Okay, I haven’t read all of these yet and I don’t yet have my 4e books (though I’ve followed much of the development online).
It seems to me, though, that there is some mixed discussion of adventure-oriented powers in this thread. In the other bloodlines thread, I think we agreed that adventure-oriented powers (the majority of current 2e and 3e bloodline powers) would be tied to character level and be added to the list of class abilities or feats that a character could take (or maybe characters will even get additional feats or powers just so that they can buy a few of these on top of normal class abilities, I don’t know yet).
If this thread is focused on realm-level domain powers, then we should keep the discussion to those things, like what Sorontar had proposed. Realm-level powers (per the other thread) will remain completely separate from class and level. Essentially, they will use a system very similar to the 2e/3e one.
I suggest moving away from a table that you have to reference to know how many realm-level powers you get, though. Perhaps each derivation still has its limitations on realm powers available, and these still fit into Minor, Major, and Great categories, but the number available could be tied to blood score in a different fashion. If we could assign each power a point value based on our estimation of its relative strength (which could then easily be tweaked by the community or each DM if they wish), then each scion would get a number of points to “purchase” blood abilities equal to their bloodline score.
So, a Major bloodline of 23 might be able to purchase 3 minor power costing 3, 4, and 6, and one major power costing 10, while a Major bloodline of 45 might also be able to purchase two more major powers at costs 10 and 12. If that’s too complicated, it could be streamlined so that minor powers all cost 5, major 10, and great 15.
As for what realm level powers should be, I suggest thinking up things that modify the game like so:
Allow an additional Court action of a certain type
Allow a standard action of a certain type to be conducted as a Court action
Modify any of the various combat variables (unit statistics, terrain or weather effects, hero units, etc.)
Mimic, in a unique and probably limited fashion, a realm spell
Alter holding statistics in some fashion (gaining an extra bonus to assisting an action like Espionage or gaining extra GB or RP income from one holding)
Aid in the resolution of a random event
Cause a random event
As for frequency, most powers should only be usable once per domain turn. Stronger bloodlines or weaker powers might be usable once per month. I also could see where some powers might require a little RP or GB to activate.
In the coming week I’ll start posting some of my ideas for possible realm powers, though a number of good ones have already been listed here.