same animal when so transformed.
Awareness
(Alertness)
Minor Power (A, Ra) (Ba, Br, R, Az): The scion has a preternatural sense for danger and always counts as having Foreknowledge of an encounter for purposes of surprise. This typically grants him a +1 bonus to surprise rolls, but see the full surprise matrix for details (it may also prevent him from taking a surprise penalty, impose a surprise penalty to monsters, and/or enable him to evade when it would otherwise be impossible depending on the circumstances). In mass combat, any unit that he personally commands will never be surprised (though it may still be ambushed normally).
Bannerbond
Minor Power (E, T, J) (An, Ba): The scion is a paragon among men, the power of his blood inspiring them to great deeds. He may use his BLD score in lieu of CHA to determine his Morale Modifier and hireling Loyalty. When hiring henchmen and mercenaries he reaches a "Try Again" hiring result, a week's pay in coin or equipment will be sufficient to persuade them to try again, or a month's pay for them to immediately sign. Additionally, he counts as having an additional rank of Manual of Arms for purposes of training his own troops.
Major Power (E, T, J) (An, Ba): Men flock to the scion's banner. Whenever the scion recruits henchmen or mercenaries, he may roll the number available twice and take the better result. He never loses troops under his command to desertion after a battle.
Great Power (E, T, J) (An, Ba): The scion is a clarion commander who can rouse the populace in times of danger. When the scion issues a call to arms to his vassals, he can ask them to muster their full garrison without provoking a Henchman Morale roll. When the character levies the peasant militia of his domain, or when his vassals levy their militias in response to his call to arms, morale of the domain does not suffer a penalty. All militia levied by the herald, or by his vassals in response to the character’s call to arms, gain a +1 bonus to their morale scores, for the duration of the call.
Battlewise
Minor Power (E, T) (An, Az): The scion has an intuitive understanding of the battlefield. He gains a rank of Military Strategy proficiency, and can use the better two of INT, WIS, and BLD instead of INT and WIS for determining his Strategic Ability.
Major Power (T) (An, Az): The scion’s perception of a battlefield is swift and penetrating. He can spot heroes at twice the normal visibility distance, and automatically knows the initiative each hero and commander rolls. In abstract mass combat, he can choose in which order to resolve each zone of battle (if multiple scions in a battle possess this power, they each roll 1d6 + Strategic Ability each battle turn and the higher roll decides, with ties going to the higher SA, and further ties resulting in the normal order prevailing).
Great Power (T) (An, Az): With his natural grasp of tactics and the ebb and flow of battle around him, the scion can discern the critical moment of a fight and take advantage of it. Once per combat, he can choose to automatically roll a 6 for his personal or strategic initiative. In abstract mass combat, he may use this ability in a Strategic Ability roll off, or to have the unit he is attached to make its attacks immediately before its normal phase (inflicting hits to the enemy force before it makes its own attack).
Blood History
Minor Power (T) (Br, M, V): The scion's ancestors live on within him, offering flashes of esoteric lore and sudden insights as he recalls their own memories. This grants him Loremastery proficiency. If he already has or later gains Loremastery proficiency from another source, he adds a +4 bonus to all Loremastery throws.
Major Power (T) (Br, M, V): The scion gains a clearer communication with his ancestors and can consult with them for advice. Once each day over a turn of concentration, he can cast divination on a topic relevant to their history or experience. If it would reveal wrong information, it is generally because things have changed in the intervening time.
Great Power (T) (Br, M, V): Periodically, the scion's ancestors can piece together clues and lore among their lives to present him with the equivalent of a treasure map (to a TT based on his level: 1st, TT C every 6 months; 2nd, TT C every 3 months; 3rd, TT D every 3 months; 4th, TT H every 3 months; 5th, TT H/N alternating every 3 months; 6th, TT N every 3 months; 7th, TT N/Q alternating every 3 months; 8th, TT Q/R alternating every 3 months; 9th, TT Rx2 every 3 months; etc.).
Bloodmark
Minor Power (E, T, R, J, A, Ra) (An, Ba, Br, M, R, V, Az): Physically present but clearly supernatural birthmarks or other signs visibly identify the scion's heritage, granting a +1 bonus to reaction rolls with intelligent creatures who can recognize the mark. If the scion already has or later gains Mystic Aura or an equivalent proficiency, the bonus to reaction rolls does not stack but characters affected by both will automatically be willing to continue interacting an additional time step (allure stacks normally with a Bloodmark).
