Matter Expulsion: Blood

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Matter expulsion: Blood [Major] by Iczer

'OMGWTH!'

The character has the ability to massivly multiply his own blood content, and excrete the excess.

1) Blood armour: By generating a sheath of his own, renewing and recirculating blood, the character can provide himself with a a small but renewable protective coating. It takes one action to coat oneself in a blood sheath, approximately a half inch thick. While coated, the character enjoys an SDC boost of 10, plus 5 per level, which instantly renews each combat round. While coated in blood, the character leaves footprints and stains on everything he touches.

2) Excrete blood: By massively cloning his blood, the character can generate bolts, tendrils whips and gushes of his own blood.
A Blood bolt, is a high speed gallon of blood, striking with the force of a solid kick. The blood bolt has +3 to strike and a range of 20 feet per level, inflicting 2D6 damage.
A Blood Tendril is a weak but dexterous 'finger' (PP 16 PS 2) that can manipulate objects out to 30 feet. The blood whip is a simple variation of the tendril, inflicting 2D4 damage (No PS bonus) but with a +3 to strike (includes PP bonuses).
A Blood Gush is a wide spray of blood, that can knock down a foe. Any one struck by a blood gush (+4 to strike 1D4 damage) must make a save vs balance or be knocked over by the mass of Blood. Opponents on the ground at the time make their balance check at -2 (or -10%) as the blood makes the ground slippery.

3) Generate blood: The character can generate quite a lot of blood, that takes its time to evaporate. He can create stable blood (that will not evaporate after a few minutes) at a rate of one half gallon per minute. this can be from any pore on his body, or any wound. This blood is identical to the character's (cannot generate foreign blood types).

4) purge: The character can renew his blood supply once per melee round with an action. All his blood gushes out of him, and new blood replaces it. Any poison, or blood borne disease in his body ceases to be in his body after that point (though diseases that affect other parts of his body remain so).

5) Control blood: The character has a limited amount of control over his blood. When using the blood lash, the character can attempt to pierce a target. this requires an additional action (but is not necessary until he has struck a target) the target must make a saving throw (14+ PE bonuses apply, -2 if the target has an open wound). If the saving throw is failed, then the character can simply cause his own blood in a target to revolt, inflicting 1D4 damage directly to HP as an action. The character has control over his implanted blood for one melee round, plus an additional round at levels 3,5,7,9,11,13 and 15. Any method of getting his blood into a victim will suffice for this (making them drink it works as well). Vampires, who rely on the blood of others (and any other 'vampiric' style creature) take double that damage.

6) Other bonuses:

The character is unable to bleed to death while conscious. he simply renews any lost blood. even if unconcious, the character suffers blood loss at one quarter rate.
The character's constantly fresh blood supply means that he enjoys +2 to PE and may roll a D10 for HP every level (Rather than a D6). He has a +4 to save vs blood borne disease and poison.
The character heals at twice normal rate.