I’ve often thought that the divine energy blooded folk have should go a little farther than just the occasional, usually rarely-applicable blood power. Why not allow RP to add some divine power to the character’s regular actions, empowering spells or giving insight or competency bonuses to personal actions? This would truly begin to reflect the divine nature of the bloodlines and of the power of regency.
Here’s what I propose:
RP can be spent for personal actions according to bloodline strength
–Tainted bloodlines can spend 1 RP per action
–Minor can spend 2
–Major can spend 4
–Great can spend 6
–True can spend 8
Vorynn bloodlines can use 1 more RP than normal on arcane spells. For Divine Spellcasters, 1 more RP can be spent if the cleric has a bloodline keyed to their god (from which their god descended).
Spellcasters:
–Use RP to increase Caster Level of a spell by 1 per RP spent.
–Use RP to apply metamagic to a spell as if it each RP were 1 spell level—usable by bloodline strength as above, but only usable on non-realm spells.
Non-spellcasting classes
–Use 1RP to increase any variable die roll by 2 for each RP spent (increase attack rolls or damage by +2; increase skill checks by +2; increase saving throws by +2), subject to the limitations described above for bloodline strength.
If this system is in place, I’d suggest also allowing blooded non-regent characters to permanently lose bloodline score points to convert them to regency, or to generate regency at a rate equal to the number of points they can spend (listed above) every season or upon reaching a new level. This would also explain how Great Captains can arise and wield such influence, or heroic non-regent scions can do great deeds or forge new realms (by using accumulated RP). Note that regents should not also earn this amount, since tying themselves to the land makes them dependent upon the land and the wisdom of their rule to generate RP.
Any thoughts?