Bloodsense
Minor Power (E, T) (Ba, V): The scion is attuned to the latent power of bloodlines. Once per turn with one round of quiet concentration, he can discern the presence, magnitude, and blood derivation of any scions within 30’, and continue to do so as long as he maintains concentration. He automatically discerns the presence of a bloodline in any scion he physically touches.
Brightblade
Minor Power (E, J) (Ba): Any weapon the scion wields burns with a fierce inner heat, dealing +1 damage and dealing fire damage in addition to any other damage types. If he attempts to wield a weapon that innately deals cold damage, on each hit he must make a weapon-modified save vs Paralysis or the weapon will shatter under the conflicting energies.
Major Power (E, J) (Ba): Weapons the scion bears shine with an outer radiance to match their warmth, shedding light as illumination whenever they are drawn.
Great Power (E, J) (Ba): With intense focus, the scion can manifest a blade of pure flame. For a number of rounds each day equal to his level, he can conjure and wield a sword of fire with a +1 bonus to hit and damage, with an additional +1 at 4th, 8th, and 12th level. The scion can cause the sword to appear and disappear at will without taking an action, enabling him to cast spells and carry out other activities as desired; only rounds during which it is evoked count against its duration.
Cat’s Grace
Minor Power (J, Ra) (Br): The scion can move nimbly along narrow ledges, taut ropes, and similar scenarios. He counts as trained in Climbing for purposes of balancing traverses, with a Climbing throw as a thief of his level. He gains a further +4 bonus when attempting balancing traverses. He never falls while traversing narrow paths and only fails when traversing precarious paths on an unmodified 1. He gains a +2 to saving throws where perfect balance would help avoid the danger. If he already has or later gains proficiency in Climbing, he can make a second proficiency throw with a -4 penalty in order to catch himself and prevent any damage if he falls while climbing or traversing. If already has or later gains Cat Burglary proficiency, he additionally always counts as having a running start for purposes of jumping and leaping, and can make throws to catch himself on a fall at no penalty.
Divine Aura
(includes Persuasion)
Minor Power (E, T, R, J, A, Ra) (An, Ba, M, R, V, Az): The scion radiates power that inspires awe and demands obedience from those around him. He gains a +1 bonus to reaction rolls to impress and intimidate people he encounters. If this bonus results in a total of 12 or more, the subjects act as if bewitched while in his presence. This power is identical to the Mystic Aura proficiency. If the scion already has or later gains Mystic Aura or an equivalent ability, or has a Bloodmark, those who face him in personal combat tremble before him, and apply the scion’s BLD modifier as a penalty to their morale. If he has or later gains both Mystic Aura and a Bloodmark, the imprint of his aura on affected creatures shakes them to the core of their being on a 12+ reaction roll. Their bewitchment in such cases does not end when they leave his presence, but instead persists as the effects of bewitch person, granting them a save vs Spells to break free at the noted frequency based on each target’s INT.
Major Power (E, T, R, J, A, Ra) (An, Ba, M, R, V, Az): The scion can unleash his aura in a wave of awesome power as a combat action. All creatures with less HD than the scion within 30’ of him when he does so must save vs Spells or become mesmerized or frightened (scion chooses which effect when he unleashes his aura) as long as the scion remains still and concentrates fully. However, doing so leaves his aura dispersed until the next dawn. This effect is indiscriminate, washing over allies and enemies alike to compel their acknowledgement of his rightful dominion.
Divine Wrath
Minor Power (E, Ro, J, A) (An, Ba, M): Righteous wrath fills the scion. As a combat action, he can enter the rage of the just, gaining a +1 bonus to attack throws and damage rolls and becoming immune to fear. While so enraged, he cannot conduct defensive movement to retreat or withdraw from an enemy within 5’ and cannot move in such a way that the range between himself and the nearest visible threat would increase. He must advance 5’ after cleaving if necessary to do so to engage an enemy and if he has sufficient movement. Once it has begun, divine wrath cannot be ended until combat ends. If he has or later gains Berserkergang proficiency, the attack bonuses stack normally.
Major Power (E, Ro, J, A) (An, Ba, M): The scion’s righteous anger grants him clarity of purpose and unshakeable resolve. He gains a +2 bonus to saving throws while enraged and becomes immune to bewitchment.
Dreamwalking
Minor Power (T) (V): When the scion sleeps, he can journey through dreams and commune with his allies. He can send a shared dream each night.
