Blood Shaping

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Blood Shaping (Major) by Znbrtn

A character with this ability can forcefully remove the blood from their own body and shape it into a variety of useful forms. One aspect of this power is that even if drained of all of his blood, the character will continue to function with no ill effects.

1. Corpse-like flesh: When the character's blood is outside of his body, he takes on some aspects of a regular dead body. His flesh withers slightly and loses any healthy look, and his pulse stops completely.

Benefits: This zombified look allows the character to feign death at 70%. While the character's blood pool is separate from the body, he is immune to effects that cause HP damage.
Penalty: This causes the character's HP pool to separate from his body, leaving him with only SDC while it is active. should his SDC be depleted completely, the character will fall into a coma-like state until some amount of his blood can be restored. this is as simple as pouring some of his own blood on the body, but can be accomplished through a blood transfusion as well.

2. Extraction: When this power is first activated, the character's blood forcefully removes itself from the character's body, either pouring out of the body's orifices or creating harmless cuts across the body to pour out of. It collects into a single mass hovering next to the character, which the character can shape into its different forms. Witnessing this act is quite horrifying, carrying a horror factor of 16.

3 Shapes: The character has a variety of possible uses for the blood mass, but shaping requires the entire mass of the blood stay in continuous physical contact, meaning only one object can be created at a time. Being separated for more than 1d4 seconds causes the smaller portion to become temporarily inert until the main mass or the character's body absorbs it by touch. Because of this, only the fastest moving of projectiles can usually be used effectively(bullets).

Size of objects: The blood mass can alter its own physical size, shrinking or growing itself to fill out any creation from less than 1 ounce, to a hefty 25 lbs of matter per hit point in the pool. physical dimensions range from the size of a playing card, all the way up to a 10x10x15 foot cube, although something of that size would likely be nearly immobile.
Item types: Practically any tool or weapon can be fashioned from the character's blood. Items can include multiple parts, chemical volatility (gunpowder, mainly), and simple mechanical effects, so long as it doesn't require any more sophisticated electronics than a simple motor. mechanical and volatile items do, however, require the character to expend some of his own life-force to power them. items generally follow the rules that a normal item of that type would follow(WP bonuses, skill bonuses, etc.), only differing where noted.
Firearms: To create a working firearm costs the character nothing. It behaves exactly as a normal weapon of that type would act(even if it looks outlandish and bizarre), including range and capacity. creating bullets, however, costs 1 HP per 10 d6's of damage output, which can be divided up however the character desires. the character could, for example, create 5 weak bullets, which do 2d6 damage each, or he could pump every bit into a single powerful round, causing 1d6x10 damage with one shot. grenade launchers can be made as well, but the range for these is limited to 200 feet. each grenade costs a full HP and does 5d6 damage to a 6 foot radius. this expenditure and division is a reflexive action, and does not cost the character any attacks per round to use.
Motorized items: Work just as a normal item of that size and construction would, but cost the character 1 HP to power every minute of use.

4 Other bonuses:

Heals 1 hp every hour when the blood mass is retracted into the body
Is immune to the effects of blood loss and blood borne pathogens.
Is a universal donor for blood transfusion.
+1 to strike and parry with blood weapons
+1d4x10 SDC
+5d6 HP