Commit DND files
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@@ -39,4 +39,5 @@ Without the infection interfering:
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### New Passive - Clean Blood
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The body is no longer unstable.
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- Gain **Gas AC +10**
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- Automatically succeed on Constitution checks against disease**
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- Gain **Necrotic AC +10**
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- Automatically succeed on Constitution checks against disease
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@@ -9,7 +9,7 @@
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- -1 to parry throws
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Blood thickens slightly and muscles tighten, making the body more resistant to impact but slower to react.
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# Variant III - Sparkshot
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# Variant III - Sparks of Lightning
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**Reagent:** Spark gland or any mantra spark
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**Effect**:
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- Attack Throws **+1**
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@@ -18,7 +18,7 @@ Blood thickens slightly and muscles tighten, making the body more resistant to i
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- Lightning AC becomes 0
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The nervous system becomes overstimulated. Reaction speed increases, but the body becomes sensitive to electrical shocks.
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# Variant IV - Grave Dust
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# Variant IV - Gravedust
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**Reagent:** Animal blood or corpse residue
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**Effect**:
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- Regain **+10 HP immediately**
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@@ -37,8 +37,8 @@ The mixture slows blood flow and reduces pain response. The body becomes tougher
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**Drawback**
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- Movement Speed **–1.5 meters**
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Body temperature drops slightly. Muscles stiffen but become resistant to cold.
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# Variant VI - Smoke Lung
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**Reagent:** Industrial solvent
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# Variant VI - Smoked Lung
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**Reagent:** Artificial Solvent
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**Effect**:
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- Gas AC **+20**
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- Gain **Advantage on Constitution saving throws**
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@@ -47,7 +47,7 @@ Body temperature drops slightly. Muscles stiffen but become resistant to cold.
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The lungs fill with irritating vapors that temporarily harden the respiratory system but make breathing uncomfortable.
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# Variant VII - Bloodrush
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**Reagent:** Vial of Blood
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**Reagent:** Vial of Humanoid Blood
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**Effect**:
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- Strength **+2**
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- Melee damage **+1**
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@@ -57,13 +57,13 @@ The lungs fill with irritating vapors that temporarily harden the respiratory sy
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- Blood AC **becomes 0**
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Adrenal glands overproduce stress hormones. Muscles become stronger but blood vessels weaken.
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# Variant VIII - Gale Step
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# Variant VIII - Galetrip
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**Reagent:** Stratus orb or galestone (powder)
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**Effect**:
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- Movement Speed **+3 meters**
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- Dodge Throws gain **+1**
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**Drawback**
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- Physical AC **–5**
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- Physical AC **-10**
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Muscles twitch constantly, forcing rapid movement but reducing the ability to brace against attacks.
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# Variant IX - Etherwake
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@@ -76,7 +76,7 @@ Muscles twitch constantly, forcing rapid movement but reducing the ability to br
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- Willpower -1
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The brain becomes highly sensitive to etheric currents, improving control but stressing the mind.
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# Variant X - Gravefire
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# Variant X - Bonfire
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**Reagent:** Charred bone dust
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**Effect**:
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- Necrotic AC **+30**
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@@ -86,14 +86,14 @@ The brain becomes highly sensitive to etheric currents, improving control but st
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**Drawback**
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- **All elemental AC except necrotic drops to 0
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Cell regeneration accelerates slightly but makes tissue unstable when exposed to heat.
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# Variant XI - Predator Instinct
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Cell regeneration accelerates slightly but makes tissue unstable when exposed to other elements.
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# Variant XI - Primal Instinct
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**Reagent:** Alpha/Crimson megalodaunt hide/blood or gland extract
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**Effect**:
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- Dexterity **+2**
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- Advantage on Stealth Throws
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**Drawback**
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- Charisma **–2**
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- Charisma **-2**
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Heightens aggression and predatory instincts. The user becomes socially hostile and erratic.
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# Variant XII - Black Pulse
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@@ -116,7 +116,7 @@ This mixture was never used in the mines. It was developed by smugglers experime
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- Max Posture **+3**
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**Drawback**:
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At the end of the 3-round duration:
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- Take **1d6 Necrotic damage**
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- Take **1d8 Necrotic damage**
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- Gain **+2 additional Toxicity**
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All body systems accelerate simultaneously. Muscles and nerves operate far beyond normal limits, which causes internal damage once the effect fades.
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@@ -38,6 +38,7 @@ Allows stabilizing gases and volatile compounds.
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- Placed on the ground
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- Detonates when stepped on
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- Requires **1 Action to place**
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- Sticks to most surfaces once placed
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### Bombs Unlocked
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**Gas Bomb**
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* Crafting
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@@ -72,6 +73,7 @@ Allows remote triggering using ether sparks.
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- Detonate using **Bonus Action**
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- Costs **2 Ether**
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- Maximum distance: **12 meters**
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- Sticks to most surfaces once thrown or placed.