Major Power (T) (V): When he sends a shared dream, the scion can draw others into it as well. He can draw a number of characters equal to his level into his dreams for consultation a number of hours equal to his level. This may count as time spent on relevant campaign activities if they can reasonably be completed in this dream-state (e.g. consulting a senate, training a general proficiency, etc.). He can never be drawn into another's dream against his will, and can expel others from his dreams as desired.
Great Power (T) (V): With a turn of meditation, the scion can fall into a deep slumber as his soul travels free. He can cast spiritwalk in this manner once per week. With a full week spent in meditation, he can instead spiritwalk for an indefinite duration, remaining adrift until he chooses to return to his body; if his body is destroyed, he forever remains a houseless spirit.
Dueling Adept
Minor Power (J) (Ba): The scion has an intuitive feel for the flow of a duel, gaining a +1 bonus to attack throws, saving throws, and surprise rolls against treachery in formally arranged single combats. This improves to a +2 bonus at 7th level and a +3 bonus at 13th level.
Major Power (J) (Ba): The scion’s displays of prowess intimidate and impress those that witness his triumphs in duels. His BLD modifier is applied as a penalty to enemy morale in duels, and as an additional bonus to reaction rolls immediately afterward with his opponent and spectators.
Elemental Affinity
(Elemental Control)
Minor Power (T, Ro, J, A) (An, Ba, M, R): The scion’s blood keeps him safe from harm amidst the element to which it is aligned. He becomes immune to mundane damage of the associated type, and is resistant to extraordinary damage of that type (taking half damage and gaining +2 to saves vs effects that deal damage of that type).
Therin, Anduiras — air (lightning)
Rora, Reynir — earth (acid)
Jash, Basaia — fire (fire)
Aliya, Masela — water (cold)
Major Power (T, Ro, J, A) (An, Ba, M, R): The scion’s influence over his element increases, allowing him some measure of control. He may cast one of the listed spells each day.
Therin — circling winds or lightning strike
Rora — earth’s wave or create chasm
Jash — burning sparks or weave fire
Aliya — water walk or weave water
Great Power (T, Ro, J, A) (An, Ba, M, R): The scion’s skill in his element allows him to animate it in his service. With an appropriately sized mass of his element at hand, with a ceremony taking one turn he can animate it as an elemental with HD equal to his level that will obey his mental commands and serve him faithfully for 1 turn per level (though it cannot venture more than 480’ from him). He need not concentrate to control it and can dismiss it at any time. If he dismisses it while it is still intact, he can evoke it again as soon as the next day, but if it is destroyed it will take a week before he has attuned himself to manifest it once more. Additionally, the scion gains a +2 bonus to reactions with elementals of his element.
Guarded Mind
(Unreadable Thoughts)
Minor Power (E, T, Ro, J, A, Ra) (An, Ba, Br, M, R, V, Az): With a mind like an impenetrable fortress, the scion is unable to be sensed by any locate, scry, telepathy, or similar magics. Items he is carrying and his immediate location are likewise warded. A caster of scry will learn that he is protected. A caster of a locate spell will simply fail to sense him within range. A caster of telepathy will learn that his attempt fails as if the save was passed.
Healing Hands
(Healing)
Minor Power (E, Ro) (An, Ba, R): The scion's touch heals torn flesh and restores vigor. By channeling his divine energies, the scion can lay on hands to heal injuries. He can heal 2 damage per level when the power is used, and can use it once per day. He can select the Laying on Hands proficiency to gain additional uses of the power per day.
Major Power (E, Ro) (An, Ba, R): More potent innate healing also Cures Disease when the scion lays on hands.
Great Power (E, Ro) (An, Ba, R): Supremely potent innate healing also Neutralizes Poison when the scion lays on hands.
Heart of Courage
(Courage)
Minor Power (E, J) (An): The scion is filled with unflinching bravery, granting him total immunity to fear effects.
Major Power (E, J) (An): As a bastion of defiance, the scion grants a +1 bonus to Morale and a +4 bonus to saves vs fear to all allies within a 30' radius. In mass combat, this bonus applies to the unit the character is attached to as a lieutenant.
Great Power (E) (An): The scion anchors the field of battle with unshakeable resolve, becoming a lion-hearted leader. If he is fighting on the battlefield with an army, every unit in the army automatically stands firm on its first morale roll, or rallies if it would have stood firm. This benefit is lost for the duration of the battle, however, if the scion himself routs, flees, or leads from the rear.
