Tryll - Redemption Blood Clans 
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     The Torash'kor are those individuals descended directly from the humans who existed before the Sundering. More accurately, they are those humans descended from Lines of Power; human families (known as Blood Clans) with extraordinary skills.
     Each Blood Clan works independently, and is in direct competition with members of the other Clans. The Clans work in secret, however, and are rarely openly involved in religious or secular politics.
     Each Blood Clan has differing strengths and weaknesses, as detailed below. If a Player wishes for his character to become one of the Torash'kor, he must first roll his character in the normal way. Only full humans may belong to a Blood Clan. ick
     In order to "buy" his way into a Blood Clan, the Player must willing adopt an experience point penalty for the character. This penalty is a minimum of 25%, and gives the character 2d6 Blood Skill Points (BSPs), which are used on the skills table. Every additional 5% experience point penalty accepted will give the character an additional 1d6 BSPs (to a maximum of 5d6, and -40% from experience).

Choosing the Blood Clan

Table 1. Families
Family
Description
Teyvas
Members of this Blood Clan are known as "Blood-wolves". They are often physically powerful, and favor melee and carnage over debate. Members of this Clan tend to have black hair and green eyes.
Koritha'non
Koritha'non Blood Clan members are lithe and athletic, thus earning the name "Blood-lions". They make excellent thieves, and prefer cunning and subterfuge to open battle. There is a strong tendency towards blond hair and blue eyes in this family.
Vreycahn
The Vreycahn and known for their incredible vitality and stalwart health. They have earned the name "Blood-bears". Members of this Clan often have brown hair and eyes.
Plith'ak
Members of the Plith'ak Blood Clan are highly intelligent, and are often sages and scholars. They have earned the name "Blood-hawks". These family members tend to have brown hair and green eyes.
Bolad
These family members are renowned for their wisdom and common sense, and have, logically, earned the name "Blood-owls". Members of this Blood Clan are fairly easy to spot, because of their distinctive white hair and black eyes.
Shestrella
The Shestrella family members are charismatic and friendly. Unlike the other families, members of this Blood Clan can and often do enter into politics, both religious and secular. Members of this family have earned the name "Blood-Snakes". They tend to be red-headed, and have green eyes.

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     Once a Player has made his character one of the Torash'kor, he must choose his Blood Clan. Note, there are no alignment restrictions given for the Blood Clans; various alignments can be found within each family. Only one thing holds true; all members of the Blood Clan will place the welfare of the Clan over any other consideration; even their own lives.
     There are six Blood Clans: Teyvas, Koritha'non, Vreycahn, Plith'ak, Bolad, and Shestrella. Each Blood Clan has power that extends into various regions. A description of each Blood Clan appears in Table 1, above.
     Each family line has specific areas of power. The character may pick and chose his powers, as well as the level of strength of each power. The player may continue to chose abilities, as long as he has enough points left to purchase those abilities.

Powers of the Blood Clans

     The Teyvas family are shrewd hunters and trackers. They, more so than any other Blood Clan, know how to take advantage of their family lines. When you quarrel with one Teyvas, you quarrel with them all.

Table 2. Teyvas (Blood-wolves)
Ancestral Power
Lesser Skill
Greater Skill
Superior Skill
4
6
10
Blood Wrath
3
6
na
Blood Skill
4
6
na
Death Touch
4
6
12
Direction Sense
1
na
na
Elemental Control (Earth)
5
8
na
Family Strength
4
8
12
Healing
5
9
na
Longevity
6
10
20
Poison Sense
2
5
na
Relocation
6
8
na
Shapeshift
6
8
na

     The Koritha'non family are fiercely loyal, but tend to be more individualistic. They are often found working as bounty hunters or assassins. Koritha'non often pursue their goals behind the scenes, manipulating their opponents, rather than facing them directly.

Table 3. Koritha'non (Blood-lions)
Ancestral Power
Lesser Skill
Greater Skill
Superior Skill
Alertness
4
6
10
Blood Skill
4
6
na
Death Touch
4
6
12
Direction Sense
1
na
na
Elemental Control (Air)
5
8
na
Family Strength
4
8
12
Insane Fury
4
8
na
Longevity
6
10
20
Lucky
8
10
na
Shapeshift
6
8
na

     Vreycahn are definitely loners, and usually get together only to raise a family. They are intensely protective of their young, and will hunt to the death anyone who harms their children.

Table 4. Vreycahn (Blood-bears)
Ancestral Power
Lesser Skill
Greater Skill
Superior Skill
Blood Skill
4
6
na
Blood Wrath
3
6
na
Death Touch
4
6
12
Direction Sense
1
na
na
Elemental Control (Earth)
5
8
na
Family Strength
4
8
12
Healing
5
9
na
Insane Fury
4
8
na
Invulnerability
8
15
na
Longevity
6
10
20
Poison Sense
2
5
na
Regeneration
10
16
22
Shapeshift
6
8
na

     The Plith'ak are a strange lot, and most find dealing with them to be quite an unnerving experience. Members of the Plith'ak family prize knowledge and analytical thought over all, and tend to be emotionless and calm. This can be disconcerting, especially in highly emotional situations.

