Fleshmancy

( Core Element ) Elementalism - Fleshmancy Ability The ability to control and manipulate your own flesh.

Flesh - Elementalism

XP Cost: 1   Prerequisites: Elementalism

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

You can manipulate the shape and structure of your own skin, muscle and sinew.

Using a Motion: You can Temporarily Enhance any one Physical Attribute(STR,DEX,CON) Total by +2. All modifications last until the end of your next turn.

Flesh Forming: Using an Action, you can transform your muscle and skin in various ways, including the forming of club-like weapons on any limb, the forming of a 5 meter rope from your stretched skin, the forming of a Whip or Lasso from your stretched skin and muscle and so on. Any weapons made this way deal 1d12 + Caster Modifier Blunt Damage and you are considered to be Trained to wield those weapons at that time. All transformations last until the end of your next turn or until this ability is no longer being sustained.

Sustaining: Sustaining this ability allows you to maintain a Transformation or Enhancement generated through Fleshmancy.

Overpower: You can spend an additional Resource Pool Point to Increase the Range of this Ability by +1 Meter,

Or Increase the Enhancement Bonus granted by this Ability’s Motion by 2,

Or Enhance a single other Attribute Score by +2 until the end of your next turn,

Or Cause any Weapons created using this Ability’s Action to gain +1 to Attack and Damage Rolls,

Or gain 1 additional Transformation until the end of your next turn.