Heightened Ability
Minor Power (E, T, Ro, J, A, Ra) (An, Ba, Br, R, V, Az): The power of his blood enhances the scion’s own attributes, either raising one of his relevant stats to 14, or increasing it by 1 point.
Elion — STR or WIS
Therin — STR or INT
Rora — CON or WIS
Jash — DEX or CHA
Aliya — CON or CHA
Raithen — DEX or INT
Anduiras — STR or CHA
Basaia — INT
Brenna — DEX
Reynir — CON
Vorynn — WIS
Azrai — INT or CHA
High Fate
Minor Power (E, T, Ro, J, A, Ra) (An, Ba, Br, M, R, V, Az): A great fate lies before the scion. He gains a Fate point, and rolls an additional Bloodline Power. The Judge secretly also determines a fate he carries as per the spell.
Inspiring Champion
Minor Power (E, T, J) (An, Ba): The scion’s words inflame the hearts of men, allowing him to Inspire Courage as a Bard. If he already has or later gains this power, his inspiration also grants affected characters a +1 bonus to initiative and damage.
Major Power (E, T, J) (An, Ba): The scion’s own men are unshakeable. His henchmen and troops under his direct command do not count it as calamities to go without rations or wages, though they will expect any missed pay to be replaced out of the next source of spoils of war or other treasure.
Great Power (J) (Ba): When the scion leads men under a great banner emblazoned with his sigil, he counts as one size category larger for purposes of Visibility Distance, but adds his Morale Modifier as if he were a lieutenant for all adjacent units within his division. When he marches among the rank and file, the unit he is attached to does not benefit from his Morale Modifier, but he counts as one size smaller for purposes of Visibility Distance (if already Man Sized, his Visibility Distance is reduced to one hex). In abstract mass combat, he can choose to publicly declare any Heroic Foray he will undertake before all others decide, and if he does he adds his Morale Modifier as a lieutenant to two units in his division. Alternatively, he can choose to not add his Morale Modifier as a lieutenant to any units, which allows him to declare a Heroic Foray after all others have announced their own.
Iron Will
Minor Power (E, T, Ro) (An, R, Az): The scion's mind has mastered his body and can endure in all circumstances. He gains a +4 bonus to saves against enchantments and possession, and can work overtime or force march for one day without becoming fatigued, plus one additional day for each point of Constitution bonus.
Living Shadow
Minor Power (Ra) (Az): The scion’s shadow animates to serve him. This functions as a Shaman's Totem Animal, with base statistics as a Shadow from the Monstrous Manual. While it is away from him, he casts no shadow.
Major Power (Ra) (Az): The character can hide within his shadow, or wear it as a guise. With a turn of concentration, he can transform his shadow to cast tenebrosity or manipulate mien on himself.
Great Power (Ra) (Az): While his shadow is within 360', in lieu of an attack or cleave the character can step into darkness and invert places with his shadow, emerging wherever it is while projecting it forth into the Outer Darkness. It does not return until the next dusk.
Magic Absorption
Minor Power (T, Ro) (An, V): Magic sinks into the scion, and at times struggles to affect him at all. He gains magic resistance with a throw of 14+, increased by the CL of the spell.
Major Power (T, Ro) (An, V): The scion’s magic resistance improves to a base throw of 12+.
Great Power (T, Ro) (An, V): The scion’s magic resistance improves to a base throw of 10+.
Mantle of Fear
(Fear)
Minor Power (T, Ra) (Az): The scion projects fear with his blows. On an attack throw scoring an unmodified 20, the target struck must save vs Death or become frightened for 1 minute. If the blow killed its target, any of their companions with equal or lower HD within 30’ must check morale at the end of the round.
Major Power (T, Ra) (Az): The scion stands secure in his mantle of dread, becoming immune to fear.
Poison Sense
Minor Power (E, Ro, Ra) (R, Az): His senses attuned to the taint of poison, the scion can passively sense poisons and venoms within 1’ of himself on a 6+ throw, or a 2+ if he actively focuses. He can passively sense their presence within 10’ of him on an 18+ throw. He gains a +2 bonus to saves vs poison.
Regeneration
Minor Power (Ro) (An, Ba, R, Az): The scion heals more quickly than usual. He increases his BHR by one step for all purposes, plus one step per point of BLD bonus.