Table 5. Plith'ak (Blood-hawks)
Ancestral Power
Lesser Skill
Greater Skill
Superior Skill
Alertness
4
6
10
Blood Skill
4
6
na
Detect Illusion
2
5
na
Direction Sense
1
na
na
Elemental Control (Water)
5
8
na
Family Strength
4
8
12
Intensity
2
5
na
Longevity
6
10
20
Magic Resistance
8
10
na
Relocation
6
8
na
Shapeshift
6
8
na
Steel Mind
3
8
18

     Like the Plith'ak, the Bolad family tend to honor intelligence and thought. Unlike the Blood-hawks, the Blood-owls believe that true wisdom comes not at the expense of emotion, but only through the thorough exploration of emotion.

Table 6. Bolad (Blood-owls)
Ancestral Power
Lesser Skill
Greater Skill
Superior Skill
Blood Skill
4
6
na
Detect Illusion
2
5
na
Direction Sense
1
na
na
Elemental Control (Water)
5
8
na
Family Strength
4
8
12
Intensity
2
5
na
Longevity
6
10
20
Magic Resistance
8
10
na
Poison Sense
2
5
na
Relocation
6
8
na
Shapeshift
6
8
na
Steel Mind
3
8
18

     The Shestrella are the most ruthless and single-minded of all the Blood Clans. They pursue their goals without thought or care for consequence or result. They believe that the suffering of others is unimportant, as long as that suffering furthers the goals of the Shestrella clan.

Table 7. Shestrella (Blood-snakes)
Ancestral Power
Lesser Skill
Greater Skill
Superior Skill
Alertness
4
6
10
Blood Skill
4
6
na
Detect Illusion
2
5
na
Direction Sense
1
na
na
Elemental Control (Earth)
5
8
na
Family Strength
4
8
12
Healing
5
9
na
Invulnerability
8
15
na
Longevity
6
10
20
Lucky
8
10
na
Poison Sense
2
5
na
Shapeshift
6
8
na

     When the character has insufficient skill points to purchase abilities, he is finished with this section. Left over skill points may or may not become "luck points" (see the section entitled Luck Points).

Abilities Explained

Alertness (Lesser 4, Greater 6, Superior 10):    If purchased in it's lesser form, this ability allows the character to add a +3 bonus to his Perception score. Furthermore, he is harder to surprise, and can now only be surprised on a roll of 1-2 on 1d10.
     If taken in the greater form, this ability adds a +4 bonus to the character's Perception score. He is now very difficult to surprise, and can only be surprised on a roll of 1 on a 1d10.
     If taken in Superior form, the character adds +5 to his Perception score. He has a preternatural awareness of his surroundings. He can only be surprised on a roll of 1 on 1d12. He receives a Perception check if made the target of a backstab attempt.
     The character is very difficult to hit in battle, and seemingly knows where an attack will land before it is made. To simulate this, the character adds a +2 bonus to his AC, and has a +2 bonus to saving throws vs. any targeted attack form (dragon's breath, ray spells, etc.).

Blood Wrath (Lesser 3, Greater 6):    This ability gives the character the power to place a blood-mark on a target. To do so, the character must sacrifice an amount of his own blood (1d6 hps for lesser Blood Wrath). This hit point loss is permanent, until the mark is dispelled (the character can dispel the mark at will, at any range). The character may then inscribe a mark in blood on his victim's forehead. He need not touch the victim to do this, but must be within 10 yards. The victim can feel this process (like a phantom finger on his forehead), and will know who is responsible.
     This mark is visible to any other member of the character's Blood Clan, but invisible to other characters (spells such as detect invisibility will reveal the mark, but not what it is, while true seeing will reveal the mark for exactly what it is). Any member of the character's Blood Clan who sees the mark will seek to hunt down and kill that character. The blood-mark will remain in existence for 1 week per level of the character who inscribed it.
     If purchased in it's greater form, the character may make a lesser blood-mark, or a greater blood-mark, sacrificing d6+6 of his own hps to power the mark. This hit point loss is permanent, until the mark is dispelled (the character can dispel the mark at will, at any range). The greater blood-mark works as a lesser blood-mark, but causes it's victim to roll a save vs. spells every 12 hours, or suffer 1d6 hps of damage.
     A successful dispel magic (cast against the level of the maker of the blood-mark) will remove the blood wrath. Remove curse may also work, providing the caster is at least 5 levels higher than the creator of the blood-mark. Anti-magic shell will negate the blood-mark while in effect, but the blood-mark will come back into existence once the character leaves the protection of the spell.
     Note, a character may make a save vs. spells to avoid being marked. If successful, the Blood Clan character still sacrifices the listed hit points.

