Summon Blood
Summon Blood [Major] by Shaded Helios
With the slightest touch or even just a stray glance, the super being can force a person's very blood to betray them. Victims affected by Summon Blood feel no pain and suffer no visible injury, but they immediately begin losing blood. It leaks from all orifices and sweats from all pores. Gruesome to witness and horrifying to experience, those who survive a blood summoning are often mentally traumatized. Severe blood loss will often require immediate medical treatment lest the victim go into shock and shortly die.
- Damage: 1D6 directly to H.P. per melee round.
- Range: Touch or 10 feet per level of experience beginning at 2nd.
- Duration: 1 minute[4 melee rounds] +1 melee round per level of experience. At 3rd level of experience duration can be regulated in single melee round increments.
- Delayed Effect: After summoning a victim's blood, the super being can choose to delay the actual effect for up to 1 melee round per level of experience.
- Attacks Per Melee: Each attempted summoning uses one melee action.
- Saving Throw: Once targeted, victims must roll a 16 or higher to resist the blood summoning[P.E. bonuses apply]. If the initial save is failed, another may be made at the beginning of each new melee round afterwards. Success stops damage for that round, but another save must be made the next round and everyone after it for the duration of the summoning. Additionally, a victim who has lost 50% or more of their H.P. to a blood summoning and remained conscious during the ordeal must roll vs. insanity or develop a phobia for the sight of their own blood.
- Limitations: Victims can only be under the effect of one blood summoning at a time and the power cannot bypass environmental armor.
- Bonuses: +1D6 M.E., +20% vs coma/death
Imagine, some twisted individual with this power could shove their way through a crowd, summoning blood from multiple victims, and be well away from the action when dozens of people start pouring blood. Talk about causing panic...