Unfortunately most of these blood bonds are definitely home-brewed by me. Anyway, some of them take inspiration from Anima Setting. Lim Sidhe's Blood, for instance is based on the Incarnation rules from Arcana Exxet. Oni's Blood is taken from Eiko, The Oni Princess, which is one of the Incarnations in the same book AND from Oni rules on Those Who Walked Amongst Us. Demon's Blood is taken from the OFFICIAL rules for the Arbiter Alastor (found in a web supplement called "Dramatis Personae" in the edge entertainment site, in spanish) mixed with rules for Demonic Familiars (found in Los Que Caminaron con Nosotros). I believe there are more, probably. But most stuff I post here is homebrewed by miself (Blood Bonds/Advantages, Ars Magnus, Specialist Classes, other stuff). Personally, since the game is pretty slow in producing new expansions (you can't say the number of rulebooks for Anima is even comparable to the number of rulebooks for D&D-any-edition or GURPS), I don't think relying on homebrewes is a bad idea. I even took-in and adapted to my game-style homebrews produced by other players on the site, but then agai, a master's word is law.
Homebrewed Advantages / Disadvantages
Posted 16 February 2012 - 02:02 AM
You can find the general rules for the Blood Bonds, and what these are partially inspired by, in Dominus Exxet. I'd highly recommend the book, for many reasons, Blood Bonds not being the least among them.
Posted 16 February 2012 - 04:58 AM
after getting into a chat with the player GM'ing next he's being lenient, and allowing me to use he home brew bonds,mainly because he's decided that we all keep our character's from the session I'm running now, and seeing as i was GM i have to make one from scratch so he's allowing the bonds...mainly cause i'm the only one who will have them .I'll probably buy Dominus exxet, within the next fortnight seeing as its the only one i lack.
thank you Elric & Arikail for the help and advice, much appreciated
Posted 16 February 2012 - 08:57 PM
Godly Favor allows you to have a high level of Elan with multiple Shajads or Berryls, but it also says that you can not have the Elan advantage. Why is that?
Posted 17 February 2012 - 01:20 AM
Balance issues...you can reach high elan with multiple entities, BUT you must begin from 0 with each, meaning you REALLY have to earn it "in game". That's just MY ruling and since it's a fully homebrewed stuff, you can choose to ignore the limit.
Posted 16 March 2014 - 11:21 AM
The character begins the game with an extremely faithful animal servant. It must be a natural animal, one Level lower than the character, which can have CPs according to the GM’s discretion. The character is considered as benefitting from the Animal Empathy advantage when dealing with this animal. The Animal gets experience along with its master. Spending additional CPs grants an additional Level to the Animal Companion for each CP spent.
1, 2, 3CP
+3 to Agility Checks, either +30 to two Secondary Abilities based on Agility or +10Initiative and +30 to Secondary Ability based on Agility.
NOTE: Can be bought more than once, up to Appearance 10.
+3 to Strength Checks, choose between +30 to two Secondary Abilities based on Strength or +15Wear Armor and +30 to a Secondary Ability based on Strength.
+3 to Intelligence checks, +30 to two Secondary Abilities based on Intelligence.
The character gain a+5All Action Bonus when making actions against a specific category of creatures. Humanoid creatures cannot be chosen. Spending 2 or 3 CPs on this advantage raises the bonus to +10 and +15 respectively.
1, 2, 3 CP
The character gains a +10 bonus per level to a secondary ability with a Class Bonus for his current Class. Spending additional CPs allows adding a +10 bonus per level to one or two additional secondary abilities with a Class Bonus for the current Class, but a character cannot add more than a +10 bonus per level to a single secondary ability due to this advantage.
1, 2, 3CP
Eye of Lynx
Double Aiming Bonus for ranged attacks.
This character can have Elan with as many Shajad/Beryls/Grey Ones as his/her behavior deems up to a maximum of 60 with each entity. Additional points spent on this advantage raise the maximum synchronization to 70 or 80. Alternatively, the character can have higher Elan with as many powers from Pantheons (except for the Judas Phylosophy) as his/her behavior and beliefs deem, up to the same levels.
LIMIT: This character can buy the Elan Advantage with multiple entities but cannot spend more than 2CPs on each Elan Advantage.
Gradual Martial Learning
This character gains +5MK per Level.
+20 to all actions to protect or encounter the Great Love or if they fight together. -10 All Action penalty for 2d10 months if the Great Love is dead. On a 19-20, the penalty is permanent (it becomes a -1CP disadvantage).
+30Life Points, +10Physical Resistances (PhR, VR, DR), +3 to Constitution checks.
This character begins the game with a relatively faithful henchman. It must be a sample character from either Core Exxet or Gaia, one Level lower than the character, which can have CPs according to the GM’s discretion. The character is considered as if benefitting from either the Disquieting or the Charm advantage when dealing with the Henchman. Spending additional CPs on this advantages allows you to choose between getting an additional Henchman with the same limitations, or raise the starting level of one of your henchmen by 1 per CP spent. Whenever the character gains experience, the same amount is earned by his/her Henchmen.
1, 2, 3CP
The character will receive 1CP worth advantage upon reaching Level 2, Level 3, and Level 4. The master will secretly decide what advantages will Hidden Power give to the character.
The character can use all rules of Nephilims from a single Race chosen from the following list without any additional cost and without being an actual Nephilim (hence without memories of any previous life): Jayan, Devah, Okami, Eldeofol, Fae. By spending 2CPs on the advantage, the character can choose from the following list: Sylvain, D’Anjaini, Ebudan, Daimah, Dvergr, Ah Chiinche, Fafnr, Trold. By spending 3CP on the advantage, the character can choose the Duk’Zarist Race.
1, 2, 3 CP
LIMIT: A Non-Human or Nephilim character must choose different Races when taking this Advantage and Vetala characters cannot take this Advantage. This Advantage may be taken multiple times choosing a different Race each time, only at creation, unless the character has Latent Blood.
Improved Fatigue Use
Spending Fatigue points to improve Actions or MA grants an extra +5 bonus. Spending Fatigue points to improve Ki Accumulations or Characteristic checks grants an extra +1 bonus.
Improved Spiritual Growth
This character gains +12Ki each level, which he/she can distribute among his/her characteristics as desired. An additional CP spent on this advantages grants an additional +12Ki per Level, for a total of +24Ki points per Level.
1, 2 CP
Innate Ki Reserve
This character has +2Accumulations and +10Ki on a single Characteristic. For each additional 1CP spent on this advantage, the character gains the same bonus, which must be allocated to a different Characteristic.
1, 2, 3, 4 CP
Lord of The Beasts
The character gains +5 to all his summoning abilities per level. Spending an additional CP increases the bonus to +10 per level.
LIMITS: Lord of The Beasts bonus is not cumulative with that granted by the Master of The Beasts advantage.
Master of The Beasts
The character gains +10 to a single Summoning Ability per Level.
LIMITS: Master of The Beasts can be taken multiple times applying to different Summoning Abilities, but its bonus is not cumulative with that granted by the Lord of The Beasts advantage.
The character is able to use a Spell without using Zeon once every 1 minute unless he spends 1 Fatigue point for each use following the first. The innate spell must have a ML no higher than 20 and is cast at Base Casting Level. Spending additional CPs on this advantages rises the spell’s max ML to 40 and 60 and rises it’s Casting Level to Intermediate and Advanced respectively. If the character has Magic Projection use that for the Innate Spell, if required. Otherwise the spell is cast as if using the Magic Projection as Attack or Magic Projection as Defense Modules.
LIMITS: Innate Spells cannot be Maintained. Innate Spells cannot be taken by a character with Supernatural Immunity.
1, 2, 3 CP
The character is able to use a Ki Technique without using ki once every 1 minute unless he spends 1 Fatigue point for each use following the first. The Natural Technique must have a MK cost no higher than 20 and no Effects with a cost higher than 10MK. Spending additional CPs on this advantages rises the technique’s max MK cost to 40 and 60 and allows choosing Effects with a maximum MK cost per effect of 20 and 30 respectively.
LIMITS: Natural Techniques cannot be Combinable, Maintained, and/or Sustained, nor can they have any Disadvantage. The Natural Technique does not count toward learning ki techniques.
1, 2, 3 CP
The character has already dealt a Pact with a Great Arcane or a Great Beast with a maximum Zeon cost (for initial summoning) up to 300. Each additional CP spent on this Advantage may either be used to buy an additional Pact or to raise the maximum Zeon cost of a dealt pact by +150.
1, 2, 3CP
LIMIT: The character must be able to use the Summon Ability in order to get this Advantage.
+3 to Power checks, either +30 to two Secondary Abilities based on Power or +10MR and +30 to a Secondary Ability based on Power.
A Single Secondary Ability is set to 25 even without spending DPs on it. Spending additional CPs raises the base to 45 and 60.
1, 2, 3CP
LIMITS: The bonus from Professional does not stack with Jack of All Trades advantage.
+3 to Willpower Checks, either +30 to two Secondary Abilities based on Willpower or +10PsR and +30 to a Secondary Ability based on Willpower.
Superior Natural Ability
The character doubles his base characteristic bonus to all Secondary Abilities in a particular Field.
+5 Base MA and +150Zeon. Spending an additional CP gives +10MA and +300Zeon.
1, 2 CP
ADVANTAGES FOR CHARACTERS WITH THE GIFT:
+25 Magic Appraisal to occult Magic. Spending additional CPs grants +45 and +60.
1, 2, 3CP
If the character builds a Sancta Sanctorum, he/she is granted 300 free Zeon Points, for choosing up to 6 Lesser Effects (all other costs and requirements for building the Sancta Sanctorum are unchanged). Spending additional CPs increases the free Zeon Points to 600 and 750, for choosing up to 12 and 15 Lesser Effects.
1, 2, 3CP
If the character builds a Sancta Sanctorum, he/she is granted 2 free Power Points, for choosing up to 2 Higher Effects (all other costs and requirements for building the Sancta Sanctorum are unchanged). Spending an additional CP increases the free Power Points to 4, for choosing up to 4 Higher Effects.
Characteristics of this character cannot be incremented beyond their starting value by any mean.
Whenever the character suffers 1 additional point of damage for each 10 points of damage suffered. If the character suffers damage equal to or higher than one fourth of his/her current Life Points, he/she suffers a Critical and is automatically affected from bleeding. Regeneration can never get higher than 5.
Limited Magic Energy
Double the cost for acquiring 5 Zeon points and halve any Class bonus to Zeon.
LIMIT: Only characters from the Mystic Archetype can acquire this disadvantage.
