The Free Lands
4th edition House Rules
New Houserules, primarily for covering bloodlines.
- The strength of your divine bloodline is represented by the number of Bloodline feats you possess.
- Killing a Blooded creature in a very violent manner (ie. sword battle, fireball, etc., not via poison, falling from a cliff, etc.) releases the divine blood. This is called ‘Bloodtheft’. It is then absorbed by any whom are close enough. This means that even non-colonists can be blooded. Knowledge of the exact mechanics require a successful Knowledge bloodlore check (see skills).
- Blooded creatures are very Rare! Not much is known about them, especially not among non-colonists. Most known blooded people are nobles or other (very) important people. If nothing else their powers alone elevate them above non-blooded and pushes them to achieve greatness.
- New Skill: Knowledge Bloodlore; You have studied the workings of the Divine Blood originally brought to Angmar in the form of the colonists. The workings of blood-heritage, bloodtheft, blood powers and many (in)famous divine blooded creatures are known to you. It also allows you to perform rituals with the divine blood. Some Blooded creatures automatically become aware of this knowledge; it is essentially granted to them by their divine blood.
- In addition to revealing information with specific checks with the knowledge skill, players can now select a particular area to gain information on for each rank in the knowledge skill. For example, with two ranks in knowledge religion, a player can gain basic information on the workings of Regin’s Righteous and all the detailed information about Inzuban such as His relations with other Gods. They can choose these ‘areas of expertise’ at any time. Once chosen they cannot be changed.
- The feats Weapon- and Implement expertise from PHBII are banned. Feat-tax is bad mojo. DM will compensate via bloodline stuff, extra GP/items and reducing NPC/monster defense if need be.
- Light: Every square has a light status: Full light, low light, or no light. Light sources create their designated squares of full light and a quarter as much low light again. Thus A sunrod gives off 20 squares of full light, then another 5 squares of low light (in which creatures with low light vision can see). Darkvision allows you to see in squares with no light.