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.
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:
- Interaction: Instil Supernatural Fear. Cooldown: 2 years. A touch carries the terror of Azrai. On success, the victim gains 20 Stress and suffers -2 Martial and +15% Stress Gain for six months. Courage grants immunity. Requires physical presence in the same location.
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:
- Decision: Inspect Food and Drink. Cooldown: 2 years. Let Azrai's poisoned blood warn you of hidden danger.
- Important limit: The CK3 adaptation uses scheme defenses and optional vigilance; it does not detect a poison item or guarantee protection from poisoning.
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:
- Decision: Assume False Appearance. Cooldown: 2 years. Wrap yourself in a convincing supernatural guise for one year.
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:
- Important limit: The CK3 adaptation represents repeated use with sustained passive bonuses; no activation is needed.
Death Touch
Contact carries a corrupting toxin, bringing wasting sickness rather than an unavoidable death.
Always active: +2 Intrigue; +10 Dread baseline.
Using it:
- Interaction: Death Touch. Cooldown: 5 years. Touch another adult in the same location with Azrai's toxin. Your Intrigue sets the first success roll (50%, 65%, or 80%); healthy victims have a further 50% resistance chance. Affliction lasts three years and can cause illness or injury. It does not guarantee the victim's death.
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:
- Interaction: Dark Persuasion. Cooldown: 4 years. Confront an adult in the same location with an unnaturally compelling argument. Success grants +40 opinion and Darkly Persuaded for five years; it does not force a diplomatic agreement. The first roll is 80% with both Diplomacy and Intrigue at least 15, otherwise 60%. Skilled targets have an additional resistance roll.
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:
- Decision: Aura of Domination. Cooldown: 5 years. Unleash an aura that makes compliance feel inevitable.
- Interaction: Weave a Charming Aura. Cooldown: 3 years. Let the presence of the old god still the room and draw a mortal listener into sympathy. The target gains 30 opinion of you for two years. Divine scions resist this enthrallment. Requires physical presence in the same location.
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:
- Decision: Assume Shadow Form. Cooldown: 3 years. Become a shifting outline of darkness for six months; while imprisoned, this attempts an escape.
- Important limit: The CK3 adaptation grants concealment and a chance to escape prison. It does not change the portrait, confer literal incorporeality, or make every attack fail.
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:
- Important limit: CK3 extends life expectancy and fertile years and prevents age-related Prowess loss; it does not divide calendar aging by a fixed ratio.
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:
- Interaction: Wither Touch. Cooldown: 5 years. Desiccate another adult's flesh by touch in the same location. Your Intrigue sets the first success roll (50%, 65%, or 80%); Prowess 20 or higher gives the victim a further 50% resistance chance. Withering lasts five years and may cause wounds.
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:
- Important limit: You gain resilience, but your named vulnerability does not currently protect you from every other cause of death. Do not treat this power as a guarantee of survival.
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:
- Decision: Embrace the Bloodform. Cooldown: one permanent choice / no independent cooldown. Choose your permanent Awnshegh manifestation. This can only be done once.
- Important limit: Your transformation grants agelessness, improved skills and a permanent form. Violent death is still possible. The form choices below are the transformations available in this mod.
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
