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Hemalurge Abilities
Aspect
Treat the Smell Magnitude of blood as 1 + TT higher.
Boost: You can identify the Species of a creature when you smell their blood.
Spell - Mutation
Target creature in 3 + TT range counts as 1 + TT sizes larger to determine how much they must eat.
Boost: They treat all meals as 1 + TT/2 Quality Tiers lower.
Aspect
After you drink blood, gain +1 on rolls for 1 + TT rounds. When you Manifest a spell that has Body, Curative, or Decay Affinity, you may replace the requirement of words with suffering an equal number of Tiers of Trauma. When you do, the spell gains +1 damage.
Boost: Reduce the Skill Tier requirement of abilities that have Curative or Necrotic Affinity by 1.
Stance
After you cause Grit Injury, deal 1 + TT/2 Trauma damage.
Boost: When a creature in Reach gains Trauma, if you have an open and empty vial Gripped, you can fill the vial with their blood.
Spell - Mutation
Deal 3 + TT Trauma damage to target creature in 6 + TT x 2 range.
Boost: For 1 round, any Wounded Tier they suffer is increased by 1.
Aspect
Gain 1 + TT Vita Pool. You can use Vita to pay Energy costs of Spells. You can spend 1 minute to pay 1 Grit and 1 Resolve to drink your blood and heal 2 Vita.
Boost: When you use Vita to Manifest a Spell, it gains +1 + TT on defense against Hinder Spellcasting.
Advanced Abilities
Those that practice and excel in the Hemalurge style gain access to these more unique abilities.
Spell - Mutation
Requirements: 9 Combined Tiers of Athletics and Magic
Choose 1 Species ability that you know. Target other creature in Reach gains the chosen ability and counts as your species for it. If you choose a Root ability, this effect fails if they are not the correct Primary Species. Their children will receive only your Species to determine their bloodline from the creature.
Boost: You can grant Root abilities to other Species.
Spell - Mutation
Requirements: 7 Combined Tiers of Athletics and Magic
After target creature in 3 + TT range suffers Grit Injury, deal 1 + TT/2 Trauma damage to them.
Boost: After they fail defense against Trauma, deal 2 Sickened damage to them.
Trick - Mutation
Requirements: 7 Combined Tiers of Athletics and Magic
1 Grit: Make a Ranged Strike with 1 + TT/2 range to deal 1 + TT Sickened damage.
Boost: On Injury, cause Tier 1 Unaware.
Spell - Transference
Requirements: 11 Combined Tiers of Athletics and Magic
Deal Mystical Body damage equal to your Nature Tier to Grit of target creature in Reach. If this causes Injury, drink the blood or store it in a Gripped vial. When you drink the blood, choose a non-Root ability the creature knows. Gain that ability as they know it with no more than TT training. Ignore any requirements of the ability.
Boost: You can choose a Root ability. Do not change size from Root abilities gained in this way.
Talent
Requirements: 7 Combined Tiers of Athletics and Magic
1 Grit: Attack target creature in Reach suffering from Trauma to expose them to Bad Blood Infusion.
Boost: The Disease gains +1 + TT/2 d12 on its attack roll.
Spell - Mutation
Requirements: 9 Combined Tiers of Athletics and Magic
Deal Mystical Body damage equal to your Athletics Tier to Grit of target creature in Reach. If this causes Injury, drink the blood or store it in a Gripped vial. When you drink the blood, heal 2 + TT Grit.
Boost: For 1 round, gain +1 + TT on rolls to reduce Ailments afflicting you.
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