Blood Skill (Lesser 4, Greater 6):    This ability gives the character a special skill, passed down from family member to family member. The skills vary, depending on whether this ability is taken in it's greater or lesser form. If taken in it's greater form, the character also automatically gains the lesser form.

Table 8. Family Blood Skills
Family
Lesser
Greater
Teyvas
Resist cold: The character is immune to normal cold, but suffers normal damage against magical cold. Resist cold: Character can resist cold (both magical and normal). He takes no damage from regular cold, and can absorb 1 hp of magical cold damage per level, per day.
Koritha'non
Infravision: The character has infravision out to 60 feet Clawed attack. The character can grow claws (like a lion's) from his fingers. These claws do 1d6 hps of damage each (plus applicable Strength bonuses). The claws can be grown once per day, for 1 round per level.
Vreycahn
Healing trance: The character can enter a deep, healing sleep, once a day. The sleep must last a minimum of one hour and, when over, the character will be healed of 1d10 hit points, plus an extra one hit point per level. Advanced resistance: The character gains a +4 bonus to all saving throws vs. poison.
Plith'ak
Feather fall: the character gains an innate feather fall ability, useable twice per day. The duration is 1 round per level. Fly: The character can fly once per day, for 1 turn per level.
Bolad
Silence: The character gains a 10% chance to move silently (or adds 10% to his move silently roll if a thief). Personal Silence: The character gains the ability to magically silence himself for 1 turn, 3 times per day. Note, spells with verbal components may not be cast while this ability is in operation.
Shestrella
Poioson Touch: Once per day, the character can exude a weak poison (10/5, contact, onset 1d4 combat rounds) from the palms of his hands. The poison may be used as a touch attack, or to coat the blade of a weapon. Either way, it is good for one attack. The potion remains effective for 1 hour. Poisonous Aura: Once per day, the character can create poisonous fog around his body. All who approach within 10 feet are affected as per poison touch. The fog remains in existence for 2 rounds for every 3 levels of the character.

Death Touch (Lesser 4, Greater 6, Superior 12):    This ability allows the character to drain hit points from his target by touch. The ability can be used as a part of a physical attack (i.e. punch), but the character must touch his victim with bare flesh (gloves will block the power).
     In it's lesser form, the character can cause 1d6 hps of damage per touch. In it's greater form, this ability is increased to 1d6 + 1 hp per level. In the superior form, the character's ability works similar to the vampiric touch spell, and the character heals half the hit points of damage (but cannot surpass his normal healthy total).

Detect Illusion (Lesser 2, Greater 5):    When taken in it's lesser form, this ability allows the character to cast detect illusion once a day for every four levels (duration 1 turn).
     In it's greater form, the ability also allows the character a chance to make a Wisdom check (at half value) to determine when the possibility of illusion exists. For example, the character approaches an illusionary bridge. The character is about to step on the bridge, and the DM rolls a secret Wisdom check at half. The attempt rolls, so he warns the player "Something about the bridge seems odd".

Direction Sense (Lesser 1):    The character is always knows which way lies true north.

Elemental Control (Lesser 5, Greater 8):    In it's lesser form, the character is slightly immune to damage from one type of element (earth, air, fire or water). He subtracts one hp of damage from every die of damage from that element. This extends even to the physical attacks of elementals.
     In it's greater form, the character receives the benefits of the lesser form, plus has a chance to banish any elemental he encounters (the elemental must be of the type chosen in the lesser ability). He has a 1% chance per level of banishing such elementals back to their home plane.

Family Strength (Lesser 4, Greater 6, Superior 12):    Family strength gives the character a bonus to a specific attribute, depending on family line and skill strength selected (i.e., lesser or greater). In the lesser and greater forms, these bonuses cannot exceed the character's racial maximum. In the superior form, they can do so.
     Bonuses gained from the lesser and greater forms of this ability do not "stack"; that is to say, a character cannot take both abilities to gain a +3 bonus to a statistic. If a character with the lesser form of the ability later purchases the greater, he receives an additional +1 bonus to the ability in question, not the full +2.

Table 9. Family Strengths
Family
Lesser
Greater
Teyvas
+1 to Strength
+2 to Strength
Koritha'non
+1 to Dexterity
+2 to Dexterity
Vreycahn
+1 to Constitution
+2 to Constitution
Plith'ak
+1 to Intelligence
+2 to Intelligence
Bolad
+1 to Wisdom
+2 to Wisdom
Shestrella
+1 to Charisma
+2 to Charisma

Healing (Lesser 5, Greater 9):    The character can, once per day, heal himself of damage. In the lesser form, the character enters a deep meditative trance. He may remain in that trance for 1 turn per level he has achieved, and heals 1d4 hps of damage per turn.
     In the greater form, the character heals 1d6+1 hps of damage per turn.

