So here are the results of the polls
Racial Ability/Bloodline:
Level + Quest + Condition: Players will have to reach level 50 and meet a condition or set of conditions that are unique to them to unlock the quest 'Ancestral Bloodline' that will allow them to get their bloodline.
Bloodline: After completing the 'Ancestral Bloodline' quest player will have access to powers, abilities, skills, and traits that belonged to their ancestors.
Purity: All bloodlines have some level of purity. Purity affects the strength of and number of abilitys gotten fore very level of the bloodline. Pure bloodline will generally give stronger abilities but they will be more focused. The purer the bloodline the more focused it is. On the other side a diffuse bloodline may not have very many strong abilities but there would be more of them and a greater variety of them. A very diffuse bloodline might not have any strong abilities, at least until you get a few tens of generations back, but there would be a large variety of abilities and a much higher chance to get more than one per level of their bloodline. The 5 ranks of purity are Extremely Pure, Pure, Mixed, Diffuse, and Extremely Diffuse. Mixed is the most common purity with Extremely Pure and Extremely Diffuse being the rarest. A bloodline's purity is influenced by how the bloodline is leveled (See below).
Bias: It is possible for a bloodline to have a bias towards a certain types or category or abilities. If the majority of people from a specific bloodline were warriors then the bloodline would be biased towards warrior like abilities. If it produced a majority of mages the bloodline would be biased towards more magical abilities. A bloodline is initially determined semi-randomly so it's possible for a warrior to get a mage biased bloodline or a mage to get a merchant biased bloodline etc...
Rank: Bloodlines have ranks. The ranks are Common, Uncommon, Rare, Epic, Legendary, and Mythical. A bloodline's rank is determined by factors like where it comes from, how far back it goes, and how many extraordinary people (Heros, Rulers, master craftsmen, master merchants, powerful mages, etc..) it has produced. Rank is not dependent on the purity of the bloodline.
Level: A bloodline's level is equal to how many generations back it goes (a generation is 20 years). to advance the bloodline's level the player has to meet certain conditions that can include but are not limited to reaching a certain level, completing a certain quest or quests, finding a specific item, having a good relationship with a specific NPC or NPCs, etc... The player will also need a certain level of understanding regarding their bloodline, especially at higher levels. When a bloodline is leveled up the player will get to choose what direction they want it to take. the amount of options depends on the purity of the bloodline at the time of the level up. An Extremely Pure bloodline will have 2 choices, Pure will have three, Mixed will have four, etc...
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EX1) A draconian with a fire dragon as an ancestor has a bloodline that has produced many skilled smiths throughout the generations could get the ability to breath fire initially and eventually get an ability that would allow them to use their fire breath to forge items. at higher ranks they could get the ability to imbue weapons with fire damage and armor with fire resistance.
EX2) A elf has a rare bloodline that give it a high affinity with animals. It turns out that it bloodline has a nature elemental it it somewhere.
EX3) a Half-Orc Half-Human has a Very Diffuse mythical bloodline that gives it immense combat strength. After going back many generations they discover that one of their ancestors was the God of War.
Elemental Affinities Do Something:
Elemental affinities will become more useful and do more things. Also i'm adding more affinities (if you have one you want to see then by all means tell me) but these new ones can't be granted randomly upon character creation, they can only be gotten from a bloodline advanced understanding of a basic element, attunement (spending time with and understanding that element), or a blessing.
Bonuses:
Basic:
Fire: Increases physical damage
Water: Increases magical damage
Earth: Increases defense
Air: Increases evasion
Lightning: Increases speed
Light: Increases expendable stat regen (HP, MP, SP, Ki, etc...)
Dark: Increases resistance to de-buffs
Advanced:
Lava: Chance to melt/burn armor (Drace)
Ice: Increases magic defense (CrazyDutchGuy)
Metal: Increases physical defense (CrazyDutchGuy)
Sound: Damage Penetration (Drace, SS20x3)
Life: Increases HP (by a small %)
Death: Decreases Death penalty (by 1/10's of a %)
Other:
Space: ??
Nature: ??
Time?(yes/no): ??
Holy: Buff (Drace)
Demonic: De-buff (Drace)
Blood: Increases HP regen
Spirit: Increases MP regen
Chaos: Random
Void: ?
Appearance: Elemental affinities will also change the appearance of the player once they reach a certain rank (master or king). examples: earth could give the player's skin a more rocky texture and a harder feel and browner eyes; Fire could make the player heat up, have flames for hair, exhale smoke, and more red colored eyes; Lightning could make the air around the player small a little like ozone, they could have lightning running along their skin/hair, have more light blue/storm grey colored eyes; etc...
Sync Mode: after reaching the King rank players can temporarily sync will that element, taking on a form that looks closer to an elemental. In this mode what ever boost they get from that element with increase 10, 50, or 100 fold (king, saint, deity ranks) and they can use spells and active abilities at half the cost. passive abilities connected to that element are 50% more powerful. spells and abilities not connect to that element are 4x more expensive to use or are 50% weaker. time spent in sync mode is determined by how close the player is to that element, how much they under stand that element, and how strong their mind and body are. It is possible to do with more than one element at a time but the player must have an excellent understanding about how they fit together.