Table of Contents

Azrai bloodline and powers

This character carries the divine blood of Azrai, the Shadow: a legacy of ambition, domination, and forbidden power. Bloodline score, power tier, and Regency capacity are shown in the Regency panel.

How bloodline strength works · How to gain and use powers

What your bloodline adds

Each row adds to the earlier rows. These benefits come from your bloodline strength, separately from your individual powers.

Strength reached Additional benefits
1 +1 Prowess; +2 Personally held domains; +1 Intrigue; +0.1 Health
17 +1 Prowess; +2 Personally held domains; +1 Diplomacy; +0.1 Health
33 +1 Prowess; +2 Personally held domains; +1 Intrigue; +0.1 Health
49 +1 Prowess; +2 Personally held domains; +1 Intrigue; +1 Diplomacy; +0.1 Health; +10% Dread gain
65 +1 Prowess; +2 Personally held domains; +1 Intrigue; +1 Diplomacy; +0.1 Health; +10% Dread gain; +10 Your hostile scheme success chance (percentage points)

Tainted powers

Fear

A touch conveys Azrai's terror and unsettles the victim's resolve.

Always active: +25 Dread baseline; +25% Dread gain; +5 Your hostile scheme success chance (percentage points).

Using it:

Alertness

An uncanny awareness catches movements and sounds that others overlook.

Always active: -20 Enemy hostile scheme success chance (percentage points); +20% Scheme discovery chance; +10 Travel safety; +1 Advantage.

You do not need to activate this power; its benefits apply while you have the trait.

Poison Sense

The presence of poison troubles the scion's senses. Detecting a danger does not make the body immune to it.

Always active: -25 Enemy hostile scheme success chance (percentage points); +15% Scheme discovery chance; +0.1 Resistance to health penalties (Health points).

Using it:

Minor powers

Alter Appearance

A brief illusion alters the features and outline by which others recognize the scion.

Always active: +2 Intrigue; +25 Scheme secrecy (percentage points); +15 Your hostile scheme success chance (percentage points); +15 Travel safety.

Using it:

Heightened Ability — Dark Cunning

Divine blood sharpens a quality cherished by the old god, beyond ordinary mortal talent.

Always active: +4 Intrigue; +3 Diplomacy; +2 Learning; +15 Your hostile scheme success chance (percentage points); +10 Owned personal scheme success chance.

Using it:

Death Touch

Contact carries a corrupting toxin, bringing wasting sickness rather than an unavoidable death.

Always active: +2 Intrigue; +10 Dread baseline.

Using it:

Major powers

Persuasion

Words gain supernatural clarity and force, pressing a comprehensible suggestion upon a listener.

Always active: +5 Diplomacy; +2 Intrigue; +25 Owned personal scheme success chance; +15 Your hostile scheme success chance (percentage points).

Using it:

Unreadable Thoughts

The scion's intentions resist scrutiny, and supernatural reading cannot easily reach the mind beneath.

Always active: -35 Enemy hostile scheme success chance (percentage points); +20% Scheme discovery chance; +20 Scheme secrecy (percentage points); +3 Intrigue.

You do not need to activate this power; its benefits apply while you have the trait.

Battlewise

Divine military insight reveals enemy weaknesses and inspires troops under the scion's leadership.

Always active: +10 Martial; +8 Advantage; +15% Army damage; +10% Army toughness; +10% Army movement speed.

You do not need to activate this power; its benefits apply while you have the trait.

Great powers

Charm Aura

An unseen aura draws mortal listeners into sympathy. Its supernatural enthrallment affects the unblooded.

Always active: +5 Diplomacy; +3 Intrigue; +10 General opinion; +25 Owned personal scheme success chance; +15 Your hostile scheme success chance (percentage points); +10 Dread baseline.

Using it:

Shadow Form

The scion becomes living shadow, slipping through darkness and escaping physical confinement.

Always active: +6 Intrigue; +40 Scheme secrecy (percentage points); +25 Your hostile scheme success chance (percentage points); -25 Enemy hostile scheme success chance (percentage points); +30 Travel safety.

Using it:

Long Life

The ravages of age are delayed. A long-lived scion remains vulnerable to violence and other dangers.

Always active: +1.5 Health; +240 Life expectancy (years); +200 Years of fertility; No loss of prowess from ageing.

Using it:

True powers

Wither Touch

A successful touch desiccates living tissue, weakening the body and the affected limb.

Always active: +4 Intrigue; +20 Dread baseline; +10 Your hostile scheme success chance (percentage points).

Using it:

Invulnerability

This power grants exceptional resilience, but does not prevent every possible death.

Always active: +3 Health; +0.75 Resistance to health penalties (Health points); +5 Prowess.

Using it:

Bloodform

Regeneration — planned 0.1.0: Automatically heals one wound severity level and restores one lasting injury on each yearly pulse. Restores blindness, a lost eye or leg, maiming, disfigurement, castration and scars. No activation or resource cost. Full recovery rules and priority. Azrai's power reshapes its bearer toward the dark nature within, the path of an awnshegh.

Always active: Ageless: protected from natural ageing; +10 Diplomacy; +10 Martial; +10 Stewardship; +10 Intrigue; +10 Learning; +10 Prowess; +2 Health; +50 Dread baseline; +20 Your hostile scheme success chance (percentage points); -20 Enemy hostile scheme success chance (percentage points); -10 General opinion.

Using it:

Your permanent manifestation

Bloodtrait or Bloodform lets you choose one lasting manifestation. Read the choices before accepting: this is a permanent expression of your blood.

Form of the Tyrant

This permanent choice adds the following benefits.

+5 Diplomacy; +5 Martial; +50 Dread baseline; +25% Dread gain.

Form of the Predator

This permanent choice adds the following benefits.

+5 Intrigue; +8 Prowess; +25 Scheme secrecy (percentage points); +20 Your hostile scheme success chance (percentage points); +15% Travel speed.

Form of the Abomination

This permanent choice adds the following benefits.

+2 Health; +5 Prowess; +0.75 Resistance to health penalties (Health points).

Bloodtheft and Azrai hostility — planned version 0.1.0

Kill your blooded prisoner and steal +1 Bloodline Score.

Corruption risk: 25% per theft, or 75% if the victim has Azrai blood. Corruption changes your derivation to Azrai, retains your score including the stolen point, and rerolls all bloodpowers for the tiers your score allows. Already-Azrai rulers gain the point without another corruption roll or reroll.

Bloodtheft permanently marks you as a Bloodthief (-20 general opinion). Non-Azrai blooded characters have -100 opinion of every Azrai-blooded character. Expect hostile diplomacy and greater faction danger. Normal execution consequences also apply.

Bloodtheft: requirements, corruption and social consequences