Insane Fury (Lesser 4, Greater 8):    The lesser version of this ability allows the character to enter a berserker-type rage at will. While berserk, the character gains +2 to hit and damage, and suffers -2 to AC. The rage lasts for 1 turn, then ends. The character may (10% chance) turn and attack friends and allies if all enemies are slain while berserkergang is still in effect. After the fury ends, the character is exhausted, and suffers a -4 penalty to THACO, damage and AC for 1 hour.
     In it's greater form, Insane Fury is exactly like the lesser version, only it lasts for 1 turn +1 round per level. Also, the character may make a Wisdom check any round to attempt to end the fury early.

Intensity (Lesser 2, Greater 5):    This ability, when taken in it's lesser form, allows the character a +2 bonus against all mind affecting spells and illusions.
     In it's greater form, the character gains the above bonuses, and an additional skill, useful to spellcasters. If struck while casting, the character may roll a Wisdom check. If successful, the character takes double the attack damage, but does not lose concentration, and may continue spellcasting.

Invulnerability (Lesser 8, Greater 15):    In it's lesser form, the character is tougher than most. He subtracts one hp of damage per die from physical attacks (minimum of 1 hp of damage per die).
     In it's greater form, the character is immune to non-magical weapons, and subtracts one hp of damage per die from physical attacks (minimum of 1 hp of damage per die) from weapons of +1 or better enchantment (or creatures with 4 or more hit dice).

Longevity (Lesser 6, Greater 10, Superior 20):    In it's lesser form, the longevity ability ands 2d20 years to the character's life span (delaying both the middle aged and venerable categories). In the greater form, the character's natural life span is doubled.
     In the superior form, the character is effectively immortal, and will never die of natural causes (however, the character is not immune to disease, and may succumb to illness).

Magic Resistance (Lesser 8, Greater 10):    In lesser form, the character has 1% magic resistance for every 2 levels he possesses (round down). In greater form, the bonus increases to 1% per level.

Poison Sense (Lesser 2, Greater 5):    In it's lesser form, the character is allowed a Perception check if about to eat or drink any poisoned substance. In it's greater form, the character is allowed a Perception check if he comes within 10 feet of any poisoned item (such as poisoned wine, or if the blade of a weapon is poisoned).

Regeneration (Lesser 10, Greater 16, Superior 22):    In the lesser form of this ability, the character regenerates 1 hp per hour. In it's greater form, the character can regenerate 1 hp per turn. He also gains the ability to regenerate lost limbs.
     In the superior form, the character regenerates 1 hp per round. He may regenerate any lost limb in only 1d6 days, and can regenerate lost organs in 1d4 weeks.

Relocation (Lesser 6, Greater 8):    In lesser form, the character may cast dimension door once per day for every five levels he possesses. In greater form, the character may cast either dimension door or teleport once a day for every five levels he possesses.

Shapeshift (Lesser 6, Greater 8):    This ability, in it's lesser form, gives the character the ability to change shape, as per the second level mage's spell, alter self, except that the character may only change his own shape; this ability does not affect clothing or items. The ability may be used once per day for every 5 levels the character possesses, for 1 turn per level.
     In it's Greater form, this ability mimics the mage spell polymorph self, with the limitations and durations listed above. The character may only change to the animal form listed for his family. While in that form, the character keeps his hit points, THAC0 and saving throws, but uses the damage and movement forms of the animal form.
     The combat values of each family animal are listed below. When in animal form, the character looks like a normal animal for the type, except for his eyes, which glow a bright, blood red.
     Characters may, at the DM's discretion, benefit from the magical protections given by rings of protection while in animal form, but do not keep bonuses due to armor, shields, or magic armor pluses.
     While in animal form, the characters are still considered to have the same attributes (thus, a character with 18/00 Strength would, while in wolf form, bite for 1d4+1+6 hps of damage).

Teyvas (Blood-wolf form):     AL Varies; AC 7; MV 18; HD Varies; HP Varies; THACO Varies; # AT 1; DMG 1d4+1; SA Nil; SD Excellent sense of smell, tracking has +6 bonus if tracking by scent.

Koritha'non (Blood-lion form)::     AL Varies; AC 5; MV 12; HD Varies; HP Varies; THACO Varies; # AT 3; DMG 1d3/1d3/1d6; SA May roll an attack with the rear claws hit if both front claws hit, for 1d6+1 hps damage; SD surprised only on a roll of 1 on 1d12.

Vreycahn (Blood-bear form - Cave bear):     AL Varies; AC 6; MV 12; HD Varies; HP Varies; THACO Varies; # AT 3; DMG 1d8/1d8/1d12; SA if paw scores a hit on 18 or better, hugs for 1d8 hps of damage per round (BB/LG to break hold); SD Nil.