Each night, the character rolls a d10. On a 6+ he suffers a -2 Max Fatigue cumulative penalty until he rests for one night. To gain an additional CP from this disadvantage, when rolling a 8+ for the night, the character suffers a -20 All Action Penalty as well. Penalties caused by this disadvantage directly or through Fatigue Loss cannot be nullified or reduced by any mean.
Posted 16 March 2014 - 11:22 AM
The character was processed by Wissenshaft to become a Crow.
The character is considered to have Access to a Natural Psychic Power (see Advantage) and may use his/her Psychic Power at Difficult Level. The character may buy up to 40DPs of Advantages from the Essential Abilities from Creation of Beings as if he/she were a natural being with Gnosis 10, except for The Gift and Access to Psychic Disciplines. Each additional point spent rises Difficulty Level for the Natural Psychic Power and gives extra 40DPs to spend in Essential Abilities, rising the Gnosis used for buying abilities by 5 up to 20. The advantage does not modify the actual Gnosis of the character.
LIMITS: The character is Addict to the Black Fluid. The character can’t buy Addict Disadvantage a second time. Each additional point spent adds an extra -5 penalty per day without the Black Fluid and 50 to the maximum penalty amount. If the character doesn’t have the Contacts or Powerful Ally (Wissenshaft) advantage, he/she’s assumed to be a rogue from the Organization and MUST buy the Powerful Enemy (Wissenshaft) Disadvantage.
The character is successfully and completely processed by Wissenshaft.
The character has a Natural Psychic Power with Zen Level which can be maintained as an Innate at Absurd Level. The character is granted 460DPs to spend on advantages from the Essential Abilities and Creature Powers from Creation of Beings as if he/she were a Being with Gnosis 35 (although he/she remains a Natural Being). At least 280DPs of the total must be spent on Essential Abilities. If the character were a Crow, this Blood Bond substitutes the Crow Blood Bond, and the character retains any power acquired as a Crow (including the Psychic Power, which remains the same, but becomes maintained at Absurd Level), but the DPs granted by the Crow Blood Bond so far must be deducted from the total DPs the character can spend on Essential Abilities.
LIMITS: This Blood Bond has a Level Modifier of +3. If the character doesn’t have the Contacts or Powerful Ally (Wissenshaft) advantage, he/she’s assumed to be a rogue from the Organization and MUST buy the Powerful Enemy (Wissenshaft) Disadvantage. If the character takes Processed at creation, he/she can still take the Contacts or Ally (Wissenshaft), in addition to Processed, but in such case the character must sacrifice the first 2CPs received for any reason (including Level Advancement) during the campaign. This sacrifice can be reduced by taking in addition to other Disadvantages the Addiction Disadvantage toward Black Fluid, applying due to it a -55 penalty for each day without it and a -550 maximum penalty.
SUPERIOR GENUS LOCI KAMI’S BLOOD
Your Kami’s Blood is stronger than normal.
Superior Genus Loci Kami’s Blood works as an upgrade to Genus Loci Kami’s Blood and allows to take an advantage from the following list if 2CPs are spent and two advantages from the following list if 3CPs are spent.
Greater Kami: This advantage increases the base effects of Genus Kami’s Blood. While in a place akin to his/her Kami’s nature, the character gains an additional bonus of +1 to Physical Attributes and Ki Accumulations (for a total bonus of +2), as well as an additional +15 to his/her MA (for a total bonus of +30). A character may choose this advantage a second time, further increasing the bonus to Physical Attributes and Ki Accumulations by +1 (for a total bonus of +3), as well as the MA by +15 (for a total bonus of +45).
Higher Kami: This advantage grants its user the Zen ability and substitutes the Divine Blood special rule granted by Kami’s Blood.
Spiritual Kami: This advantage extends the Attributes bonus conferred by places akin to the character’s Kami’s nature to Power and Willpower.
Witty Kami: This advantage extends the Attributes bonus conferred by places akin to the character’s Kami’s nature to Intelligence and Perception.
SUPERIOR WARLORD KAMI’S BLOOD
Your Kami’s Blood is stronger than normal.
Superior Warlord Kami’s Blood works as an upgrade to Warlord Kami’s Blood and allows to take an advantage from the following list if 2CPs are spent and two advantages from the following list if 3CPs are spent.
Greater Kami: This advantage increases the base effects of Warlord Kami’s Blood. The cost to activate the ability increases to 2 Ki points per turn, but the quality bonus awarded to the chosen weapon goes up to +10 (with a maximum quality bonus limit of +30) and the character gains +1 additional Accumulation, which he may distribute as he determines at character’s creation. A character may choose this advantage a second time, further increasing the activation cost to 3Ki points per turn, the quality bonus to +15 (with maximum quality bonus limit of +35), and gaining an additional +1 Accumulation, which he may distribute as he determines at character’s creation.
Higher Kami: This advantage grants its user the Zen ability and substitutes the Divine Blood special rule granted by Kami’s Blood.
Spiritual Kami: This advantage allows its user to spend an additional Ki point per attack, whenever he’s benefitting from the quality bonus granted by the Warlord Kami’s Blood ability, in order to have such attack use Energy as its primary attack type. His attack is still corporeal and can be blocked normally.
Weaponmaster Kami: This advantage allows its user to apply the Warlord Kami bonus to a Whole-Class Weapon Module instead of a single weapon. Additionally the character benefits from a bonus of +2Fatigue Points.
One of your ancestors dealt a pact or mingled with an Oni. This grants you supernatural physical capabilities as well as their elemental affinity.
The character is considered as being Inhuman and is considered as having the advantage Night Vision. Also, the character benefits from a fixed bonus +25PhR and gains a bonus of +30 Life Points. If the character develops the Ki Ability Aura Extension he automatically gains either Fire or Electricity Elemental Attack and if he develops the Elimination of Necessities ability he automatically gains the Elemental Immunity to the either Fire or Electricity. Note that the element chosen for the attack and for the Immunity must be the same. Additional CPs spent on this advantage raise the bonus to PhR to +45 and +60 and the Life Points bonus to +60 and +90 respectively.
Someone in your ancestry has crossed with a Djinn and you inherited powers due to the union. Not only they gain the Gift but also a natural proficiency in all disciplines Djinns excel in. Those who descend from greater Djinns have even greater powers and some say they even have a limited ability to control destiny and chaos.
Characters with Djinn’s Blood automatically have The Gift as well as they have 10 points of free Magical Knowledge in the paths of Creation, Illusion and Fire and a +10 to their final MA when accumulating Zeon to cast spells from the aforementioned Paths. Characters who spent 3CP on this advantage have access to High Magic in Creation, Illusion and Fire Magic as if they had the Arcana Sephira Sphere. If the character acquires the High Magic Sphere from the Arcana Sephira he/she will be able to cast High Magic spells from Creation, Illusion, and Fire without doubling their Zeon cost. Also, once per turn they may raise by 6 points the chances of fumble of an action that affects them negatively.
You inherited blood from a Demon or from someone who dealt some kind of pact with a Demon and are therefore gifted with unusual gifts, although sacred powers will recognize the evil inside of you and smite it.
Character’s with this advantage are affected by the Sacred as for Demons of the Fourth Hierarchy. Those with Demon’s Blood can choose 2 special rules from the following list. Spending additional CPs will increase the amount of special rules acquired by 1 for each CP spent and will give access to some special rules.
Demonic Affinity: When attempting a Summon, Control, Bind or Banish roll against a demon, the character has a bonus of +80 to his roll. Also, the character gains a +80 roll on any Social check involving dealing with Demons, and +4Willpower when making opposed Willpower checks with Demonic Weapons or Items.
Elementality: The character becomes an Elemental Being with all that comports. You cannot choose Light as his/her Element.
Inhumanity: The character is Inhuman with all that comports.
Infernal Eyes: The character is able to see Magic and Spiritual Beings.
Heartless Monster: The character no longer has any vulnerable point and cannot be instantly killed due to the amputation effect of critical hits directed to his Heart or Head. The character must have spent at least 2CP on this advantage in order to gain this special rule.
Unlimited Power Source: The character automatically regenerates 10 Zeon Points or 1 Ki point per turn, unless he’s in a sacred place or a place strongly charged with positive energy. The character must have spent at least 3CP on this advantage in order to gain this special rule. Also, choosing this advantage increases by +1 the Level modifier of this character.
LIM SIDHE’S BLOOD
You’ve inherited not just blood but also a piece of soul from one of those great men (or humanoids) whose death brought to a new state as Lim Sidhe, called Incarnations by most summoners. Hence you can naturally synchronize yourself with the ancestor, unleashing his power without the help of any summoning knowledge.
When choosing this Advantage, also choose a specific Incarnation. The character can synchronize with the opportune entity once per day for a number of turns that cannot exceed 5, without requiring a summoning roll or a Zeon expenditure. Anyway, the character must still be of the right level in order to perform a synchronization of a certain Affinity Level.
If the character develops his Summon ability he or she will gain a bonus of +50 to all summon checks for the specific Incarnation.
The Metal Aeon, Kshathra has manifested himself only during the Devah war, during which it was summoned. Nevertheless he dealt pacts with several mortals during that time, thus leaving the legacy of the Metal Bearers. Such individuals seem to develop a special link to all and any metal object, especially weapons and tend to develop incredible endurance to physical damage, while the metal objects they possess seem to be affected as well, being made stronger by the contact with their soul. Unfortunately the soul of Metal Bearers is so entwined with the use of metal, that their minds seem completely incapable of learning how to fight unarmed efficiently. Those with Kshathra’s blood are often born with grey hair with silver reflexes and grey eyes.
Metal Body: If a character with Kshathra’s Blood is ever benefitting from a Damage Barrier effect, he/she increases the Damage Barrier value by +20% (round down at multiples of 5). Also the character with Kshathra’s Blood reduces the Base Damage of attacks directed against him/her by -5 for each full 100 points of Damage Barrier possessed.
Metal Link: A character with Kshathra’s Blood can never be disarmed of his/her metal objects. As far as the character has the Aura Extension ability, all his/her metal objects will have a +10 Fortitude bonus, all his/her metal weapons will benefit from a +10 Damage bonus, and all his/her metal armors will have a +1AT bonus against all attack types except for Electricity.
LIMIT: Characters with Kshathra’s Blood cannot start with Unarmed fighting proficiency and cannot ever buy either Unarmed fighting proficiency or Martial Arts. The only Exceptions are Kensai, that can buy the Martial Arts, but can apply them only to their chosen weapon and not to Unarmed Fighting. Kshathra’s Blood cannot be taken by Duk’Zarist or Duk’Zarist Nephilim characters.