Major Power (Ro) (An, Ba, R, Az): The scion's body slowly knits back together. He heals 1 hp each turn. This automatically checks his condition one turn after being reduced to 0 hp or below for purposes of mortal wounds, but does not grant a bonus to the roll from healing. This power is unable to heal permanent wounds.
Great Power (Ro) (Ba): The scion is filled with the fire of the phoenix, and when slain will crumble to ash over the course of a turn. One month later, roll on the Tampering with Mortality table as if the character were being restored to life and limb, with no modifier for time of death. He counts as being in the temple of the spellcaster’s god if he died in fire. If the restoration is successful, the character will be reborn in a random fire within 24 miles of their place of death a number of additional days later equal to the days of bedrest that restoration would require.
Rider’s Bond
Minor Power (J) (R): The scion is a master equestrian. He always counts as a proficient rider, and gains a +4 bonus to Clamber attempts, a +1 bonus to reactions with rideable creatures, and the ability to take them as henchmen and treat them as trained.
Major Power (J) (R): The scion and his steed fight as one. The steed can use the scion's base attack throw if it is better, and can always make attacks (not limited to only on a charge).
Righteous Warding
(Protection from Evil)
Minor Power (E, Ro) (An, Ba, Br, M, R, V): Holiness serves as a shield to the scion, granting him a +2 bonus to AC and saving throws vs enchanted creatures.
Major Power (Ro) (An, Ba, Br, M, R, V): Enchanted creatures cannot even physically touch the warded scion unless the scion attacks them or casts a spell targeting them. If he does, they can touch him that day, but once dawn comes he will be protected again.
Seablessed
Minor Power (A) (M): The scion gains a swim speed equal to half her normal speed as the water itself propels her onward.
Major Power (A) (M): The scion can breathe underwater as if in air, equally at home in either.
Scoutcraft
Minor Power (T, J) (R): The scion has attained a mastery of screening his forces, and the land will bend itself to hide them. Any unit he personally leads may be ignored for purposes of force size and detection by reconnaissance rolls, or instead may be made to appear twice its size if his force is detected. If he makes it appear larger and must flee the battle, his foes will be cautious to avoid his "hidden reserve," so he always counts as having cavalry (in addition to any normal benefits to intimidation, morale, and the like from increased apparent size).
Major Power (T, J) (R): The scion's men pursue their foes with grace and precision, directed by his guiding will. All units in his division add the scion's level as a bonus to any pursuit throws, and never need to check loyalty to pursue even when leaving spoils of war behind.
Great Power (T) (R): The scion is a cunning and flexible reconnoiter, who excels in scouting and screening the enemy. Whenever the scion is commander of the scouting or screening units in an army, or its overall leader, the army treats any opposing army as if it were one row more proximate on the Results of Reconnaissance Rolls table. If the opposing army is already in the same 6-mile hex, then the army treats its degree of success as one column better instead. Any opposing army treats the scion’s army as if it were one row less proximate for reconnaissance results, or if already at maximum distance, as if its degree of success were one column worse.

Second Sight
(Detect Illusion)
Minor Power (E, T, R) (Ba, Br, M, R, V, Az): The scion's gaze pierces the veil to the unseen world. He can see invisible creatures normally. They are aware that he can see them, and he uses his BLD modifier in lieu of CHA for reactions with them. He additionally gains a +4 bonus to saves against illusions.
Major Power (E, T, R) (Ba, Br, M, R, V, Az): The scion can perceive illusions effortlessly, and break them upon his will. He automatically attempts to disbelieve any illusions he encounters (the Judge makes the roll in secret so the character is not aware when he has failed), and any illusion he successfully disbelieves is instantly dispelled.
Shadow Walk
(Shadow Form)
Minor Power (Ra) (Az): The scion moves softly in darkness and unwary eyes see him not. He can Hide as a thief of his class level. If he is already trained in Hiding, he gains +2 to the throw and can move 5’ per round while remaining hidden.
Major Power (Ra) (Az): The scion can cause himself to fade and become a two-dimensional shadow for an hour while out of direct sunlight or other bright light. As a shadow, the scion cannot attack, cast spells, speak, or use magic items or equipment. He has an AC of 11, a combat speed of 40’ per round, an encounter speed of 120’ per turn, and is immune to mundane damage. His movement makes no noise and he can slip below doors and through other small spaces where an unbroken two-dimensional plane extends.