Plith'ak (Blood-hawk form):     AL Varies; AC 6; MV 1, Fly 33 (B); HD Varies; HP Varies; THACO Varies; # AT 3; DMG 1d2/1d2/1; SA diving attack, each claw at +2, if hit score double damage (no beak attack possible that round); SD nil.

Bolad (Blood-owl form):     AL Varies; AC 5; MV 1, Fly 27 (D); HD Varies; HP Varies; THACO Varies; # AT 3; DMG 1d2/1d2/1; SA diving attack, each claw at +2, if hit score double damage (no beak attack possible that round), cannot be surprised if dusk or dark (-3 penalty to surprise in daylight); SD 120' infravision, quadruple normal hearing.

Shestrella (Blood-snake form - Boa Constrictor):     AL Varies; AC 5; MV 9; HD Varies; HP Varies; THACO Varies; # AT 2; DMG 1d4/2d4; SA Constriction (damage is automatic each round - requires at least 60 points of Strength to free victim (victim's Strength is considered); SD attacks against snake while constricting victim have a 20% chance per round of hitting the victim.

Steel Mind (Lesser 3, Greater 5, Superior 18):    This ability, in lesser form, allows the character a +3 bonus to all saving throws vs. mind affecting spells. In greater form, the bonus is increased to +5, and actually gains 5% magic resistance against mind affecting spells and illusions.
     In the Superior form, the character is considered to be protected by a mind blank spell at all times.

Luck Points

     When a character is done rolling, he may have a number BSPs left over. These BSPs then become luck points. If the player wishes, he may re-roll any failed or undesirable die roll, sacrificing a luck point. Luck points used in this fashion disappear forever.
     If the Player Character wishes, he may store left over skill points. If this is the case, they do not enter the luck point pool. The player must SPECIFICALLY state that this is the case! These points are stored, and can be added to any Blood skill points gained later in the game.

Ancestral Weapons

     These are rare and powerful weapons, handed down from generation to generation among the Blood Clans. These items gain their magic from their owners, and increase in power as that person increases in levels. The table below shows the power of an ancestral weapon.

Table 10. Ancestral Weapon Power
Character Level
Weapon Strength
1-5
nil
6-10
+1
11-14
+2
15-16
+3
17-19
+4
20+
+5

     If a character should ever be separated from his ancestral weapon for more than 1 week, he will immediately lose 1d4 levels of experience. If the ancestral weapon is destroyed, he must pass a system shock roll, or die. Success means the character loses half of his experience, immediately.
     Ancestral weapons are always used in ritual combat with members of opposing Blood clans. If used to deliver the killing blow, extra power can be absorbed from the vanquished foe (see the next section for details).
     The ancestral weapon can be of any type, and is chosen by the Player when his character is created. This weapon is magical only in the hands of it's owner, or any of his descendants. In the hands of anyone else, it is non-magical.
     There is a powerful and mystical link between a character and his ancestral weapon. This link, however, is bi-directional. If a mage or cleric recognizes an ancestral weapon for what it is (Intelligence or Wisdom check at half), he may cast certain magics on the blade, which will affect the Blood Clan member. Of course, the destruction of the weapon will always have a chance of killing the Blood Clan member. The following is a list of known spell which can affect the Blood Clan member through his ancestral weapon.

Blindness (W 2) Charm Monster (W 4) Charm Person (W 1)
Charm Prsn/Mam. (P 2) Clairvoyance (W 3) Clairaudience (W 3)
Command (P 5) Confusion (P 7) Enervation (W 4)
Fear (W 4) Feeblemind (W 5) Know Alignment (P 2)
Know Algnmnt (W 2) Locate Creature (W 4) Message (W 1)
Magic Mouth (W 2) Project Image * (W 6) Suggestion (W 3)

* No spellcasting is possible through the image. However, the image can be made to appear to be casting spells that can pass through the ancestral weapon.

     It is important to note that an ancestral weapon is a very important part of a Blood Clan member's life. The weapon is important to him; almost as important as his own life. Just owning it is an honour and a privilege, one which the character will feel compelled to prove he is worthy of. A Blood Clan member would not consider using another weapon, unless the ancestral weapon is obviously useless in a given situation (the enemy cannot be reached for melee, or cannot be hit by the ancestral weapon's current plus, for instance).
     Blood Clans have a fantastic network of spies, and will often scry members of their own Clan. Every time a character uses a weapon other than his ancestral weapon, in a situation in which the ancestral weapon could have been used, there is a chance a member of his clan will learn about it. The DM should roll a 5% chance each time this occurs.
     Should the Blood Clan learn that a member was shunning his ancestral weapon in favour of another, that character will be disgraced. At the very least, his ancestral weapon will be confiscated, and the character treated with disrespect and disdain. The character will have a long road ahead of him, proving himself once again worthy of his ancestral weapon.
     It must be stressed, however, that there is no shame in using another weapon in a situation in which the ancestral weapon is powerless. If the ancestral weapon was a long sword, and the enemy was high atop a tower, the character could not reasonably be expected to close for melee. Therefore, there would be no shame in the character using his bow. Also, if the character had a +2 ancestral weapon, and was fighting an iron golem, there would be no dishonour in using a +4 dagger in this situation.
     However, using a vorpal sword over the ancestral weapon, simply because the character feared the enemy, is not acceptable. As long as the ancestral weapon is usable in a situation, the character is expected to use it; indeed, he is expected to want to use it.