Also known as “Chosen of Light” or “Chosen of Darkness”, people who inherit a piece of the soul of those who achieve the status of Avatar of Beryls or Shajads, are born with a strong destiny. Such individuals tend to develop since the earliest years a synchronization with each and any Beryl/Shajad which was synchronized with their ancestors (in fact, some exceptional individuals are heirs to the Avatars of more than a single deity). It should be noted, that those with an Avatar’s Blood seem completely unable to synchronize with any entity, but that of his ancestor. Also, the individual gets a very strong elemental bound to either Light or Darkness, depending on his ancestors’ alignment and is respected by elementals of the same nature. Finally, such individuals’ attacks seem to possess an increased capacity to affect and even kill beings with greater Gnosis. As expected, when the blood of a an Avatar of a Beryl mixes with that of an Avatar of a Shajad, the two bloodlines nullify each other. Also, characters that inherited the blood of Avatar from different entities of the same alignment, although benefitting from great favor from all of their patrons, seem unable to reach synchronization beyond a certain point. Those with Avatar’s Blood don’t have special features, but some “incredible aura” around them, except when they fully manifest their power, summoning impressive wings of either Light or Darkness, that allow them to fly.
Alignment: When a character chooses this Blood Bond, he or she must also take the Elan Advantage. The character may also take the Elan Advantage more than once, choosing e different Beryl/Shajad each time, but the character cannot choose a mix of the two, nor any other kind of entity. The character can achieve more than 50% Elan synchronization with each and all the entities it has starting Elan with, and even become Avatar of more than a single Beryl/Shajad.
Exterminator of Gods: All attacks from a character with Avatar’s Blood against beings with Natura higher than 10 or Gnosis higher than 20 applies a special bonus of +50 to Base Damage. This ability affects any kinds of attack used by the character.
Light/Darkness Nature: Depending on whether the character chooses to have Elan with Beryls or Shajads, he’s considered as having a total affinity toward Light or Darkness. All elementals of the same alignment of low or intermediate level will consider the character as a hierarchical superior and will have to surpass an MR check against a difficulty of 120 to ignore a direct order from him. The character also halves the damage he suffers from the chosen element, unless it’s caused by entities with a Gnosis 35 or higher.
Seraph Wings: The character can, at will, manifest a pair of enormous Light or Darkness (depending on chosen Elan) wings, that allow him to move in air with a Flight value of 12. This ability can be kept active for up to 5 turns, after which an entire minute must pass, before the character is able again to make use of it.
LIMIT: The Level modifier for this Blood Bond is +2. If the character achieves an Elan synchronization of 80% or more with more than one entity, the Level Modifier increments to +3. A character with this Blood Bond cannot earn any Elan with any deity he/she had no starting Elan with.
Amenothep, first of the Enlightened Ones and first Pharaoh of Estigia, was much more than a mere mortal (or Ebudan, actually…). He was the first and by now the only mortal being to ever achieve an Avatar status of more than a deity and what’s even more incredible, a Beryl and a Shajad: Barakiel and Jedah. Despite the two being in competition, they understood that bestowing their full blessing on a single individual would advance the goal of both: a perfectly ordered world, where rule would be unquestioned. Unfortunately for them, Amenothep fulfilled his Sue’Aman and choose to transcend mortality and become a Being Between Worlds and abandoning the mortal soil of Gaia. Now his legacy bears on the shoulders of his descendants (born of his union with a mortal human woman), Pharaohs of Estigia and a few bloodlines that in the course of time were established from illegitimate children of those. Such individuals have a natural synchrony (although it can vary with each individual’s experiences and behavior) with both Barakiel and Jedah, and seem completely unable to synchronize with other deities. The tremendous power of such individuals is manifested in their usually flawlessly perfect and solemn appearance that inspires awe at sight and in their innate ability to make extraordinary feats.
Law and Order: A character with this Blood Bond has a starting value of Elan 30 with both Barakiel and Jedah. The character can buy up to 1CP worth of Elan with any or both of them. Also, his Elan can get up to 100% with both Barakiel and Jedah (of course, depending on the deeds of the individual it can also get below 30).
Divine Power: Characters with Amenothep’s Blood must always take the Perfect Body Gift (provided they have enough Elan with Barakiel), gaining Zen instead of Inhumanity. Character’s with Amenothep’s Blood can take the Perfect Body Gift even without benefitting from the Perfect Beauty Gift.
Original Kalih: Whenever a character with Amenothep’s Blood achieves a Gift from either Jedah or Barakiel (except for Perfect Body), he/she can choose to trade it with a Gift from The Kalih with equal or lower required Elan, except for Avatar Gifts. If a character with Amenothep’s Blood achieves 100% synchronization with both Barakiel and Jedah and has the first nine Gifts of The Kalih, he/she automatically gains the Jihamath’s Kalih Gift as well. A character cannot have Gifts worth more Elan than his total Elan (both Barakiel’s and Jedah’s), in addition to Jihamath’s Kalih Gift.
LIMIT: Characters with Amenothep’s Blood can never gain Elan with anyone except for Barakiel and Jedah, regardless of their behavior. Only Humans can take this Blood Bond.
While Amenothep was raising to power, Uriel and Eriol perceived the menace to their influence on Gaia and felt the need to counteract in accordance. Stipulating some kind of pact, they choose a thief from Kushistan, simply known as Ali, as the bearer of their combined gifts. The acts of this thief were legendary and he went close to achieve Avatar status with both deities, but the process was stopped when two events changed this man’s destiny. First, Amenothep chose ascension and with his presence removed from the scenes of Gaia, Uriel and Eriol (whose very nature is quite volatile) lost interest in the young Ali. Second, he met a woman and fell in love with her, thus deciding to settle down. Nevertheless, a wide range of actual bloodlines derive from Ali’s conceptions with his wife (and many more women…), people who still follow his destiny. Such individuals have a natural synchrony (although it can vary with each individual’s experiences and behavior) with both Uriel and Eriol, and seem completely unable to synchronize with other deities. Such individuals are usually very friendly but careless and they usually have the common feature of a rebel hair on their head that does never seem to settle down.
Freedom and Chaos: A character with this Blood Bond has a starting value of Elan 30 with both Uriel and Eriol. The character can buy up to 1CP worth of Elan with any or both of them. Also, his Elan can get up to 100% with both Uriel and Eriol (of course, depending on the deeds of the individual it can also get below 30).
Natural Thieves: Characters with Ali’s Blood automatically gain a bonus to Lock Picking, Stealth, and Theft equal to their Elan Level with Eriol.
Unrestrained: Characters with Ali’s Blood automatically gain a bonus to Acrobatics, Jump, and Hide equal to their Elan Level with Uriel.
LIMIT: Characters with Ali’s Blood can never gain Elan with anyone except for Uriel and Eriol, regardless of their behavior. Only Humans can take this Blood Bond.
The story of Araxiel and Ilumina, champions of Noah and Azrael and of their forbidden love is described elsewhere, but what very few know is what happened to the product of their union. Azrael could not permit the Darkness and Light Elemental to be born of Ilumina, but she could not kill such innocent being for the sole crime of existing. Thus she removed the soul from the embryo (which aborted without Ilumina even knowing) and placed it in the dead fetus of a Baho woman in Thirgu. This fetus gave birth to a male child, named Gilgamesh. Both Azrael and Noah felt somewhat bad about the punishment of their respective champions and without knowing, they both started giving gifts with the young man, who synchronized perfectly with both and became the greatest hero of his age within the warrior caste. After a while both Noah and Azrael became aware of the influence of their rival on the human and started competing even more for his soul, granting him even greater power. Very close to reach Avatar status for both deities, Gilgamesh interrupted his days as a warrior when his best friend was killed by a terrible disease. He decided to join the Scholar caste and spend his following years studying medicine, thus losing his synchronization. Anyway, during his adventuring years, Gilgamesh bore a discrete number of children around the world, whose descendants still benefit from the attention of both Azrael and Noah. The number of these is kept low by their tendency to dedicate life to battle leaving them with few time to procreate and their tendency to die in battle, despite the exceptional blessings they benefit from. Such individuals have a natural synchrony (although it can vary with each individual’s experiences and behavior) with both Azrael and Noah, and seem completely unable to synchronize with other deities. Such individuals are very belligerent, but their most striking features are mixed black and blond hair and the fact they have a dark black eye and a pale green one, as a sign of the Light and Darkness eternally struggling inside them.
War and Blades: A character with this Blood Bond has a starting value of Elan 30 with both Azrael and Noah. The character can buy up to 1CP worth of Elan with any or both of them. Also, his Elan can get up to 100% with both Azrael and Noah (of course, depending on the deeds of the individual it can also get below 30).
Araxiel and Ilumina’s Legacy: Characters with Gilgamesh’s Blood must always take the Inhumanity Gift (provided they have enough Elan with Noah), gaining the following Ki Abilities for free: Increase Damage, Elemental Attack Darkness. Characters with Gilgamesh’s Blood must always take the Sacred Spirit Gift (provided they have enough Elan with Azrael), gaining the following Ki Abilities for free: Increase Initiative Elemental Attack Light.
The Absolute Warrior: Characters with Gilgamesh’s Blood must always take the Ignore Penalties Gift (provided they have enough Elan with Noah), gaining immediately an additional Weapon Style Module of choice. Characters with Gilgamesh’s Blood must always take the Equipment Gift (provided they have enough Elan with Noah), gaining immediately an additional Weapon Class Module of choice. Characters with Gilgamesh’s Blood must always take the In The Face of Adversity Gift (provided they have enough Elan with Noah), gaining immediately an additional Weapon Style Module of choice. Characters with Gilgamesh’s Blood must always take the War Aura Gift (provided they have enough Elan with Noah), gaining immediately an additional Weapon Class Module of choice. Characters with Gilgamesh’s Blood must always take the Azrael’s Warrior Gift (provided they have enough Elan with Azrael), gaining an extra bonus of +1Con and +1Wil from it.
LIMIT: Characters with Gilgamesh’s Blood can never gain Elan with anyone except for Azrael and Noah, regardless of their behavior. Only Humans can take this Blood Bond.
