Secret Character Sheet Playground

Blood Tentacles

An On Turn power to animate your own blood to create tentacles, other limbs, or other appendages that can stretch up to sixty feet and can support your own weight. These appendages can be cut by damage equal to your level, but doing so doesn't harm you, and you can recreate them as an On Turn action.

Blood Armour

An AC 3 booster that fuels you with unholy vigor, allowing you to shrug off most blows. While active, your companions don't bleed out at zero hit points due to the ambient vitality you exude, though they're still unconscious

The Lesser Strife of the Curdling Blood

Initiate: The initiate’s fray die increases one step after he loses blood in combat.

Disciple: Once per combat the disciple can use an instant action to roll his fray die and heal the rolled amount. The die then decreases one step in size. Master: Once per combat the master’s fray die is rolled straight and can be used even against a worthy opponent.

When the Moon Shines Red (Action)

Commit effort for the day. You transform into a therianthropic form of your choice. While transformed you have natural weaponry that deals 1d10+1 damage and counts as magical, your AC becomes 0. Against natural beasts and therianthropes your attacks are always against AC 9 as you effortlessly carve through their hides and scales. Normal beasts of the type you have transformed into a hybrid of obey your commands to their death. The transformation ends at the end of the scene.

Echoes of the Past (Action)

Commit Effort for the scene. Choose a particular time or known event in the past that occurred at this location and witness it as if you were present.

Heroes with the Time Word always know the exact time, and are immune to any uses of this Word to a ect them or scry on them.