Blood Points and Ancestral Weapons

     A character may use his own BSPs to enchant his ancestral weapon. By sacrificing BSPs, infusing them into the weapon, the character can add special abilities and powers. This process is exhaustive, however, and the character needs an uninterrupted period of time in which to attempt it. If he is interrupted for more than an hour during the enchantment process, the attempt fails (although no BSPs are expended).
     The following chart lists the more common powers than an ancestral weapon can accept. Other powers are possible, at the DM's discretion. Certain powers can be added to the weapon at any time. Others abilities are more substantial, and cannot be attempted until the character has reached a particular level.
     Should the character die, all powers the ancestral weapon possesses are lost. However, is he is raised or resurrected, these powers will return. A Blood Clan member who dies, and is reincarnated as anything other than human will not be able to use his ancestral weapon.

"Stacking" Abilities

     A character may wish to put certain abilities into a weapon more than once. This is possible (for certain abilities), but at an increased cost. Every time an enchantment is added again, the base BSP cost and enchantment time for that enchantment is doubled.
     For example, if a character wanted his weapon to be able to cast heal twice per day. The first time this ability is added to the weapon, the cost is 10 BSPs, and it takes 5 weeks to accomplish. The second time it is added, the cost would be 20 BSPs, and it would take 10 weeks to accomplish. The following table lists abilities that may be stacked.
Flying Healing
Levitation Teleportation

Ancestral Weapons: All
Power BSPs Required Time to Enchant Minimum Level
Call Weapon 5 4 weeks 1
Find Weapon 5 4 weeks 1
Flying 5 3 weeks 1
Healing 10 5 weeks 9
Increased bonus vs. magic using and enchanted creatures 5 2 weeks 1
Increased bonus vs. regenerating creatures 5 2 weeks 1
Levitation 4 2 weeks 1
Teleportation 10 5 weeks 9

Ancestral Weapons: Missile
Power BSPs Required Time to Enchant Minimum Level
Distance 5 2 weeks 3
Homing 10 1 month 7
Hurling 9 3 weeks 4
Throwing 4 1 week 1

Ancestral Weapons: Melee
Power BSPs Required Time to Enchant Minimum Level
Defender 6 3 weeks 5
Disruption 12 4 months 10
Giant Slayer 6 3 weeks 6
Increased Damage 10 5 weeks 5
Sharpness 20 10 weeks 13
Speed 15 8 weeks 10
Transformation 7 4 weeks 2
Vorpal 25 13 weeks 15
Wounding 15 8 weeks 10

Powers Explained

Call Weapon: With this enchantment, the Blood Clan member is capable of calling the weapon to his hand. The weapon must be within 10 feet per level of the character, and will levitate to the character's hand after 1d4 combat rounds of concentration.

Defender: This ability allows the wielder to split the weapon's base pluses to hit between attack and defense, as would a sword, defender.

Disruption: (Blunt weapons only). As per a mace of disruption (including penalties for evil creatures who touch the weapon). This ability may not be used in conjunction with the increased damage ability.

Distance: (Bows and crossbows only). The distance range for this weapon is doubled in all categories.

Find Weapon: The character can detect the general location of his ancestral weapon (within 100 yards). The range of this ability is 1 mile per level of the character. For every five levels of the character, the general location is narrowed down by ten yards.

Flying: Enables the Blood Clan member to fly at a movement rate of 18 for one hour per day.

Giant Slayer: (Medium sized or larger swords only). This ability allows the weapon to do double damage to any giant or giant-kin (but not ogres, ogre-magi, trolls or ettins).

Healing: Allows the weapon to heal the Blood Clan member (and no one else) once per day.

Homing: (Bows and crossbows only). This power creates a "homing" ability in the bow or crossbow in question. For each missile fired from this weapon which hits it's target, the following missiles will have a +1 bonus to hit (up to a maximum of +5). Any arrow fired from this bow at a different target while the first target is still in range has a 10% chance per missile which struck the original target of changing its flight path to strike the original target.

Hurling: The missile weapon (axes, hammers and daggers only) can be thrown up to 180' away, automatically returning to the thrower's hand (regardless of whether it hits or misses). The base damage of the weapon is doubled when used in this manner (i.e. a hand axe +3 would do 2d6+3 hps of damage). This ability cannot be used in conjunction with the throwing ability.

