[1]
Blood is replaced with highly pressured gas. Your wounds whistle and
squeal. You bleed from any weapon that deals slashing or piercing
damage, which means you take 1d6 damage per round unless healed or
quickly wrapped in bandages. However, you take -1 damage from all
blunt attacks and treat falls like they were 10 ft shorter then they
are.
[2]
Bloody Bomb. Whenever you take damage from physical attacks, don't
take it right away. Instead, write it down on your character sheet.
At some point you will need to take the damage, but can choose when
to do so at will. When you do take the damage, your character's body
fires out blood and gore everywhere, but they don't die unless their
stored damage would put them at 0 HP or less. The explosion deals
damage equal to the stored damage you had, targets get a save for
half damage. If you are currently storing damage that puts you under
0 HP you cannot heal and instead must make a save each combat round
to not prematurely explode yourself. When you're ready you can fully
explode, in which case your body is utterly destroyed in the
bloodiest bomb.
[3]
Levitating blood. When you bleed, your blood drips upwards- falling
off you towards the sky or ceiling instead of on the floor. If you
smear your blood onto an object, you can give it levitation of 1
pound per 1 point of damage you take from the blood loss. After your
blood dries, it loses most but not all of its levitating powers. Your
blood could be used as ingredients in potions of flight or as part of
the paint of a flying carpet, or soak the wood for a magic witch's
broom; you may be hunted for your blood from amoral magic users.
[4]
Your blood is delicious in a tangy, sort of savory way. Intelligent
monsters want to use your blood as sauce to make their human-skin
noodle dinner, and vampires find you an exotic but not all together
bad treat. These monsters are more likely to take you captive for
careful killing later, rather then killing you right now.
[5]
Your blood can be used as a substitute for magical ink or to draw a
Wizard's glyph or sigil. Whenever you bleed, your blood flows as
beautiful calligraphy if you have at least 17 Charisma.
[6]
After you die, your blood becomes a blood hydra. It's a strange
creature, made of blood, that follows its original host's goals and
aspirations. You get to keep playing your character as a homunculus
of their blood. You have HD equal to ½ of the original character's
level and have a AC and to-hit bonus equal to that character's
Constitution modifier. The blood creature can use any weapon(s) its
user could but cannot wear armor or cast spells. Since it's only
partially solid it can also squeeze through iron grates and under
doors, out of chains and binding spells, etc. By making a save, the
blood hydra can also half any physical damage it takes by flowing
freely with the weapon's strike.
The blood hydra
only lives for 2 weeks before its blood dies off, or essentially long
enough to finish your current adventure. This essentially lets you
continue playing a strange monsterous version of your character until
you complete a major objective or run out of time. Upon running out
of time or death by damage the blood hydra congeals where it stands
as a fragile red statue. Especially powerful or magical blood hydras
may turn into red crystals after they die; useful to sell or perform
some magic with.
[7]
Your blood is replaced with little red mice. When you are cut, they
scamper and scurry away from you, and if you swallow them whole you
have a 50% chance to recover 1 hit point per mouse swallowed back in.
The mice like to hid from you in different places, and if the mice
are stomped on or eaten you lose -1 maximum HP per mouse. If the mice
are lost in good locations it is possible for them to survive until
old age and you don't lose any permanent hit points from leaving them
loose. These mice are also true breeding magical creatures, so they
will make babies with normal mice and you will see little orange and
copper mice running around where you lost blood before. They have a
strange kinship with you.
[8]
You have virgin blood. For all magical spells and creatures, your
blood is virginal regardless of your own sins. Every time you have
sex your blood loses this virginal quality for 2 weeks until it
regenerates, in which case you are magically considered a virgin
again. This makes you a target for demon cultists to sacrifice you,
lets you ride on unicorns, your pure blood makes you immune to some
diseases and miasma that only affect sinners (STDs), and so on. This
power does not work on the Gods and your final judgment will not be
changed by it; the Gods are much too smart and aware of your life as
a whole to be tricked by a little magic blood.
[9]
Entrapment blood. If your blood totally covers a small creature of 1
HD or less, it gets sucked into your body's veins in a semi-liquid
and semi-living form. It can cause you some small stress or make your
wounds worse, requiring a saving throw or increasing the damage you
take from a physical attack by 1 whenever you're hit. However the
creature is also trapped and can only be released by the blood-mutant
with a ritual slicing of wounds and verbally allowed to leave, or
when you are killed.
[10]
Your blood is pinkish water. Lose -1d6 Con permanently. The spell
that turns your blood to water doesn't kill you, instead just dealing
1 damage per caster level or spell level of the offending spell, as
you are adapted to watered-down blood.
[11]
You have negative space blood. Your blood doesn't exist, and instead
you must have empty space to pump through your veins. If killed or
wounded, your body is bloodless. If anyone injects anything into you,
like medicine or poison, you take 1d4 damage per exploration turn
plus the original contents effects until you slit your wrists to let
it back out.
[12]
Your blood is infused with the magic of cymbals. When a drop of it
falls to a hard surface, like a stone floor of a dungeon, it creates
a loud crash of sound and you must roll for wandering monsters.