Few times life on Gaia was menaced as when Erzsbéth Bathory raised to power in Moth. It all began when Edamiel, in a rare moment of lucidity from her apathy understood that her goal could be helped by one of her enemies: Zemial. Without anyone knowing, she managed to sneak in his prison and somehow she managed to get through his blood-crazed mind and communicate him one simple concept: that destruction of all and bringing everything to void were ultimately the same goal. Thus they looked for a mortal to bless with both their powers and found it in a bloody maniac noblewoman that ruled over a small area of Moth: Erzsbéth Bathory. She was chosen both because she had already synchronized with both and because Moth was sufficiently “out of sight” to make their plan go unnoticed. The horrors perpetrated by that woman in a short period of time are not even spoken of in Moth, such is the terror her mere name causes, but fortunately, before she could reach Avatar status with any or both entities, she was stopped by the unpredictably combined efforts of a zealous Inquisitor and the Nightmare Lord Malekith, who both considered her a threat too great. Unfortunately, thanks to Edamiel’s blessings she was able to produce a vast progeny, although Zemial’s influence brought her to kill more than one of her children, and despite the efforts made by both the Inquisition and Malekith to eradicate such legacy, her descendants sometimes arise somewhere in the world. Such individuals have a natural synchrony (although it can vary with each individual’s experiences and behavior) with both Edamiel and Zemial, and seem completely unable to synchronize with other deities. Such individuals’ usually catatonic faces have completely jet-black eyes that turn to a deep blood-like red either when they get aroused or when they go in unpredictable murder sprees.
Void and Destruction: A character with this Blood Bond has a starting value of Elan 30 with both Edamiel and Zemial. The character can buy up to 1CP worth of Elan with any or both of them. Also, his Elan can get up to 100% with both Edamiel and Zemial (of course, depending on the deeds of the individual it can also get below 30).
Unbound Destruction: Characters with Bathory’s Blood must always the Incremented Damage Gift (provided they have enough Elan with Zemial), gaining a bonus to the Critical Level of his/her attacks that inflict damage, equal to the Damage Bonus granted by Incremented Damage, and becoming able to add an equal bonus to the PhR check difficulty when using the Ki Destruction ability.
Voidbringer: A character with Bathory’s Blood gains MK equal to half his/her Elan Level with Edamiel, which can only be spent on Nemesis Abilities.
LIMIT: Characters with Bathory’s Blood can never gain Elan with anyone except for Edamiel and Zemial, regardless of their behavior. Only Humans can take this Blood Bond.
The Jungles of the New World hide a lot of threats to human life on Gaia, but the descendants of Bilquis are probably among the most powerful. A woman of incredible beauty and a powerful queen of a long forgotten empire, Bilquis isolated herself from other people surrounding herself only with an enormous variety of animals, achieving an incredibly high synchronization with the Beryl Rapahel, a synchronization that was surpassed only once in history, by the Estigian Lapis Lazuli. Ancient legends tell of her profane union with these creatures and that her former empire revolted against her, starting to kill as many animals as possible, and that was when she offered herself to much darker power, disposed for everything in order to protect her beloved creatures. She delved deep into the veil that separates worlds and soon her enemies had to face much worse than simple animals, but terrifying demons, granted to her by her new patron, the Shajad Abaddon. Somehow supported by both Raphael and Abaddon, Bilquis was finally killed by an unknown hero of Itzi, which was said to be her former lover. Nevertheless, she had many children during her life, with slaves brought to her by either her animals or her demons. Even now some of her descendants show an unrestrained wild nature, menacing the world with a power both natural and supernatural, a force of nature and at the same time a force of deepest hell. Such brown skinned individuals always tend to grow long wild hair on their head that keep growing at fast rate, regardless of how many times they cut it.
Nature and Evil: A character with this Blood Bond has a starting value of Elan 30 with both Raphael and Abaddon. The character can buy up to 1CP worth of Elan with any or both of them. Also, his Elan can get up to 100% with both Raphael and Abaddon (of course, depending on the deeds of the individual it can also get below 30).
Nature’s Wrath: Characters with Bilquis’ Blood must always take the Healing Gift (provided they have enough Elan with Raphael), gaining the ability to inflict damage to living beings exactly as he/she would to Undead creatures.
Bilquis Power: Characters with Bilquis’ Blood must always take both the Totem and Demonic Incarnation Gifts (provided they have enough Elan with Raphael and Abaddon), applying a Gnosis limit of 30 to the description of both Gifts.
LIMIT: Characters with Bilquis’ Blood can never gain Elan with anyone except for Raphael and Abaddon, regardless of their behavior. Only Humans can take this Blood Bond.
Nobles in Gabriel are mostly notorious for their disregard of lower classes. Although the most famous exception to this trend is of course Dominic de Lys, the founder of the fencing Order of Justine, but he wasn’t the only one. Much less famous was the man named Roland, a valiant fighter who was known to always defend the weakest and humblest against anyone who oppressed them, often going as far as smiting their offenders. His mercy and selfless devotion to protecting others often brought him to the verge of death, but at the same time granted him the attention of Michael, while his sympathetic and passionate aptitude made Meseguis fond of him. In truth the Beryl was somewhat reluctant to grant her powers to a man protected by a Shajad, but somehow the two came to an agreement and the ultimate defender of the weak was born, especially thanks to the fact that although relentless in his vengeance, Roland always avoided to execute death sentences and is supposed to have never killed a human being. In the end Roland couldn’t achieve full synchronization, since his powers were noticed by the Inquisition. He died trading his life for that of the humble village where he was living, which had been declared heretical by the appointed inquisitor, which unfortunately didn’t keep his promise after executing Roland. Roland had a single love in his long life and heirs of their union still walk among the world, bringing salvation to the oppressed and vengeance to the oppressors. For some odd reason, these individuals have a slight strabismus, although it doesn’t seem to affect their vision in any way.
Salvation and Vengeance: A character with this Blood Bond has a starting value of Elan 30 with both Michael and Meseguis. The character can buy up to 1CP worth of Elan with any or both of them. Also, his Elan can get up to 100% with both Michael and Meseguis (of course, depending on the deeds of the individual it can also get below 30).
Blood for Others: Characters with Roland’ Blood must always take the Tears for The Others Gift (provided they have enough Elan with Meseguis), gaining the ability to transfer any quantity of damage or structural penalties from others onto himself/herself, although he/she cannot transfer limb amputation or similar massive damage.
Paladin’s Aura: A character with Roland’s Blood must take the Aura, Savior, Dark Avenger, Dark Executor Gifts (provided they have enough Elan with Michael and Meseguis), gaining the ability to extend the effects of Savior, Dark Avenger, and Dark Executor, applying them to anyone he/she wants within the radius of Aura.
LIMIT: Characters with Roland’s Blood can never gain Elan with anyone except for Michael and Meseguis, regardless of their behavior. Only Humans can take this Blood Bond.
Morpheus was a definitely unique individual, since he achieved synchronization with more than one mighty entity simply by…dreaming! Whether true or not, it is said that Morpheus was born in some place with a strong connection to the Wake but a truly positive aura. At a very young age he started entering the Wake on a daily basis, spending there most of his time and re-entering Gaia only to go to sleep and keep dreaming. Soon he developed a strong connection to Erebus, but somehow the nature of his demeanor kept him free from the darkest side of the Shajad. Upon achieving new powers and control over his dreamy life, Morpheus used it to bring peaceful and adventurous dreams to everybody in the surrounding area, granting a good rest all around and exploiting dreams to convey good messages to people in power, actually avoiding wars and evil actions without people even knowing anything about him or his existence. This inevitably brought him to synchronize with Gabriel as well as Erebus and the two gods came to an agreement to protect the individual. Erebus in particular accepted Gabriel’s truce, because in a world where supernatural was persecuted, Morpheus made people aware and fascinated with the impossible and marvelous, at least keeping such notions in the land of dreams. During his life, the unknown hero Morpheus had several love interests and generated four children, two of which inherited his natural synchronization with Gabriel and Erebus. Nowadays descendants of Morpheus still live and mostly of all dream in Gaia, characterized by their puffy faces (most of them don’t practice much physical activity anyway), wide eyes and sincere smiles.
Peace and Dreams: A character with this Blood Bond has a starting value of Elan 30 with both Gabriel and Erebus. The character can buy up to 1CP worth of Elan with any or both of them. Also, his Elan can get up to 100% with both Gabriel and Erebus (of course, depending on the deeds of the individual it can also get below 30).
Peaceful Rest: A character with Morpheus’ Blood must take the Imbue Feelings Gift (provided he/she has enough Elan with Gabriel), gaining the ability to choose, whenever dealing damage, to restrain enough damage to leave the opponent with 1 life point, and can choose to treat all Criticals he/she inflicts as if knocking-out or disabling attacks, and must substitute the Unconsciousness effect to any Death effect from his/her abilities, becoming able to inflict Unconsciousness even on targets normally immune to it.
Sweet Dreams: A character with Morpheus’ Blood must take the Natural Mystic Gift (provided he/she has enough Elan with Erebus), gaining the ability to use his/her own Zeon pool to cast spells granted by it. In addition, if the character also has the Dream Walker Gift, he/she can cast spells from the Dream Subpath as well, and if the character also has the Peace Song Gift, he/she can cast spells from the Peace Subpath as well.
LIMIT: Characters with Morpheus’ Blood can never gain Elan with anyone except for Gabriel and Erebus, regardless of their behavior. Only Humans can take this Blood Bond.
More than the result of a Blood Bond, Spiral Warriors are humans (and only humans) born with an incredible spiritual energy that seems to be born from their evolutionary potential. Such individuals are born with an unbelievable ability to dig and if trained develop an unsurpassed ability to control ki, although they only seem able to channel it for common abilities and in a specific set of techniques called Tengen Toppa. Such individuals are considered a great threat to the natural order of things by the Imperium and once they manifest their powers to their highest level, they’re usually hunted down…Still some Spiral Warriors are born from time to time, a matter that Imperium seems unable to take care of entirely.
Digger: Due to their innate digging abilities, Spiral Warriors are considered as having Superior Underground Movement.
Fight the Power: Spiral Warriors can never gain any Elan except for The Path to Ascension.
Hunted: Once a Spiral Warrior uses any technique from Tengen Toppa while using the Gattai Magnus, gets his Elan Level on The Path to Ascension past 80, or gets to Level15, he/she has a 5% chance per week of being detected by the Ormus system of the Imperium. If detected by it, the character will become a target of Imperium, with all that means.
Natural Heroes: Spiral Warriors are innate heroes and hence can never have a Gnosis and Natura below 15.
Natural Pilot: Spiral Warriors have a bonus of +60 to their Science Ability checks for piloting Gears.
Spiral Power: A Spiral Warrior gains one free Accumulation Multiple on DEX, CON, POW, and WIL each Level and doubles his/her base Accumulation value (that conferred by the characteristic) on the same stats. A Spiral Warrior can only learn techniques from the Tengen Toppa tree and can never learn or use any Nemesis Abilities. A Spiral Warrior can always use Techniques while piloting a Gear.
