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Blood Alterations
Blood Alterations
When you start you have 2 slots. You can take any basic alteration skill and place one in each slot.
Every 2 missions you complete you gain 1 slot. Once get access to higher level spells can place
them in slots as well. Between mission can change what skills are in each slot.
These powers cost 1 spirit to use unless listed as otherwise. They also require a spirit gauntlet
Alteration levels.
Start at level 0. When get an item that gives +1 alteration level you get the next level. 0 to 1 to 2 to 3.
3 is the max.
Archaic pulse—Each round target for must make a RES test. If fail loose 1 HP to a random location.
Costs 3 spirit
Curse—If your next attack hits the foe looses 1 extra HP.
Paralyses Blow—If your next melee attack hits foe gains parallelization level 0.
Rage—R=10. For must pass SAN or gain berserk level 0.
Control—Costs 3 spirits. Takes 2 actions to use. For must pass Will or gain control level 0.
Electrocute—Can hit multiple foes if adjacent. For every 2 foes hit it costs 1 spirit. Accuracy +2,
D=d20
Confusion—Foe must pass a Sanity test or gain confusion level 0.
Arctic howl—5 spirit. R=15, Sh=1, D=d8, stream, hits a 3 wide area
Bind—2 spirit. Foe looses 1 action.
Pulse—R=30, Accuracy +2, D=2d6
Lance—Melee, penetration 2, D=d8
Wreck—The next attack on target foe gets penetration +2. Doesn't matter who does the attack.
Quick—Target get +4 move for 2 turns.
Precision—Target gets +2 accuracy for 2 turns.
Cure—Target recovers from a status effect.
Barricade—Create a 5x5x1 foot wall with 5 protection but 0HP. Will provide cover and block enomy.
movement. You and allies can attack thought. Costs 2 spirit each.
Reload—Refills the ammo clip of an allies' gun.
Whispering shadows—Costs 1 spirit per foe. These foes won't notice you or your team unless you get
violent or real loud.
Mend flesh—For 2 spirit the target heals 1HP. Else for 3 spirit they heal 2HP.
Flare whip—Foe in melee range is hit by D=3d6, no accuracy roll needed.
Enchant—An ally's weapon either gains incinerate [2 spirit] or frost [3 spirit]. Lasts 2 rounds.
Haste—Chosen ally's MV gets +4 for 1 turn.
Harden—Costs 2 spirit. For rest of round target ally gets AR +1
Light—Fills a room with light making the area viable.
Pin—R=20, D=d12, if does damage foe can't move on its next turn. 2 spirit.
Mine—Costs 2 spirit. Can place on a door or the floor. If a door it detonates when door opens. If the
floor detonates when steped on. D=d12.
My door—Creates a hole through a wall. Is permanent. 2 spirit.
Stasis sphere—Covers a 5x5x5 area. All things in can't act for 4 rounds. They also can't be hurt. Costs
4 spirit.
Bridge—Makes a bridge over a gap up to 10 spaces long. Permanent and costs 2 spirit.
Boost—Target ally gets +1 to their next stat test.
Slow—Foe must pass Will or gain sloth lvl 0. 2 spirit
Alteration level 1
Level 2 alteration
Level 3 alteration