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  • Blooded Rules in Companion

    Hey Folks!

    Can anyone give me an example of how to create a blooded Race? (For illustrating an Human-Goblin)
    I don't understand the rules in the companion withount an example, because my english is to weak.

    Thank you in advance for your help.


    Best Regards,
    Christian

  • #2
    Sure thing my man.

    I recently did a Half-Giant myself as a blooded so I understand your confusion at first.

    Lets break it down step by step.

    First; Add 1 to an Ability that is the highest of your chosen race. In this case Goblin. From the Core Rulebook we have the following stats for the Goblin:
    • Accuracy 3
    • Communication 0
    • Constitution 1
    • Dexterity 4
    • Fighting 1
    • Intelligence 0
    • Perception 1
    • Strength 0
    • Willpower 1
    So for your Ability Increase you get a +1 to your Dexterity since it is the highest Ability

    Second: Pick one Focus from your Origin.
    the goblin has the following Focuses:
    Brawling, Bows, Light Blades, Thrown Weapons and Stealth.
    You get one of those choices.

    Third: speed is 10+Dexterity minus Armor Penalty as normal

    Fourth: you speak Common and the language of your Origin. If they do not have their own language then you just get Common. (As a house rule; i like to let players choose one additional language they know instead of just Common...since most races speak common and one other language anyway, so it balances a bit better)

    Final Step: the chart. The chart will tell you to gain a focus for a second- or third-highest ability score or of your choice. so if those are rolled; since the Goblin doens't have Focuses for any of their Abilities with a 1 score; you just get a focus for any of those choices.
    Roll Benefit
    2 +1 Highest Ability (so an additional +1 to Dexterity)
    3-4 Focus for a third-highest Ability or one of choice (so you can get an Focus for Constitution, Fighting, Perception or Willpower. since there are no focuses possessed by the Goblin for those Abilities, you can get any of choice)
    5 Focus for Second Highest Ability or one of choice (so a focus for Accuracy (Brawling, Bows, Light Blades or thrown Weapons))
    6 Weapon Group Possessed by your Origin (the Goblin does not list Weapons Groups on their statblock, so I'd assume you gain a Weapons Group for any Weapons Group Focus Listed in their focuses)
    7-8 +1 to Second-Highest Ability (so a +1 to Accuracy)
    9 Focus for Highest Ability or one of choice (So Stealth under Dexterity if you did not already have or if you did choose it, then any other Dexterity Focus)
    10-11 Focus for Third-Highest Ability or one of choice (as if you rolled a 3-4) OR you gain a Special Quality possessed by your Origin (so Darkvision or Pack Tactics)
    12 +1 to third-highest Ability (so a +1 to Constitution, Fighting, Perception or Willpower)
    A note on gaining the special Quality of your Origin...it is recommended that certain Qualities cannot be used since player characters lack the physical means to use them; like a Dragons Buffet or Tail Bash power for instance. Other Qualities can be taken into account and you can find those in the core rules on page 114 and more in the bestiary on pages 133-135. you can pick ones that might be for you. for example, the dragon Blooded above could instead take Armored and have an AR of 1 or 2. i would rule that if it stacks with armor, then 1, if not then 2.

    In the above example, we made a dragon Blooded for my sister and she wanted wings. so we indeed gave her the Buffet Power but lowered the range to 3 yards and lowered the TN to 11. I also ruled that once she reached level 11, they would increase to standard as written in the Dragon Adversary Statblock.

    The Blooded are fun to play around with especially when it comes to Qualities and Powers that can be given.



    This is a rundown of how i personally understand how the Blooded works. if you feel i have gotten something wrong, let me know. anyway, it seems complicated at first but it is quite simple once you understand that each Origin will change what Ability increases and focuses you get.

    I hope this breakdown helps you and any new players looking to have a Blooded in their campaigns.
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    Comment


    • #3
      Hey VladGenX!

      Thx for your explanation and the given examples.
      So, I use the blooded to create a playable Race from a Monster, not for mixing two races.

      TOP! Thanks again for your help!


      Greets




      Comment


      • #4
        Originally posted by haedor View Post
        Hey VladGenX!

        Thx for your explanation and the given examples.
        So, I use the blooded to create a playable Race from a Monster, not for mixing two races.

        TOP! Thanks again for your help!


        Greets



        yeah. in the core rulebook, they have a way to play mixed races already. You take the bonuses from one race in almost its entirety but instead of rolling twice on their chart, you roll once on theirs and the second time on the other races chart. doing a Mixed Race is a but easier. in my games, i let the players choose which bonuses they gain from either race as well as rolling once on each chart. so if someone chooses to gain +1 to Fighting from their Human side but gain Darkvision from their Elven side; perfectly alright. as long as they don't gain EVERYTHING from both sides....that's far too much.

        To be fair, i really enjoy experimenting with the Blooded. We Created a Half-Dragon, Half-Demon, Half-Angel and (Don't Laugh) a Half-Slenderman. As it turns out, that character didn't originally know of her father and when she learned she could cause great fear; it lead to a cool story arc where she was torn between causing havoc or staying good. the moral dilemma there was intriguing and led to a good story.

        Blooded are fun to work with.....
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        Comment

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