The Spirit in It: Spiral Warriors can always choose to make attacks using their Presence plus their Power Bonus as Base Damage, regardless of used weapon or power. This ability is compulsory while using Tengen Toppa techniques.
LIMIT: Only Humans can take this Blood Bond.
Posted 16 March 2014 - 11:22 AM
NON-HUMAN BLOOD BONDS:
Sometimes, beings with an extremely strong link with Light are born due to the union of a mortal Sylvain with Sephirah’s Blood and a Light Elemental. Such beings gain an incredible control over Light and incredible divine-like powers. Such individuals are an awesome and still terrifying presence, revered by Sylvain and feared by all others.
Aura Burst: An Eloil may further increase the effect of his Unnatural Awe Aura by spending either 10ki points or 100 Zeon points. When the Eloil does so, all Light Aligned beings within a number of meters equal to the character’s Presence stop being affected from any negative state. All non-Light Aligned beings within the same range have to pass a PsR check against a difficulty equal to the Eloil’s base Presence +40, or suffer from the Terror state.
Elemental Nature: The character ignores all Light based damage, caused by beings whose Gnosis is below 35, but he suffers double damage from Darkness based damage sources.
Light Dominion: The character has control over Light equivalent to the effects of Control Light spell (Light Lev.30) cast at Base Level. If the character focuses on light and does not make any other action in the same turn, the effects become those of the same spell cast at Intermediate Level. This ability has no cost for an Eloil.
Light Enhancement: By spending each turn 2 Ki points or 20 Zeon points, the Eloil can increase the power of any Attack or Defense ki technique with Elemental (Light) effect, Light Path Attack, Spiritual, or Defense Spell, or Light Discipline Attack or Defense Psychic Power. Any such power is granted a bonus of +10 to Attack, Defense, or Projection as well as a bonus of +20 to its Base Damage, if the power is an Attack Power. Additionally by spending 2-10Ki points or 20-100 Zeon points each turn, the character can increase the Quality of his/her Light Weapons by +5 per 2Ki points or 20Zeon Points spent.
Light Weapons: By extending his powers over light, the Eloil can solidify light weapons (+0 Quality) and brandish them without penalty, as if he were proficient in their use.
Sephirah’s Blood: An Eloil automatically has Sephira’s Blood which is counted in this Blood Bond’s CP cost and Level Modifier.
Unnatural Awe: Eloil have an Awe inspiring aura. They are considered has having the Charm Advantage when dealing with any Light-aligned creature and the Disquieting Advantage when dealing with anyone else.
LIMIT: This Blood Bond has a Level modifier of +2 and can only be taken by Sylvain characters without Pandemonium’s Blood.
SPIDER QUEEN’S BLOOD
In ancient times a restricted sect of D’Anjayni dealt a pact with a powerful entity residing within the belly of Gaia, called “The Spider Queen”. The exact terms of the pact and how these D’Anjayni shared blood with such monstrosity without being eaten by it are completely unknown nowadays, but sometimes a D’Anjayni inheriting the sect blood is born with strange powers such as innate climbing ability, a perfect balance, the capacity to produce an adhesive phlegm, but most importantly an innate talent for subterfuge and illusions. Despite everything such individuals tend to be a little more emotional than their counterparts, and a few of these develops psychotic complexes causing violence outbursts, so they are usually kept an eye on...if anyone manages to do so, of course.
Adhesive Phlegm: The character can spit an adhesive phlegm to block, or suffocate enemies. It’s considered as a Natural Thrown Weapon inflicting no Damage, but which can be used without any penalty for a Trap Maneuver with an equivalent Strength of 10. As an alternative it can be used as a Complete Attack Action to affect all chosen targets in front of the user and within 3m, although in this case the attack roll suffers from a -40Attack Penalty. When used to affect more opponents, the Adhesive Phlegm does not allow to aim the attacks. If aimed at the head of opponents, it causes Partial Blindness instead of Minor Paralysis, Total Blindness instead of Partial Paralysis, and Unconsciousness (due to suffocation), instead of Total Paralysis. If successful, the Trap is automatically maintained without need by the user to “concentrate” on it, but the Trap Strength value gains a +1 cumulative bonus each turn the user chooses to concentrate on the Trap, instead of acting freely. Proficiency with this weapon must be developed as normal.
Instable: The character suffers a penalty of -30 to his/her Composure value.
Perfect Balance: The character has a bonus of +2 to all characteristic checks to oppose Take-Down and Throw maneuvers.
Surface Movements: The character has the Free Movement creature power.
The Web: All powers (both Racial or Supernatural) used by this character to alter others’ perception or memories and using a Resistance Check have their Resistance Check Difficulty increased by +20. The character benefits from a bonus of +10 to all his/her Subterfuge Secondary Abilities.
LIMIT: This Blood Bond can only be taken by D’Anjayni characters.
WINGS OF DEATH
Feared by other members of their own race, Ebudans born with the Wings of Death are really damned creatures. Born with pitch-black wings always attached to their shoulders, these Ebudans always have Marduk foreseeing a terrifying Sue’Aman, often requiring them to accomplish awful massacres, and are hence avoided by other Ebudans. Perhaps, exactly due to their particular destiny, such Ebudans’ wings are much more lethal than those possessed by other Ebudans and they even seem to be able to maneuver them much better than in battle. Ebudans with Wings of Death can choose 2 special rules from the following list. Spending additional CPs will increase the amount of special rules acquired by 1 for each CP spent and will give access to some special rules.
Complex Uses: The character can apply the Precision, Trap (using his/her Strength) and Trap Weapons rules with his Wings, but whenever he/she chooses to do so the wings also suffer from the Complex rules.
Independent Wings: The character can attack or block with his/her wings while fighting with his/her own arms and/or weapons suffering to their Wings attacks the same penalties as if dual wielding, which can be reduced by the Ambidextrous advantage as normal.
Iron Feathers Shield: The character gains the same bonus as if wielding a Full Shield to his Defense rolls.
Multitask Wings: The character can fly while using his/her wings for fighting, but not while using them for a Trap or Disarm Maneuver.
Mystical Boost: Before rolling for Initiative, the character can spend between 2 and 10ki points. The wings will be considered as benefitting from a +5Quality Bonus for each 2ki points spent for the entire turn. The character must have spent at least 2CP on this advantage in order to gain this special rule.
Slayers: When inflicting Damage with a Wing attack, the character may spend 1 Fatigue point to make it automatically inflict a Critical with a +40Bonus to the Critical Level. The character must have spent at least 3CP on this advantage in order to gain this special rule. Also, choosing this advantage increases by +1 the Level modifier of this character.
LIMIT: This Blood Bond can only be taken by Ebudan characters.
During the wars between Minotaurs and other Jayans, a few offspring of raped female Jayans were born who were not immediately killed. The descendants of such Jayans still suffer partially from Moloch curse. They develop immense primary horns, as well a couple of smaller horns protruding from their cheeks. These Jayan sometimes are a little less intelligent than average, and tend to be very short-tempered, but they can still be grown into rational individuals and what they lack in brains, they make up for with brawn. Fearsome opponents, such individuals combine the sheer might of a Minotaur with the training and capacities of normal Jayans, as well as their ability to see Spirits through the third eye. Within human society it’s very hard for these individuals to hide their nature due to their huge size (they’re often higher than 3 meters), but it’s not uncommon for armies to accept an unusually big soldier without making too many questions as long as they don’t show off their horns in public.
Exceptional Strength: Although the character doesn’t reach Enormous Size as is normal for Jayans (Maximum Size 24), he/she can be considered Enormous for the purpose of Base Damage of his/her Natural Weapons and for the purpose of wielding Enormous or Giant sized weapons.
Moloch Curse: The character has -1Intelligence. Whenever the character’s Life Points reach half the starting value, he/she can choose to use the Berserker Magnus without need for buying it, doubling the Attack Bonus and halving the Defense Penalty. If the charater’s Life Points reach one quarter of the starting value while using the Berserker Magnus, the character further benefits from a +20Attack Bonus. The character can buy the Berserk Magnus spending only 20DP and no MK, but bonuses to it will only apply once his/her Life Points reach half the starting value.
Moloch Blessing: The character has +1Constitution. The +20PhR bonus Jayan normally have is substituted by a +30 bonus to PhR, DR, and VR, and the character suffers no MR penalty. Moreover, the character has a Damage Barrier of 80, and a natural AT value of 2 against all attacks not based on Energy.
Relentless: The character has 1 additional Fatigue Point. The character also benefits from a bonus of +20Attack while charging and is considered as making a Take Hits Maneuver without suffering any Defense penalty beyond that of the charge maneuver. If the character makes a Total Attack maneuver while charging, he/she suffers the normal penalties to Defense.
LIMIT: This Blood Bond can only be taken by Jayan characters.
LION KING’S BLOOD
It’s really rare, but sometimes a particularly rare kind of Daimah is born carrying the genes of the ancient Lion Kings of these ancient race. Such individuals are easily distinguished from other Daimah, since as opposite to their similar, they develop a strong body and seem to possess a more concrete mind, in addition to an incredible aura of power. Daimahs with Lion King’s Blood are called like this due to the rapid growth of their long hair and (for men) beard that makes them resemble a lion, unless they shave daily. These Daimah are characterized by immense spiritual power and are often chosen as leaders by groups of Daimah or even by unknowing groups of humans.
Body and Soul of Kings: Daimah with Lion Kings’ Blood don’t suffer from -1Constitution and Willpower, but they don’t benefit from Daimah +1Agility bonus either. Instead they benefit from a bonus of +1 to their Str, Con, Pow and Wil. The character loses the Small Size Daimah rule.
High Destiny: The character has a bonus of +10 to his/her Base Presence.
Inhumanity: The character has the Inhumanity ability.
Natural Weapons: Natural Weapons of Lion Kings have a Base Damage of either 40 or 60 depending on their Size, and they are always considered as having the Natural Weapons Blood Bond (which they cannot buy a second time), which cost is included in that of this Blood Bond.
Roaring Charisma: The character is considered as having a base of 30 on all Social Characteristics without spending any DPs on them. This bonus isn’t cumulative with the Jack of All Trades or the Professional Advantages.
LIMIT: This Blood Bond has a Level modifier of +2 and can only be taken by Daimah characters.
Sometimes, beings with an extremely strong link with Darkness are born due to the union of a mortal Duk’Zarist with Pandemonium’s Blood and a Darkness Elemental. Such beings gain an incredible control over Darkness and shadows. Anyway, only when using the Umbra Magnus, the greatest powers of Shadow Children are manifested.