However you are immune to sound based damage and get +2 to saves vs
other sound-based or music based spells, as your body just interprets
them a gentle ringing in your veins.
[13]
Your blood clots into jewelry. When outside your body, your blood
forms into hard droplets of precious stones and flowing lines of
blood become strings and silver chains. The jewelry made by your
blood isn't real and can be detected as a fake by any skilled
merchant, but appears like real jewelry. They last for about a weak
before they rapidly tarnish, rust, and fall apart into dust.
[14]
Your blood has an extremely high concentration of iron, and has a
darker red color and sheen. You save at -2 to electrical attacks and
spells, and your body is weak against magnetism and you could be
pulled by a magnet as though you were made of metal. On the plus
side, you get +1 AC due to how tough your blood vessels are.
[15]
Your heart is gone. Your blood is self pumping, or rather has
pneumatic force that pushes it through your veins. By concentrating,
you can give yourself +1 to either your Strength, Dexterity, or
Constitution once per day for a single roll as you focus your blood
on important organs or body parts. Since you no longer have a heart,
you are also immune to spells or special weapons that target it,
dealing only regular damage as that spot is just a clump of
crisscrossing veins and arteries.
[16]
Whenever your blood leaves your veins, it spurts off in a dazzling
display like a fountain or glorious waterfall. It looks like you
bleed massive amounts even from a finger prick, as your blood seems
to multiply its volume outside of your body. You still lose the same
amount of blood from the same injury as anyone else, yours just flows
like crazy. If you are ever killed by a slit throat; your blood will
flow like a river and people will have to run to avoid getting
drowned.
[17]
Your blood turns orange with blue spots suspended within, and has
several unusual properties. The first time you are killed by a magic
spell, instead you fall to the ground totally unaffected. However you
have a new shiny blue blood clot that shoots its way into your brain,
causing you to have a serious stroke. You will require immediate
medical attention and several months of bed rest. You lose -1d6
points in all mental stats (Int, Wis, Cha) permanently and talk with
a stutter, unable to speak complete sentences without aid. If you
could cast spells, the part of your brain responsible for casting
spells isn't effected- but if you couldn't cast spells you can't
possibly learn it anymore.
Secondly, if your
blood spills out on a cold surface (stone floor, snow, etc.) the
little blue spots change shape into larger blue stars as your blood
cools and solidifies.
[18]
Your blood turns pale magenta and has several unusual properties.
When leaving your body, your blood becomes a thick wispy smoke,
heavier then air and falls to the ground. Any very small creatures
such as rodents or swarms of bugs must save or breathe your blood as
smoke. If they fail the save (or have less then 1 hit point) they are
killed by it, and their body turns a bright shade of magenta as they curl up and die.
Secondly, your
blood becomes very adapt at blistering. Disgusting big purple boils
appear on your skin when your skin is injured, and while unsightly
and conferring a -1 to Charisma while there, but they are good at dealing
with damage caused by burns. You take -1 damage from all fire attacks
and spells that hit your skin, your blood quickly quenching the burn.
[19]
Your blood turns bright green and has several unusual properties.
First, whenever your blood touches the water, it swells up and
becomes a huge cloud of green sludge that is very sticky, and is very
likely to trap fish and small sharks that try to swim through it, or
stick to anything trying to move the same pool as you are. Since this
happens whenever you get injured it's highly likely for you to get
stuck in your own glue and drown, you have to make a saving throw
modified by strength to swim free from the trail of slime bleeding
out of your wounds.
Secondly, when mixed with sawdust, bone dust, flour, or other sandy material, your blood acts as a weak glue that holds these together and conducts energy. When lit on fire, this small bundle will hold together until enough heat is absorbed that it explodes, dealing 1d2 damage or dealing up to 1d4 if metal or glass shards are added to the mixture. It costs 1d4+1 points of damage worth of blood to make a usable clump bomb with your mutant blood. This only works on materials with some amount of 'energy' within it, so sand or gravel won't work.
Secondly, when mixed with sawdust, bone dust, flour, or other sandy material, your blood acts as a weak glue that holds these together and conducts energy. When lit on fire, this small bundle will hold together until enough heat is absorbed that it explodes, dealing 1d2 damage or dealing up to 1d4 if metal or glass shards are added to the mixture. It costs 1d4+1 points of damage worth of blood to make a usable clump bomb with your mutant blood. This only works on materials with some amount of 'energy' within it, so sand or gravel won't work.
[20] Your
blood turns white with very thin lines of sky blue that always flow
in the direction of the trickle, and has several unique properties.
The undead nearby you have their own skin start to turn white with
long, thin blue lines and seem to shudder. You have +1 AC versus the
undead, and +1 to saves vs level drain or diseases brought on by the
undead.
Secondly, when you
intentionally spill your own blood it pools in unusual patterns. The
light blue lines converge, twist, and bend to create an accurate map
of the enclosed area you are within. For every 1d4 damage you inflict
on yourself, your blood creates a map of up to 3 nearby rooms and
hallways, and even secret passages at a 1 in 4 chance to appear in
your blood. These wounds can only be self inflicted, and bleeding
caused by other creatures or wounds doesn't count.
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