Skinshifting
(Alter Appearance)
Minor Power (A, Ra) (Br, V, Az): Upon awakening, the scion’s appearance is malleable, and with a turn of effort the scion can subtly mold his own flesh and bone to take on a new humanoid appearance. He can control his new shape’s physical qualities (such as height, weight, gender, hair color, hair texture, and skin color) within the normal ranges for a humanoid of its kind. His equipment, if any, remains worn or held where possible, and otherwise melds into the new form. If used in conjunction with a successful Disguise proficiency throw, the scion can appear as a specific individual. These changes persist until he next sleeps, during which time his appearance will gradually revert to his native form.
Major Power (A, Ra) (Br, V, Az): The scion is an adroit master of changing his appearance. He counts as possessing one rank of Disguise proficiency for purposes of emulating other characters via Skinshifting, and may adopt a guise he has worn before without a throw.
Great Power (A, Ra) (Br, V, Az): His mastery of his own form allows the scion to refine his physical attributes to favor a specific task. He can give himself one rank of one of the following proficiencies each time he adopts a form by building in the noted adaptation: Climbing (claws), Eavesdropping (keen ears), Swimming (webbed fingers), or Tracking (keen scent).
Spearsinging
Minor Power (J) (R): Spears live in the scion’s hands and take on a life of their own. Any pole-hafted weapon he wields counts as magical, and he is proficient in its use. If he is already proficient in its use, the maximum number of cleaves he can make each round is increased by 1 while he is using it.
Major Power (J) (R): The scion's charge is an unstoppable surge of power and precision. He deals an extra die whenever he would deal impact damage, and in short bursts of up to his combat movement he takes no AC penalty from charging.
Stormseer
Minor Power (J, A) (M): The scion is in tune with the weather around him, and with a turn spent studying the skies can discern the precise weather within a radius of 1 mile per level over the next 24 hours. This automatically reveals the influence of magic upon the local weather, if any. With a daily throw of 18+, he can also predict the prevailing weather conditions over the next week.
Major Power (J, A) (M): The weather is as in tune with the scion as the scion is with the weather, and if the scion manages to predict it over the next week, he can also change it. By dedicating a day to attuning his soul and blood to the surrounding climate during a week whose weather he has predicted, the scion can cast summon weather to last for the remainder of that week that he has foreseen.
Supernatural Sense
(Enhanced Sense)
Minor Power (E, T, Ro, J, A, Ra) (An, Ba, Br, Ma, R, V, Az): The scion has an uncanny sense empowered by his bloodline.
Elion, Anduiras — The scion can discern the nature of things for good or ill, and gains Sensing Evil proficiency. If he already has or later gains this proficiency, he can use it as often as desired instead of only once per turn.
Therin — The scion can sense the flow of magic around him, and perceive those who draw upon it. He gains Sensing Power proficiency. If he already has or later gains this proficiency, he can use it as often as desired instead of only once per turn.
Rora — The land to which she is sworn whispers warnings to the scion. While within her realm, she gains +2 to surprise and +4 to Listening throws. Additionally, whenever a creature enters her private home (an area up to 100’ square feet per level squared), she will immediately become aware of the intrusion.
Jash, Reynir — The scion is attuned to the wilds and the hunt, and gains one rank of Tracking proficiency and a +1 bonus to surprise.
Aliya — The scion’s blood sings the songs of the sea about her, and she gains 60’ mechanoreception through water.
Raithen, Brenna, Azrai — The scion can rely on superior night-vision, keen hearing and smell, and echolocation to perceive his surroundings out to 30’ even in darkness, as Shadowy Senses. If he already has or later gains Shadowy Senses, he extends their range by 30’.
Basaia — A scion blessed with the vision of Basaia can see with the eyes of an eagle, reducing the range penalty with missile weapons to -1 at medium range and -2 at long range. In mass combat, she can spot enemy heroes at twice the normal visibility distance.
Masela — The scion’s vision penetrates the veil of mist and haze of rain, allowing him to see unimpeded by inclement weather (including magical fog, weather summoned by magic, or similar effects). Such conditions impose no penalty to his proficiency throws (though Tracking still takes a penalty based on the duration of rain since the tracks were made).
Vorynn — The scion’s observations are precise and careful, allowing him to intuit the future through probabilities. With a turn of meditation, he can cast divination once per day.
Major Power (E, T, J, Ra) (Ba, M, R, Az): The scion’s senses improve further.