Area Attack: As opposed to general rules of Umbra, a Shadow Child can make area attacks within a range up to 50m wide, but increasing the area of effect to such extent has a cost of 5 Ki points per Attack.
Dark Enhancement: Before rolling for Initiative the character can spend 2 to 10 ki points or 20-100 Zeon points, to increase the power Umbra and Shadow Weapons. By doing so, the shadows he commands are considered as +5 Quality weapons for each 2ki points or 20Zeon points spent.
Elemental Nature: The character ignores all Darkness based damage, caused by beings whose Gnosis is below 35, but he suffers double damage from Light based damage sources.
Pandemonium’s Blood: A Shadow Child automatically has Pandemonium’s Blood which is counted in this Blood Bond’s CP cost and Level Modifier.
Shadow Dominion: The character has control over Darkness equivalent to the effects of Control Darkness spell (Darkness Lev.30) cast at Base Level. If the character focuses on darkness and does not make any other action in the same turn, the effects become those of the same spell cast at Intermediate Level. This ability has no cost for a Shadow Child.
Shadow Weapons: By extending his powers over shadows, the Shadow Child can solidify darkness weapons (+0 Quality) and brandish them without penalty, as if he were proficient in their use.
Superior Umbra: If the character develops the Umbra Magnus, he can use its powers without spending ki. If the character has The Gift, he can attack with shadows and accumulate Zeon or cast spells from Darkness Path without reducing his MA or suffering a penalty for multiple actions.
LIMIT: This Blood Bond has a Level modifier +2 and can only be taken by Duk’Zarist characters without Sephira’s Blood.
During the Great War of The Devas the city of Tiz was buried under the clash of two Aeons. Within the city was a small population of Deva who had decided to renegade their way of life and live among the men and Dvergr (named the Tribe of The East) that inhabited the underground city. It was the Deva who impeded the whole city to collapse, at the cost of the life of most of them, in a desperate ritual to harness the strength of Toa, the Aeon of Earth, to prevent the complete cave-in. Anyway The few remaining Deva were accepted by other people, and even started breeding with humans. Centuries later, most population of Tiz has mixed human, Dvergr and Deva blood in its veins. Moreover in order to survive the dark city, the population had to rely on mystical arts very often, causing a strong magic aura to permeate the whole city and its inhabitants, further mutating their genes and giving birth to some special children named Shuras, which seem to be almost pureblood Devas with few special powers. Recently Tiz inhabitants have digged few escape routes out of the city and a few scouts, among which are mostly Shuras, have leaved the city and travel the world to discover the whereabouts of the rest of the world and report to the city. Common feature among Shuras is being completely albino, probably an adaptation of life in darkness, although they don’t seem to have any problem while staying under the direct light of the sun.
Aeons Blessings: Shuras have a bonus of +10 to all their Resistance checks against all elements (Earth, Fire, Air, Water, Light, Darkness). In addition, they consider any Blood Bond with an Aeon as a common Advantage, instead of a Blood Bond. A Shura cannot have any other kind of Blood Bond.
Human and Dvergr Blood: Human and Dvergr Blood in Shuras’ veins makes them much more resilient than common Devas, hence they only suffer a penalty of -1Constitution, instead of -2 and ignore the racial penalty to PhR and DR. Shura’s cannot gain the Hybrid advantage.
Isolation: Shuras suffer from a penalty of -20 to all Social Secondary Ability checks, and -50 to all Intellectual Secondary Ability checks, except for Occult and Magic Appraisal, when interacting with anything related to the outside world, due to the complete lack of cultural background. Both these penalties disappear at a rate of -5 per Experience Level earned while traveling Gaia.
Third Eye Control: Shura’s can make their third eye disappear at will, but won’t be able to use their Soul Eye ability while their third eye is disappeared.
Underground Adaptation: All Shuras have Complete Night Vision and Superior Underground Movement creature powers.
LIMITS: This Blood Bond can only be taken by Deva characters.
ANCIENT VETALA’S BLOOD:
This Vetala has absorbed or has been granted the power of an Ancient from his/her race, being granted its exceptional powers, which are very varied depending on the “diet” of the Ancient Vetala. Vetalas with Ancient Vetala’s Blood can choose 2 special rules from the following list. Spending additional CPs will increase the amount of special rules acquired by 1 for each CP spent and will give access to some special rules.
Blood Vitality: The character has additional Life Points equal to 5 times his/her Constitution value. As far as a constant Blood diet is followed, the character benefits from a further bonus of +2 to his/her Regeneration value.
Inhumanity: The character is Inhuman with all that comports.
Night Hunter: The character has Complete Night Vision and Natural Weapons with a Base Damage of 30 during day and 40 at night.
Relentless: The character has 4 additional Fatigue Points.
Supernatural Knowledge: The character can choose between having either 80 free MK to spend on Nemesis Abilities only or 80 free ML to spend on Arcana Sephira Spheres only. The character must have spent at least 2CP on this advantage in order to gain this special rule.
Unlimited Blood Power: The character can always choose to spend (not Sacrifice) 5 Life Points instead of spending 10 Zeon Points, has complete natural ability to use the Blood Subpath of Magic, even if he/she doesn’t have The Gift, adds +2Intelligence for calculating the maximum Casting Level for spells from Blood Subpath, adds +30 to the Zeon cost of Spells he/she can use as Innate from the Blood Subpath. The character must have spent at least 3CP on this advantage in order to gain this special rule. Also, choosing this advantage increases by +1 the Level modifier of this character.
LIMIT: This Blood Bond can only be taken by Vetala characters.
Among Tuan Dalyrs there’s been one, named Beorn, who’s pact with the Great Beasts went much further. It seems acquired powers made him much more powerful than any other living Tuan Dalyr, until he was definitely defeated by a Lim Sidhe hero of Lillium. Anyway, the blood of Beorn still runs through the veins of a few Tuan Dalyr who seem to be blessed with powers that far surpass those of other members of their race. Beornian Tuan Dalyrs can choose 2 special rules from the following list. Spending additional CPs will increase the amount of special rules acquired by 1 for each CP spent and will give access to some special rules.
Bestial Endurance: The character has a bonus of +1Constitution. If the character takes the Regeneration advantage, he/she gains an additional +1Regeneration for each CP spent on it.
Controlled Transformation: The character does not suffer any Intelligence, Willpower, MR, or PsR penalty while transformed.
Greater Beasts’ Blood: If the character takes the Great Beasts’ Blood advantage, he/she can acquire powers as a creature with Gnosis 10, instead of 5. When using the Eliodon Transformation Magnus, the character can acquire powers as a creature with Gnosis 30, instead of 20.
Inhumanity: The character has the Inhumanity ability.
Mystical Boost: Before rolling for Initiative, the character can spend between 2 and 10ki points. The Natural Weapons of this character will be considered as benefitting from a +5Quality Bonus for each 2ki points spent for the entire turn. The character must have spent at least 2CP on this advantage in order to gain this special rule.
Chosen of The Moon: During the night, the character is always considered as benefitting from the Moon Child bonuses, except during the New Moon night (or the Full Moon night, if the character has Tsukiyomi’s Blood), when he loses all Tuan Dalyr powers for the entire day. Also, the character gains the Complete Night Vision power. The character must have spent at least 3CP on this advantage in order to gain this special rule. Also, choosing this advantage increases by +1 the Level modifier of this character.
LIMIT: This Blood Bond can only be taken by Tuan Dalyr characters.
THE DEMIURGE’S BLOOD
Among the legends of all Dvergr Clans there’s one that talking about a mythical Dvergr whose name’s been long forgotten, and which is referred to as The Demiurge. Each Clan has its own version of the story in which the Demiurge dealt a special pact with a different Aeon and was gifted with a slice of the Aeon’s own flesh. Descendants of The Demiurge have an innate affinity for something that holds affinity toward their patron Aeon.
CLAN OF THE NORTH DEMIURGE:
The Clan of The North Demiurge is told to have acquired a slice of the Metal Aeon Kshathra and to have been an incredible forger, author and carrier of more than a legendary artifact of the North of Gaia. Descendants of such individual have an incredible affinity for metals which manifests in innate ability to forge and wear them with ease as well as a unique ability to exo-equip metal times with extreme ease and are characterized by grey beards and hair with somewhat metallic reflexes.
Demiurge Craftmanship: The character has a bonus of +30 to the Forge Secondary Ability, while forging a metal item. When forging a metal item, the character obtains a +5Quality bonus increment (within the usual limits), for each Difficulty Level obtained beyond that required by the forged item. When forging a metal item, the character halves Time dependent penalties to the Forge roll and doubles Time dependent bonus to the Forge roll.
Kshathra’s Blood: A character with Demiurge’s Blood automatically has Kshathra’s Blood which is counted in this Blood Bond’s CP cost and Level Modifier.
Metal Endurance: The character has a bonus of +20 to the Wear Armor Primary Ability.
Natural Metal Bond: The character halves the cost to Exo-Equip Metal Items.
CLAN OF THE EAST DEMIURGE:
The Clan of The East Demiurge is told to have acquired a slice of both the Earth Aeon Toa and Ice Aeon Niflheim, acquiring the healing properties of both elements and a strong elemental soul that is said to have materialized the only Zampakuto in history bonded with two elements. Descendants of such individual have an incredible affinity for healing members of the races inhabiting Tiz and manifest Zampakuto with extreme ease, as well as being characterized by dark brown beards with bluish reflexes.
Demiurge Surgeonry: The character has a bonus of +30 to the Medicine Secondary Ability, while attempting to treat a Human, Dvergr, or Devah. When treating a Human, Dvergr, or Devah, the character increases by +10% the percentage of Life Points recovered by the patient (healing 10% of the patient’s Life Points even on an Easy or Medium check), decreases by -10 the Level of any Disease treated, and halves any penalty to the Medicine roll.
Niflheim’s Blood and Toa’s Blood: A character with Demiurge’s Blood automatically has Niflheim’s Blood and Toa’s Blood which are counted in this Blood Bond’s CP cost and Level Modifier. A character with Demiurge’s Blood can have both Phurisaz and Earth Dragon Transformation Magnus active at the same time.
Stone and Ice Affinity: The character has a bonus of +2 to characteristic checks for maintaining balance or resisting impacts.
Natural Soul Manifestation: The character halves the DP and MK cost to forge a Zampakuto and develop its Shikai, as long as the Zampakuto is Elemental. Such Zampakuto will automatically be considered as bonded with both Earth and Water Elements and its Bankai must always have the Water/Earth Elemental Binding Disadvantage.
