Blood Magic — Sand¶
Sand is the Blood Magic bloodline concerned with the environment itself. Sand lizards are built for heat, dust, and scarcity — Sand-bonded Qnassi lean toward surviving where nothing else can.
Threads (Sand)¶
- Sand Camouflage — blend into sand or dust terrain.
- Burrow — dig into loose ground quickly.
- Desert Resilience — endure heat, dehydration, and sandstorms.
Base Ka Cost (Sand)¶
| Effect | Example | Base Ka |
|---|---|---|
| Minor adaptation | Ignore minor heat or dehydration for a scene | 1 |
| Sand Camouflage | Blend into sand or dust terrain, imposing a penalty on searchers | 2 |
| Burrow | Dig into loose ground quickly enough to hide or bypass an obstacle | 3 |
| Desert Resilience | Go a full day without water, or endure a sandstorm without penalty | 5 |
Channeling Difficulty (Sand)¶
Modifiers: - Favorable terrain (sand, dust, dry ground): +0 - Unfavorable terrain (stone, wet ground): +4, or unusable at GM discretion - Maintaining Sand Camouflage while moving: +2
Burn¶
Burn may be taken to: - extend Desert Resilience by a full day without paying again - burrow through unusually resistant ground - hold Sand Camouflage against a determined, actively searching observer
Design Notes¶
- Sand is Blood Magic's most terrain-dependent bloodline — its Threads are strong in the right environment and weak or unusable outside it, unlike the other bloodlines.
- This is deliberate: Sand-bonded Qnassi should feel like a decisive advantage in the desert and a normal Qnassi everywhere else.