Bleedmancy

Elementalism - Bloodmancy Ability The ability to control and manipulate Blood Flow.

Blood - Elementalism

XP Cost: 1   Prerequisites: Bloodmancy

Action Type(s) Motion, Action
ARP Cost 1 (Motions Excluded)
Range 10 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You can manipulate the flow of blood in living creatures within range that you can see.

Using a Motion: You can either end a bleeding effect on a living creature within range or increase the Bleed Amount by +1 on any Living creature within range that is currently Bleeding.

Free Bleed: You can cause an injured living creature within Range to begin Bleeding at a rate of 1d4 Bleed Damage per Turn. That creature must have some HP missing for this effect to activate.

Sustaining: While sustaining this ability living creatures within range that are Bleeding Cannot Successfully Save against the Bleeding Condition.

Overpower: You can spend an additional Resource Pool Point to Increase the Range of this Ability by +5 Meters,

Or Increase the Bleed Damage inflicted by this ability by +2,

Or Target an additional Damaged Living Creature within Range with this Ability’s Action Effect,

Or Target an additional Bleeding Living Creature within Range with this Ability’s Motion Effect.