Bloodline

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Bloodline (Major) by Stone Gargoyle

"Time for you to donate blood."

The character can shoot out a vein-like extension to drain blood from a target.

1. Blood Bolts and Barbs: The character can generate barbed blood red barbed steel-like bolts as a form of matter expulsion. These bolts can be shot into a target to then dig in and become hard to remove.

Range: 400 feet, plus 40 feet per level
Duration: Strike is instant. Blood barb will dissolve after the character's PE attribute number in minutes.
Damage: 3d6 on impact, with removal of the barbed bolt without medical help doing an additional 1d6 damage from ripping it out, plus 1 SDC per minute from bleeding.
Attacks: Uses one melee attack/action to strike with the barbed bolts.
Bonus: +4 to strike
Blood Poisoning: The target must save vs. blood-borne toxins (16 or better, PE bonus applies) or lose an additional 1d4 SDC per melee round for 2d4 melee rounds.

2. Draining Blood: A rubbery sinew tube resembling a vein can be attached to the Blood Bolt before it is shot by expending an extra action. This tube allows the character to drain 1d6 Hit Points from the target per melee round while it is attached, healing the character 1d6 SDC an 1 point of HP damage for every 1d6 HP drained.

Range: Draining Blood strike must be within 100 feet, plus 10 feet per level, due to the limited length of the tube.
Duration: The tube will dissolve after 2d4 melee rounds or when not needed, or if the tube is broken or the barbed bolt is removed.
SDC of Tube: The tube has an effective SDC of 20. It cannot be harmed by unarmed strikes, with blunt melee weapons doing one quarter damage. Bladed weapons will, however, do full damage.
Excess Hit Points Drained: The character can drain up to an excess of 10 HP which can be used to take HP damage done to the character, but this excess amount does not heal once gone. No excess SDC can be stored, so once the SDC of the character is healed, he cannot absorb and more points of Hit Points even if this excess is not reached or he still has damage to his own Hit Points.

3. Immunity to Blood Poisoning: The character is immune to blood-borne toxins and diseases, and is +2 to save from other types of poisons, toxins and diseases.

4. Other Bonuses:

+1d4X10 SDC
+2d4 PE
Heals at twice normal rate