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### Bomb Unlocked
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**Scatter Bomb**
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* Crafting:
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@@ -0,0 +1,163 @@
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### 1-Star Mantras
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Available from **Level 1**
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### 2-Star Mantras
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Begin appearing at **Level 5**
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### 3-Star Mantras
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Begin appearing at **Level 9
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---
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# 1-Star Mantras
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---
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## Capillary Cut
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**Type:** Combat
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**Cost:** 2 Ether
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**Action:** Action
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**Cooldown:** 2 rounds
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**Effect:**
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* Slash at a target within 1.5 meters
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- Deal **1d8 Blood damage**
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- Apply **+15% Blood Poisoning**
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If the target is already poisoned (venom/toxin):
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- Apply an additional **+5% Blood Poisoning**
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---
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## Platelet Disruption
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**Type:** Support
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**Cost:** 2 Ether
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**Action:** Bonus Action
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**Cooldown:** 3 rounds
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**Effect:**
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* Mark a target you have hit with an attack in the last or current round.
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- Target suffers **-1 Posture Regain** for **2 rounds**
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- If target has ≥25% Blood Poisoning:
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- Effect becomes **-2 Posture Regain**
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Applies **+10% Blood Poisoning**
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---
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## Vein Tap
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**Type:** Combat
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**Cost:** 3 Ether
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**Action:** Action
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**Cooldown:** 3 rounds
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**Effect:**
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* Fire a thin needle at a target within 6 meters
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- Deal **1d6 Blood damage**
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- Heal for **half the damage dealt**
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- Apply **+10% Blood Poisoning**
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If target is ≥50% Blood Poisoning:
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- Healing increases to **full damage dealt**
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---
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## Microclot
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**Type:** Support
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**Cost:** 2 Ether
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**Action:** Reaction
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**Cooldown:** 3 rounds
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**Trigger:** When you take damage
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**Effect:**
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- Reduce incoming damage by **1d6**
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- Gain **+1 Posture**
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Applies **+5% Blood Poisoning** to the attacker
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---
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# 2-Star Mantras
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---
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## Hemorrhage Line
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**Type:** Combat
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**Cost:** 4 Ether
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**Action:** Action
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**Cooldown:** 4 rounds
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**Effect:**
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- Fire a thin red line in a **6-meter line**
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- Deal **2d6 Blood damage to all targets hit**
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Targets hit:
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- Gain **+20% Blood Poisoning**
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- If already ≥40%, take **+2 additional damage**
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---
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## Viscosity Shift
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**Type:** Support
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**Cost:** 3 Ether
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**Action:** Bonus Action
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**Cooldown:** 4 rounds
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**Effect:**
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Your blood briefly darkens and thickens under the skin.
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- For **2 rounds**:
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- Your attacks apply **+5% additional Blood Poisoning**
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- Gain **+1 Dodge Throw**
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Drawback:
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- Posture Regain **-1** during duration
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---
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## Arterial Pin
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**Type:** Combat
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**Cost:** 4 Ether
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**Action:** Action
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**Cooldown:** 4 rounds
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**Effect:**
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Fire a piercing stake of blood at a target within 9 meters.
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- Deal **2d4 Blood damage**
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- Target must make a **Constitution check**
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Failure:
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- Movement Speed **-3 meters** for 1 round
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Applies **+20% Blood Poisoning**
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If target is ≥60%:
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- Movement Speed becomes **0** for 1 round
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---
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## Transfusion Spike
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**Type:** Support
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**Cost:** 4 Ether
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**Action:** Action
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**Cooldown:** 5 rounds
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**Effect:**
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Rip a thread of blood forcefully from a target's arm and into yours.
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- Heal yourself for **15% Blood Poisoning** of a target (Rounded Down)
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- e.g. if a target has 50% blood poisoning, you heal for 7 HP
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- Deal **1d8 Blood damage**
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---
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# 3-Star Mantras
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---
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## Systemic Collapse
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**Type:** Combat
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**Cost:** 6 Ether
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**Action:** Action
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**Cooldown:** 6 rounds
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**Effect:**
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Cause a surge of blood in a 4.5 meter radius around yourself. Enemies have their arteries and veins damaged, causing internal bleeding.
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- Deal **3d6 Blood damage**
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If target is ≥50% Blood Poisoning:
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- Deal **+3 additional damage**
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- Target suffers **-2 Posture Regain for 2 rounds**
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Applies **+25% Blood Poisoning**
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---
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## Gruesome Extraction
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**Type:** Combat
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**Cost:** 6 Ether
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**Action:** Action
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**Cooldown:** 6 rounds
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**Effect:**
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Target an enemy within 9 meters and violently extract blood outward, before snapping it back.
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- Deal **2d8 Blood damage**
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- Heal for **half damage dealt**
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If target is ≥70% Blood Poisoning:
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- Heal for **full damage dealt**
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- Reduce target Blood Poisoning by **20%**
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Applies **+15% Blood Poisoning**
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---
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## Terminal Coagulation
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**Type:** Combat
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**Cost:** 7 Ether
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**Action:** Action
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**Cooldown:** 7 rounds
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**Effect:**
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Tug at the enemy's heartstrings. Literally.
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Move 3 meters towards an enemy and slam your knife into their chest, starting to violently infuse poison.
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- Deal **2d4 Blood damage**
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- Deal **2d4 Poison damage**
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If target is ≥80% Blood Poisoning:
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- Immediately trigger **90% threshold effect for 1 round**
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Applies **+20% Blood Poisoning**
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