Elion, Basaia — The scion’s gaze carries a brilliant light, his head wreathed in a halo like the sun itself. He radiates perpetual illumination as the spell.
Therin, Masela — The wind carries the words of others so the scion can hear their true name and what is said of them whenever it is spoken within 3 miles of the scion, and may carry other useful warnings granting him a +1 bonus to avoid surprise.
Jash, Reynir — The scion’s vision penetrates the veil of mist and haze of rain, allowing him to see unimpeded by inclement weather (including magical fog, weather summoned by magic, or similar effects). Such conditions impose no penalty to his proficiency throws (though Tracking still takes a penalty based on the duration of rain since the tracks were made).
Raithen, Azrai — Under the blessings of darkness, shadows become windows through which the scion can glimpse their surroundings. The scion may spend a turn focused upon a patch of darkness and make a Listening throw to attempt to gaze through it as clairvoyancy.
Touch of Decay
Minor Power (Ra) (Az): The scion’s touch destroys inanimate objects. By gathering his will and touching an inanimate object, he can instantly wither it beneath wear and time to utterly destroy up to one 10’ cube. Attended objects may save vs Death to resist this effect.
Truthseer
(combines Character Reading and Detect Lie)
Minor Power (E, Ro, Ra) (Ba, Br, V): The scion's gaze pierces to the heart of things and perceives their intentions. The scion always knows the exact reaction result (Hostile, Unfriendly, etc.) of creatures he interacts with, even if the creatures attempt to lie or conceal their reactions. Creatures with a Charisma greater than the scions Blood are immune to this power (and the scion will know they are immune). This does not directly reveal a creature’s alignment or the truth of their statements, though such information may be inferred.
Wayfinding
(combines Direction Sense and Travel)
Minor Power (T, R, J, A, Ra) (Ba, Br, M, R, V): The scion has an intuitive sense of direction within a certain domain. While traveling within his favored sphere, he gains a +2 bonus to Navigation rolls and his entire group gains a +3 bonus to Wilderness Evasion throws.
Therin — travel to a known military target.
Rora — travel home.
Jash, Basaia — travel in open terrain while the sun is clearly visible.
Aliya, Masela — travel by water.
Raithen, Brenna — travel along roads or within settled areas.
Reynir — travel in outlands.
Vorynn — travel by moonlight.
Major Power (T, R, J, A, Ra) (Ba, Br, M, R, V): Within his favored sphere, paths and ways bend themselves to the scion’s aid. Any expedition or unit he is personally attached to as a commander improves its base expedition movement speed by 6 miles per day within that sphere, and he always counts as more familiar with the terrain for purposes of reconnaissance rolls.
Great Power (T, R, J, A, Ra) (Ba, Br, M, V): With a turn of preparation, the scion can instantaneously skim across the edge of the Mirror to reach another destination within 100 miles. Each derivation has specific requirements to do so, but none can carry passengers. Once used, such powers cannot be used again for one week. Attempted travel to a site that does not qualify (such as a scion of Basaia attempting to travel to an unlit flame) leaves the scion lost, as the spell teleportation.
Therin — travel from one fortress (sufficient value to secure the surrounding hex) to another, arriving in the largest room thereof.
Rora — travel from an outdoor area to the scion’s home.
Jash, Basaia — travel from one human-sized or larger fire to another such fire.
Aliya, Masela — travel from one body of water to another connected body of water.
Raithen, Brenna — travel from a road to any other place on the same road.
Vorynn — travel from anywhere in clear moonlight to anywhere else in clear moonlight, at the precise moment of moonrise or moonset.
Wyrdward
Minor Power (T) (Ba, V): The scion flows smoothly in the grip of magic, blows sliding aside from him. While casting spells, he gains a +1 bonus to AC. At 7th level, this improves to a +2 bonus, and at 13th level to a +3.
Parting Remarks
I’m quite happy with how they’re shaping up, so let me know what you think in the comments! As I noted before, it’s a work in progress that will soon be entering playtesting, so I’m sure the final versions will have some adjustments here and there and I’ll be looking to add a few more powers as well. Once the full list of powers is stable, I’ll release the tables with powers sorted by derivation for each rolling. Merry Christmas!


It appears you removed the concept of blood theft in place of linear progression for bloodlines based on character level. Did you keep the option for a wandering scion with no regency but bonus hp?
This is so fucking awesome!