![[blood.webp|wmicro center]] ## <span class="absence2">Blood Mechanics</span> >[!grid|col-2] >>[!cite|no-title orange] >>###### ![[character.webp|40]] >>#### [[Absence's Homepage|Back to Homepage]] > >>[!cite|no-title orange] >>###### ![[blood.webp|40]] >>#### [[Blood|Current Blood Vials]] --- > [!grid|col-2] > > [!cite|no-icon no-title] > > ## Blood Vat > > |Amount|Duration|Effects| > > |-|-|-| > > |5|20 Days|No Effects| > > |4|16 Days|DisAdv on checks that require hands/finesse, Adv on Intimidation (CHA) rolls| > > |3|12 Days|Vulnerability to **<font color="#92d050">:FasVial:Poison dmg</font>**, Adv on saves against being **<font color="#b2a2c7">:LiHeartHandshake:Charmed</font>**| > > |2|8 Days|Gain the **<font color="#92d050">:FasVial:Poisoned Condition</font>**, Resistance to **<font color="#5f497a">:FasSkull:Necrotic dmg</font>**| > > |1|4 Days|After taking dmg, roll a CON save (DC 10 or half the dmg taken) or gained the [[conditions#Blinded\|Blinded]] until the end of your next turn| > > |0|Empty|Gain 1 level of [[conditions#Exhaustion\|Exhaustion]] per day (Max of 4 levels), +Prof Bonus to Intimidation| > > > > > [!cite|no-icon no-title] > > ## Arma Parasoita > >### Benefits > >- The arm is a *Natural Weapon*. The claws deal 1d6 slashing damage, and you are proficient with the weapon. You can choose to use Strength or Dexterity for the weapon's attack. > >- Once per [[long-rest-xphb|Long Rest]], as a bonus action or reaction to taking damage, you gain resistance to either fire, lightning, poison, acid, or radiant damage for 1 minute. You choose when you activate the ability. > >- Your arm protects you from toxins. You have advantage on saving throws against Diseases and Poisons. > >### Drawbacks > >- The arm hungers constantly. You must consume twice the amount of food as normal each day or suffer from 1 point of [[conditions#Exhaustion]]. > >- When receiving magical healing, you must roll your hemocraft die and remove that amount from the total amount of healing. > >- Your body is unstable. When you take a critical hit, you suffer and additional dice of damage. > [!tabbed|orange] > > <label>Extracting Blood<input type="radio" name="test" /></label> > > >### <div class="absence2">Extracting Blood</div> > >--- >>### Blood Harvesting Amount > >|Size|Lethal|Unsafe|Safe| > >|-|-|-|-| > >|Small|4|2|1| > >|Medium|6|3|2| > >|Large|8|4|3| > >|Huge|12|6|4| > >|Gargantuan|25|12|6| > > > > Dead creatures can provide the lethal amount, and only take 10 mins to extract from with no effects on the corpse. > > > > Absence is able to use the fresh blood of animals and humanoids. > > > > Fresh blood is blood no older than 30 minutes, either outside of the body, or inside of a corpse. > > > > |%%t%%|Short Rest|Long Rest| > > |-|-|-| > > |Lethal|Kills the creature|Kills the creature| > > |Unsafe|Gain a level of Exhaustion|CON save (DC 10) or gain level of [[conditions#Exhaustion]]| > > |Safe|CON save (DC 10) or gain level of [[conditions#Exhaustion]]|No Effects| > > <label>How To Extract Blood<input type="radio" name="test" /></label> > >>### <div class="absence2">How To Extract Blood</div> >>--- > > A Healer's Kit is required to extract blood, from both creatures and corpses. Extracting using a Healer's Kit uses up one of its uses. > > > > ### Vials > > The blood is stored in vials. Standard vials can store up to 1 point of blood. Vials keep the blood fresh for 10 days, -5 days in extreme heat and +5 in extreme cold. > > > > ### Absence's Left Arm > > The blood acts as 'fuel' to be absorbed into her left arm, which has manufactured grooves and valleys to accommodate such. Without blood, the arm will begin to swell, bloat, and become 'dry'. > > <label>New Creatures<input type="radio" name="test" /></label> > >>### <div class="absence2">New Creatures</div> >>--- > > Creatures that have not been extracted from before require a Medicine (DEX) check, to determine the amount of blood points acquired. > > Corpses can only be extracted from once. > > > > Creatures, if not given a long rest between two extractions, will gain double the levels of exhaustion instead. This stacks (ie. 1 point of exhaustion, then 2 points, then 4, then 8, etc). > > > > Failed saves result in remaining on the same DC level. Successful saves result in moving down in difficulty. Surpassing rolls move you down two difficulty stages. > > > > A failed save is a roll that results below the DC spectrum, a successful save is a roll that results within the DC spectrum, and a surpassing save is a roll that results above the DC spectrum. > > > > |DC|Fail|Success|Surpass| > > |-|-|-|-| > > |DC 15-20|No Points|1/2 Safe Amount|Safe Amount| > > |DC 10-15|1/2 Safe Amount|Safe Amount|Unsafe Amount| > > |DC 5-10|Safe Amount|Unsafe Amount|Lethal Amount| > > |DC 0||Lethal Amount|| > > <label>Lycan Ability<input type="radio" name="test" /></label> > >>### <div class="absence2">Lycan Ability</div> >>--- >>For the Lycan Ability, Roll the hemocraft die and the days decrease by half the amount rounded down. >> >>For the Crimson Rite and Blood Curse Amplification, roll the hemocraft die and take the damage.