CLAN OF THE SOUTH DEMIURGE:
The Clan of The South Demiurge is told to have acquired a slice of the Fantasy Aeon, The Dragon, becoming master of many incredible fighting styles as well as developing a strong kinship to Dragons that inhabited the bowels of The Lightless Halls. Descendants of such individual are recognized most times as equals from all draconic races, develop strange and marvelous fighting styles instinctively, and are characterized by multicolored beards that range all of rainbow colors.
Demiurge Kinship: The character has a bonus of +30 to the Persuasion Secondary Ability, while dealing with Draconic races. The character is considered as benefitting from the Animal Affinity or Charm Advantage while dealing with Draconic races and gain both an additional Experience Level and an additional Special Bonus when making a Dragon Pact.
Dragon’s Blood: A character with Demiurge’s Blood automatically has Dragon’s Blood which is counted in this Blood Bond’s CP cost and Level Modifier.
Spiritual Energy: The character has an extra reserve of 24 Ki points distributed as he/she wishes among his/her stats.
Natural Incredible Fighting Styles: The character halves the DP and MK cost to develop any Incredible Weapon Magnus.
CLAN OF THE WEST DEMIURGE:
The Clan of The West Demiurge is told to have acquired a slice of the Dark Aeon Orochi, becoming an absolute killing machine capable of mastering evil and destructive forces as well as all secrets for preparing the poisons with most neurotoxic effects. Descendants of such individual have a natural ability to prepare extremely toxic venoms that seem to affect anything, and are characterized by black-jet beards with seven white stripes.
Demiurge Chemistry: The character has a bonus of +30 to the Poison Secondary Ability, while preparing Poisons (but not Antidotes) with following neurotoxic effects: Fear, Terror, Wrath, Madness, Hallucinations, Pain, Extreme Pain, Paralysis, Total Paralysis, and Death. When preparing such Poisons, if the user adds his/her blood to the compound, the Poison will be granted +10Level, be supernatural and will, in addition to other effects, cause loss of 1 Life Point per turn for a number of turns equal to Failure Level.
Orochi’s Blood: A character with Demiurge’s Blood automatically has Orochi’s Blood which is counted in this Blood Bond’s CP cost and Level Modifier.
Occult Mastery: The character has a bonus of +20 to the Summon and Control Summoning Abilities.
Natural Demonic Bond: The character’s Demonic Weapons and Items spend half DPs for acquiring Creature Powers and Life Point Multiples.
LIMIT: This Blood Bond can only be taken by Dvergr characters.
Among Ah Chiinches a real rare mutation causes some of them to develop their heads’ carapace into a shapechanging mask, capable of replicating the appearance of any humanoid head. Moreover, such Mimicry Ah Chiinches are capable of replicating sounds. Obviously it’s still very hard for these individuals to learn languages of other people and this is why older Mimicry have the tradition of teaching to younger ones how to shapeshift their heads and produce the correct sounds to communicate with other races. Mimicry usually make very dangerous lives traveling among humans completely covering their bodies and risking of being discovered and executed as monstrosities, still they know their job is really important to keep their villages informed of what’s going on in the outside world, in the hope a future where they can be accepted will eventually come. Lucky for them, Mimicry Mutation allows morphing the entire body if required, although such morphed appearance cannot be maintained for more than a few minutes.
Metamorphing Face: The character’s head can morph into that of any humanoid being. Of course they don’t really have eyes and the concept of facial expressions is almost incomprehensible to them. A Notice check of Very Difficult might allow a person to understand they are not actually human by the way they move their heads, but the character can increase the difficulty of the check by 20 for each Level of Difficulty their Base Disguise Secondary Ability reaches.
Speak: Mimicry are capable of speaking but rarely have more than a limited knowledge of one or two human languages and sometimes the sounds they emit are still a bit strange as is their accent. A Notice check of Almost Impossible might allow a person to understand they are not actually human by the way they talk, but the character can increase the difficulty of the check by 20 for each Level of Difficulty their Base Disguise Secondary Ability reaches.
Total Morphing: The character can morph the whole appearance with that of a humanoid being. Maintaining such transformation has a cost of 10ki points per minute and the character cannot recover ki points by any mean while maintaining such transformation. While keeping this shape, the character cannot make use of his/her two additional arms.
LIMIT: This Blood Bond can only be taken by Ah Chiinche characters.
When Fafnr still had a small kingdom, the royal family was composed by strong and powerful Fafnrs that had signed a pact with The Dragon, the first Aeon, the one incarnating pure fantasy. Even though Fafnrs’ kindom is lost forever and the royal family is supposed to b extinct, few Fafnrs are born from time to time whose scales are as black as the night, probably descendants of illegitimate offspring of the royal family from times past. Black Dragons, as they are called, have the potential to become among the most powerful creatures on all of Gaia, although the jealous nature of their bond with The Dragon prevents them from being influenced from any other blood inheritance.
Black Scales: The character’s AT is Unmodified. A Black Dragon has a Damage Barrier of 60. A Black Dragon may spend DPs as creature to further increase the Damage Barrier, with the limits of Gnosis described in the Increasing Power Section. A Black Dragon may buy the Use of Armor advantage, applying the Wear Armor bonus to Life Points.
Dragon’s Blood: A Black Dragon automatically has Dragon’s Blood which is counted in this Blood Bond’s CP cost and Level Modifier.
Limitless Power: The Gnosis value used to acquire creature powers is also applied when determining which creatures a Black Dragon can affect with attacks and abilities.
Lost Elemental Parentship: A Black Dragon does not benefit from Children of Fire and Ice rule.
Natural Release: A Black Dragon’s requirement to get the Dragon Seals Transformation Magnus is 140+Attack and 140+Defense, and a Black Dragon only spends 25MK to learn the Dragons Seals Transformation Magnus. Whenever a Black Dragon gets access to a Seal, he/she automatically gets access to the following even Seal. A Black Dragon spends half (rounding up) the ki points cost required for maintaining Dragon Seals open. A Black Dragon can use the Dragon Seals Transformation Magnus in combination with the Final Weapon Transformation Magnus.
True Dragon: The character spends 5MK less to learn Level1 techniques of The Dragon and Black Dragon school, 15MK less for Level2 techniques from the same school, and 25MK less for the Level3 technique. At the moment he/she uses these techniques, the character can choose to lose an amount of ki points equal to half (rounding up) their ki cost, to increase the effects of the techniques as if he/she were using the Push Techniques ki ability, but this effect is not cumulative with the Push Techniques ki ability.
Zen: The character has the Zen ability.
LIMIT: This Blood Bond always has a +1Level Modifier and can only be taken by Fafnr characters that have no other Blood Bonds.
Sometimes when the Azoth nucleus of a Homunculus takes form, it taps on unpredicted energies and for unknown reasons the resulting power cracks the essence of the Homunculus Azoth, twisting it into something much more dangerous than a normal Homunculus, a Proxy. Such creature, in fact, can shapeshift into a much more powerful shape, always terrifying, allowing confrontation with any kind of monster or power. Unfortunately, while releasing the Proxy, the Homunculus is seldom able to control it, which is why Homunculi with Proxy Azoth usually prefer to live alone, separated from others.
Awakening Proxy: The character can choose to turn into the Proxy before rolling for initiative. Also, the character will automatically turn into the Proxy when reduced to one fourth of its starting Life Points or when suffering a Critical. Once turned into Proxy, the character receives a bonus to his/her Zeon reserve equal to 4 times its Presence, but loses 20Zeon points per turn and will be able to revert to the original form either once Zeon reaches 0 or by performing a Willpower check with a difficulty of 16. If the character turned into a Proxy because of low Life Points or suffered Critical, it will suffer a penalty of -2 to its Willpower value for the check.
Out Of Control: The Proxy does not distinguish friends from foes and once set on a purpose will try to eliminate threats (everyone around him) starting with the most dangerous, meanwhile eliminating anything getting close in its path. The character can try to take control of the Proxy for one turn by passing a Willpower check against a difficulty of 18 at the beginning of each turn. If the character turned into a Proxy because of low Life Points or suffered Critical, it will suffer a penalty of -2 to its Willpower value for the check. The Proxy cannot use any Alchemy ability even if kept under control.
Proxy Power: The Proxy doubles all bonuses to characteristics by Artificial Body and Mind, as well as any positive Athletic and Vigor Secondary Ability, and Sleight of Hand Secondary Ability, if positive. The Proxy doubles any numeral on any Natural Technique, Natural Spell, or Natural Psychic Power employed and recovers double Life Points and Fatigue Points per 50Zeon points spent. Finally, the Proxy doubles any Class bonus to Life Points, Initiative, Attack and Defense. The Proxy has the Zen ability.
Proxy Weapons: While turned into the Proxy, the character will drop any carried weapon and fight using its Natural Weapons. Proxy Natural Weapons have Base Damage 100, negate up to 5 points of opponents’ AT, and add +50 to the Critical Level of any Critical inflicted on opponents. Proxy Weapons can damage any class of being. Proxy Weapons can never benefit from Martial Arts bonus.
LIMIT: This Blood Bond can only be taken by Homunculus characters.
Among all creatures that dealt a pact with Tsukiyomi, Okamis are certainly those that were granted the greatest favors. Still even among Okamis, those called Blackmanes are revered as the absolute chosen ones of the Black Moon Goddess. When benefitting from Tsykiyomi’s blessing Blackmanes have their natural powers raise to unfathomable levels, becoming absolutely impervious to damage and devastating while attacking. Moreover their howl can cause a sheer terror state that will freeze most enemies in place. All Blackmanes have black hair and dark red eyes.
Freezing Howl: Enemies that fail the MR check against a Tsukiyomi’s Blackmane’s Wolf Howl by more than 30 points are affected from Terror and those who fail it by more than 60 are affected from Total Paralysis instead.
Tsukiyomi’s Blood: A Tsukiyomi’s Blackmane automatically has Tsukiyomi’s Blood which is counted in this Blood Bond’s CP cost and Level Modifier.
Tsukiyomi’s Chosen: A Tsukiyomi’s Blackmane gains +1 to his Pow and Wil characteristics for each +10 All Action Bonus he/she’s granted by Tsukiyomi’s Blood, his/her attacks gain a Base Damage Bonus equal to the All Action Bonus and the Base Damage of attacks directed at him/her is reduced by a quantity equal to half the All Action Bonus. Regeneration Bonus granted from Tsukiyomi’s Blood can take a Tsukiyomi’s Blackmane’s Regeneration value beyond 18, ignoring normal Gnosis limits.
LIMIT: This Blood Bond can only be taken by Okami characters.
In ancient time a group of Eldeofol shamans reached for the Ginnungagap and asked one of the three giants that rest there for power. Only two of them survived the unknown ordeal that was bestowed to them, but they were judged worthy of an unbound power that can still be called upon by few of their descendants.