Increased bonus vs. magic using and enchanted creatures: This increases the weapons normal bonus to hit by one, but only against magic using or enchanted creatures (mages, clerics, monsters than can cast spells, and conjured, created, or summoned creatures). This ability cannot be used in conjunction with the increased bonus vs. regenerating creatures ability.

Increased bonus vs. regenerating creatures: This increases the weapons normal bonus to hit by one, but only against regenerating creatures (even if the creature regenerates through the use of a magical device). This ability cannot be used in conjunction with the increased bonus vs. magic using and enchanted creatures ability.

Increased Damage: This ability covers the weapons with spikes, serrated edges, or jagged protrusions (as appropriate). The ability causes the weapon to do extra damage, basically moving it up one category on die rolls.

     For instance, a short sword with this power would do 1d8/1d10 hps of damage, as opposed to the normal 1d6/1d8. A two-handed sword would deliver 1d12/3d8 hps of damage, as opposed to 1d10/3d6. This ability may not be used in conjunction with the disruption or speed abilities.

Levitation: The weapon can levitate it's owner 3 times per day, for 1 turn at a time, at 6th level spell use.

Sharpness: (Swords only). This ability gives the weapon the same power as a sword of sharpness.

Speed: As per a scimitar of speed. This ability may not be used in conjunction with increased damage.

Teleportation: The weapon can teleport its wielder, once per day. The wielder can take other items or creatures with him, up to 600 pounds. The wielder must be touching, or touched by, all he wishes to take with him.

Throwing: The missile weapon (axe, dart, dagger, hammer, javelins, spears and tridents only) can be thrown up to 180' with no penalty to attack or damage rolls. However, the weapon does not automatically return. This ability cannot be used in conjunction with the hurling ability.

Transformation: With this ability, the Blood Clan member can cause his weapon to change from one form to another. The second form must be chosen when the ability is first taken, and cannot be altered. The second form must also be a melee weapon. The weapon keeps all special abilities when in the new form, unless such an ability would obviously be useless in the present form.

     Transformation from one form to another takes one melee round, and can be done as often as the character wishes.

Vorpal: (Swords only). This ability gives the weapon the powers of a vorpal sword.

Wounding: (Edged or piercing weapons only). This ability gives the weapon the same power as a sword of wounding.

Ancestral Weapon Intelligence

     Each time a special ability is added to the ancestral weapon, there is a chance that the weapon becomes intelligent. There is a 1% cumulative chance per BSP transferred to the weapon that this will occur. For example, assume a character added the fly ability to his ancestral sword. The DM would then roll 1d100; any result of 5% or less indicates that the sword has become intelligent.
     Continuing the above example, we'll assume that the sword did not gain sapience. Three months later, the character decides to add the fly ability to his sword a second time. As the second use of this ability requires double the price (see the section entitled "Stacking Abilities"), this means that the chance of the weapon gaining intelligence this time is now 15% (the chances are cumulative, so we add the 5% from the first attempt to the 10% from the current enchantment). It is obvious that, if the character adds enough enchantments, the weapon will inevitably become intelligent.
     Should this occur, the spirit of a departed Blood Clan member will inhabit the weapon. Such spirits are usually glad of the chance to once again be involved with the clan, and will appreciate such a chance. The spirit will always be of the same alignment as the character.
     This does not guarantee, however, that the weapon will always agree with the character. In instances where the weapon and the character may wish to contest each other for dominance, it is important to know the Intelligence and ego of the ancestral weapon.
     Ancestral weapons will have an Intelligence score of 10+1d10. It will speak 3 languages, plus 1 language for ever 2 points above an Intelligence of 10 (round down). The languages should be chosen by the DM, but will always include common and the Clan tongue (a language spoken by all the Blood Clans). The weapon's Ego will have to be calculated, based on the number of abilities and powers the weapon possesses, as per Table 119 in the Dungeon Master's Guide. This table has been adapted, and reproduced here.

Weapon Ego
Attribute of Weapon Ego Points
Each plus of the weapon 1
Each special ability 2
Special Purpose 5
Each language spoken 1

     All intelligent ancestral weapons are considered to have a primary special purpose (the maintenance and advancement of the Blood Clan). As such, when calculating the weapon's ego (see below), the special purpose power is always in effect. However, a weapon may (at the DM's discretion) have a secondary special purpose. This is usually some form of vendetta against a member of another Blood Clan, or a regular human or demi-human. However, it may take a different form (righting a wrong the spirit committed in life, helping another character or creature, etc., at the DM's discretion). If this is true, the DM should apply the special purpose attribute twice when calculating the weapon's ego.
     Immediately upon gaining intelligence, the ancestral weapon will gain 2d6 BSPs. These BSPs belong to the weapon, not the character. The weapon is free to apply these abilities as it sees fit. Unless the character knows about these extra points, and commands the weapon to apply them as he wishes, the weapon will purchase the abilities it would most like to have.
     For example, let's assume that Kaylor, an 18th level fighter in the Vreycahn (Blood Bears) clan, has enchanted his weapon (a long sword) with the following abilities: heal (twice per day; cost 30 BSPs), increased damage (cost 10 BSPs), teleportation (cost 10 BSPs), transformation (cost 7 BSPs) and speed (cost 15 BSPs). Kaylor has sacrificed a total of 73 BSPs. The DM rolls the percentile dice, coming up with a result of 15. Kaylor's ancestral long sword has become intelligent.
     The DM secretly rolls for the weapon's intelligence, getting a result of 15. With an Intelligence of 15, the weapon can speak 5 languages. The DM then calculates the weapon's Ego score.

Ability Plus to Ego
+4 weapon +4
Heal (twice) +4
Increased damage +2
Teleportation +2
Transformation +2
Speed +2
Speak 5 languages +5

     Therefore, the ancestral weapon has an Ego of 21. Coupled with it's Intelligence of 15, it has a personality score of 36. Kaylor has an Intelligence of 12, a Charisma of 14, and is level 18, making his personality score 44. He can control the weapon, if necessary, as long as he is at full health.
     Kaylor has 112 hps, giving him an average of 7 hps per level. In accordance with the rules found on page 188 of the DMG, he loses one point of personality for ever 7 hps of damage he suffers. Therefore, if Kaylor suffers 57+ hps of damage, his personality score will drop below 36, which means that the weapon will be able to take possession of his body.
     Most Blood Clan members try to live in harmony with their ancestral weapons.

Gaining Blood Skill Points

     BSPs can be gained in several different ways, the most common of which involve the death of a member of an opposing Blood Clan. If a character of one Blood Clan kills a member of another Blood Clan, he will automatically gain 1d6 BSPs. If that character was of a higher level, then the gain is 2d6.
     Should a character kill a Patriarch or Matriarch of a Blood Clan, then he would gain 3d6 bonus BSPs, above the amount normally granted. Should the character kill the last member of a Blood Clan, he would receive an additional 2d6 BSPs bonus.
     For example, Trepan Bolad, a member of Bolad Blood clan, manages to kill Vertex Shestrella, the Patriarch of the Shestrella Blood Clan. Vertex happens to be the last surviving member of the Shestrella clan. As Vertex was of a higher level than Trepan, Trepan would then receive a total of 7d6 extra BSPs.
     In order to receive the BSPs, the character must deliver the killing blow. If the killing blow is made with the character's ancestral weapon, then a bonus of +1 per die of BSPs rolled is granted.
     Note, no BSPs are gained from killing a member of your own Blood Clan.
     It is possible to gain BSPs without killing a member of an opposing Blood Clan. This occurs when a character makes a great sacrifice for the Clan, or achieves a great goal. The Matriarch or Patriarch of the clan may then present the character with a gift of power, which gives the character a number of BSPs (as decided by the DM).
     A character also has a chance of gaining BSPs when he kills a non-Blood Clan member, but only if using his ancestral weapon to deliver the killing blow. At this time, the character has a 1% chance of gaining 1d2 BSPs.
     When extra BSPs are gained, the player has three options. He can spend them on more ancestral abilities, save them (to accumulate more BSPs for more expensive abilities), or put them into his Luck Pool.

Gaining Extra Abilities

     After a character has gained extra BSPs, he may wish to spend them on buying more abilities (from his family table). He may do so if he wishes, buying new abilities, or increasing the strength of abilities he already possesses.
     Should the player wish to exercise the latter option, he must pay the full cost of the upgrade (not just the difference between his current level and the new power level). For example, Trepan Bolad wishes to increase his Blood Skill from the Lesser to Greater levels. Originally, it cost him 4 BSPs to purchase the Lesser skill level. If he wishes to upgrade to Greater, he must spend 6 BSPs.

Goals of the Blood Clans

     Of course, these powerful families do not exist in a vacuum. They exist for a purpose, and have definite goals and plans. Once every 100 years, an event referred to as the Elevation occurs. At this point, one member from one of the Blood Clans gains tremendous power, and becomes a true Immortal.
     Each family wants nothing more than to have a member of their family benefit from the Elevation. To this end, they maneuver and battle amongst themselves, seeking to gain position, prestige and power. When the Elevation occurs, whichever family has best out-witted the others will have a member gain Immortality.

Becoming a Blood Clan Member

     It is possible for a regular human to become a member of a Blood Clan. All humans carry the seeds of Blood Clan power within them; a catalyst is required to awaken that seed. A wish, cast specifically for the purposes of making a character a Blood Clan member, has only a 5% (cumulative) chance per casting of succeeding. Should the wish succeed, consult the table found listed under the Blood Clan magical item, blood draught, to determine which clan he belongs to.
     Also, if a human manages to find a dose of blood draught, then he might manage to become a member of a Blood Clan.


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