The Gift of Knowledge: The character does not suffer from the -1Int and -1Per penalty of other Eldeofols and does not pay an extra DP for developing Intellectual Secondary Abilities as indicated by the Barbaric rule.
The Gift of Sight: The character has the See Supernatural advantage, which cost is included in the cost of this Blood Bond.
The Gift of Power: The character can enter an Avatar Trance. While in Avatar Trance the character sacrifices 20 Life Points per turn, but benefits from a bonus of +2 to all characteristics, and +20 to All Actions, Initiative, MA and Psychic Potential. The character can perform Zen actions while in Avatar Trance. After exiting the Avatar Trance, the character suffers from a -20 All Action Penalty for a number of days equal to the number of turns the character was in Avatar Trance. During such days the character cannot enter Avatar Trance.
The Gift of Void: The character benefits from a bonus of +20 to all Resistances.
LIMIT: This Blood Bond has a Level modifier +2 and can only be taken by Eldeofol characters.
Psyren is Trold goddess of old, an entity that is told to have bestowed Trolds their innatural resilience to physical injuries as well as matrix powers. It’s no wonder such an elusive entity has dealt pacts only with few Trold mortals and that only few Trolds now benefit from her blessings. Despite being varied in effects, all these gifts grant additional resilience to the Trold, making him or her even harder to kill.
Superior Eternal Blood: A character with Psyren’s Blood automatically has Eternal Blood which is counted in this Blood Bond’s CP cost and Level Modifier. In addition to this, a character with Psyren’s Blood can choose one or two of the following advantages, depending on whether he/she spent 2 or three CPs on it, respectively.
Fire Shield: The character is no longer affected from Terror when witnessing 3 or more Fire Intensities and Fire attacks don’t inhibit the Trold’s Regeneration any longer. The Psychic Nulls rule is applied to Pyrokinesis as well.
Psychic Void: The character is immune to the effects of Matrixes with a Potential up to Inhuman.
Strong Body and Mind: The character has a bonus of +30 to PhR and PsR.
Divine Regeneration: The character has a Regeneration value of 20, regardless of his/her Gnosis value. The character must have spent at least 3CP on this advantage in order to gain this special rule. Also, choosing this advantage increases by +1 the Level modifier of this character.
LIMIT: This Blood Bond can only be taken by Trold characters.
Although very careful, the Mothership sending Star Children to Gaia still makes few experiments from time to time. Such experiments are DNA improvements aimed to improve the survival rate of Star Children on Gaia. Needless to say, such individuals have additional properties compared to their counterparts. Star Children with Experimental DNA can choose 2 special rules from the following list. Spending additional CPs will increase the amount of special rules acquired by 1 for each CP spent and will give access to some special rules.
Additional Ki Reserves: The character has a bonus of +2ki points per level on Constitution, Power, and Willpower.
Defensive Utilities: The character has the following Ki and Nemesis abilities: Physical Dominion, Void Armor, and Void Body.
Inhumanity: The character has the Inhumanity ability.
Knowledge Pack: The character has a bonus of +30 to three knowledge-based Secondary Abilities different from Science.
Recall Protocol: The character doubles his/her Base Ki Accumulation Values on Constitution, Power, and Willpower. The character must have spent at least 2CP on this advantage in order to gain this special rule.
Structural Perfection: The character substitutes all characteristics that are below 10 with a 10. The character must have spent at least 3CP on this advantage in order to gain this special rule. Also, choosing this advantage increases by +1 the Level modifier of this character.
LIMIT: This Blood Bond can only be taken by Star Children characters.
Since Black Sun noticed the existence of Risen, it immediately started making experiments to obtain such creatures in laboratory. The variable results of the experiments were the so-called Project Ragnarok, undead entities of almost unlimited power, the ultimate Superior Undeads obtained though Black Piece technology combined with Book of The Dead lore. Unfortunately for the Delacroix, such creatures are innately strong willed and from time to time manage to escape the laboratories of Black Sun, and are hence pursued as a first priority by the organization. Anyway, there are also few Risen who don’t dislike serving the organization, realizing they don’t have a real future beyond what the Delacroix can offer them. Project Ragnarok Risen can choose 2 special rules from the following list. Spending additional CPs will increase the amount of special rules acquired by 1 for each CP spent and will give access to some special rules.
Inhumanity: The character has the Inhumanity ability.
Innate Nemesis Knowledge: The character has 80MK to spend on Nemesis Abilities and /or Techniques (if it has Nemesis Techniques).
Necromantic Node: Casters using necromancy within a range in meters equal to 5 times the character’s Level have +30MA and +1Intelligence, while casters using any other path of magic within the same area suffer from a penalty of -30MA and -1Intelligence.
Nemesis Techniques: If the character has Use of Nemesis he/she can learn Techniques as normal by spending MK (no MK reduction applied) and using Nemesis points and Nemesis Accumulation to fuel them, instead of Ki points and Accumulation.
Accelerated Development: The character gains Necromantic Touch at Level 1, upgrades it at Level13, gains Necromantic Aura at Level6 and upgrades it at level 14. The character must have spent at least 2CP on this advantage in order to gain this special rule.
Perfect Experiment: The character can buy Creature Powers as if having Gnosis35, although his/her Gnosis remains unchanged under all other aspects. This Gnosis value also applies for the limits of Necromantic Aura, Necromantic Touch and Regeneration. The character must have spent at least 3CP on this advantage in order to gain this special rule. Also, choosing this advantage increases by +1 the Level modifier of this character.
LIMITS: If the character doesn’t have the Contacts or Powerful Ally (Black Sun) advantage, it’s assumed you’re a rogue from the Organization and MUST buy the Powerful Enemy (Black Sun) Disadvantage. This Blood Bond can only be taken by Risen characters.
Kings and Queens of Faes all descend from an ancestral group of individuals (possibly a couple) gifted with powers that reached far beyond those of other members of their race. The few descendants that survived nowadays are no longer invested of their hierarchical power due to the crisis suffered by Fae society, but are still imbued with energies that can shake the world itself if correctly developed.
Natural Power: All Royal Fae benefit from an extra +1Pow and are considered as having the Zen ability for all that concerns Power or Magic related checks and abilities.
Powerful Magic: All Royal Fae compulsory have The Gift, which cost is included into this Blood Bond. Upon reaching Level10, Royal Faes automatically receive, for free, the High Magic Sphere from the Arcana Sephira, independently from any other Metamagic Ability they might buy.
Unfathomable Powers: The Gnosis considered for buying Extremely Variable Powers used by Royal Fae is always 5 points higher, and the following powers can be bought as well: Automatic Critical, Systematic Mind, Critical Immunity, Closed Space, Existential Barriers, Existential Damage.
LIMITS: This Blood Bond has a Level Modifier of +2 and can only be taken by Fae characters.
Posted 16 March 2014 - 11:23 AM
NPC UNIQUE OR ALMOST UNIQUE BLOOD BONDS:
BLOOD OF GIOVANNI:
The character is a descendant of Zhorne Giovanni.
Blessings of C’iel and Gaira: The character is always considered as having Elan Level of 100 and the following Gifts: Heavenly Resistances, Increased Damage, Indomitable Spirit, The Gift of Politics, Increased Domination, The Power of Knowledge, Artistic Aptitude, Psychological Immunity (Gabriel), Resistant, Ignore Penalties, Mother Nature Knowledge, Animal Knowledge, Supernatural Knowledge, Frightful Presence, Leader, The Value of Heroes, Destroyer of Evil, Destroyer of Sacred, Aesthetics, Science Knowledge, Altering The Law of Chance, The Voice of Pleasure, Psychological Immunity (Edamiel), Serenity of Melancholy. The character cannot develop Elan with any other Entity.
Blood of Kings: The character has a base of 10 on all Attributes and applies a bonus of +10 to the Base Presence. On all Odd Levels the character gains a bonus of +1 to an Attribute. This bonus is in addition to CPs gained at Even Levels, and cannot be traded for a free CP. The character applies no Age Penalties upon reaching 60 years and only applies Age Penalties as a 60 years old man, upon reaching 80 years.
Great Spiritual Power: The character has the Zen Ability. Each Level, the character may choose between gaining a bonus of +1 to four different Ki Accumulations, +1MA Multiple, or +1Psychic Point.
LIMITS: This Blood Bond only pertains to Lucanor Giovanni, applying a Level Modifier of +3.
BLOOD OF DOMINION:
The character is a descendant of Andromalius.
Andromalius’ Power: The character has the Zen Ability and a bonus of +10 to the Base Presence.
Most Ancient Blood: The character is considered as benefitting from Ancient Blood, besides the character can connect to machines that only responded to Andromalius and his/her orders have for all original Lost Logia priority over those of any other one with Ancient Blood.
Natural Protocols: The character halves the MK cost of all Solomon’s Legacy Techniques and the DP and MK cost of Enhancing Protocol PT-01: Power-Up Magnus. The character is considered as having an extra Ki Reserve of 15 points per Experience Level he/she can only use to empower the Solomon’s Legacy Techniques, and an extra point of Accumulation each Even Level on Agi, Dex, and Pow characteristics.
LIMITS: This Blood Bond only pertains to Matthew Gaul, applying a Level Modifier of +2.
CHOSEN OF C’IEL:
The character is granted an exceptionally powerful by C’iel itself.
Boon of C’iel: The character is granted the Zen ability and a bonus of +4 to the Power Attribute.
Eloil: The character has the Eloil Advantage, which cost and Level Modifier are is included in this Blood Bond’s cost.
Martial Prowess: The character is granted a bonus of +5MK per Level.
LIMITS: This Blood Bond only pertains to Nerelas Ul Sylvanus and Sylvia Ul Sylvanus, applying a Level Modifier of +2.
The character has been turned by the Imperium into a powerful Godkiller.
Ageless Power: The character is granted the Zen ability and a bonus of +5 to all Physical Attributes and +3 to Power Attribute. The character stops aging and is immune to Natural Poisons and Diseases.
No Gods: The character loses any Elan he/she possesses and cannot develop any Elan, with the exception of a self-centered Path to Ascension (hence, instead of losing Elan when becoming a Godkiller, the character may choose to trade it for an equivalent Elan Level on The Path to Ascension). If the character forfeits a 100% synchronization to gain the complete Path to Ascension, he/she cannot choose to retain previous powers instead of those from the Path to Ascension.
LIMITS: This Blood Bond only pertains to Kisidan, Dereck Shezard, and other Godkillers, applying a Level Modifier of +4.