Blood Technique

**Blood Technique** is a psionic technique which focuses on using telekinesis and a practitioner's advanced knowledge of anatomy to manipulate blood and other aspects of physiology. To be able to reach out to another being and affect their physiology in such a precise way is an esoteric art even among psions, requiring extensive study and practice. It is one of the most difficult disciplines to master.

Like all practitioners of the advanced psionic disciplines, practitioners of blood technique train for years first to develop their core psionic abilities. Then they must train for years more to develop their affinity for this specific art. At first, a blood psion's connection with the living body is weak to nonexistent, and it must be nurtured, strengthened, and maintained through a lifetime of commitment and practice, often with the help of a creed, structured communal experiences, rituals, and religious beliefs.

## Knowledge requirements

*See: Learning*
Unlike most other psionic disciplines, blood technique requires the practitioner to have spent years studying biology, attaining 5/5 in **Biology Generalist**, the equivalent of a four-year Bachelor's Degree in Biology, before they can even use the first ability. Each successive ability requires more points in **Anatomy Master**. At 5/5, it is equivalent of two more years of intensive study and knowledge of the anatomy of different creatures, as well as extensive practice treating and dealing with their different ailments.

## Template

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{{Blood Technique|0|0}}

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{{ Blood Technique | Pips = 0 | Bonuses = 0}}

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## Ability list

### Blood Technique

#### Hematologic Lock

You reach out your hands towards a target and seize control of the blood in their veins. For as long as you are able to channel this technique, the target cannot take actions or move. They can, however, struggle against your hold with **Grapple** or **Athletics**. In order to maintain your hold, roll 8. For every point they score on you above your defense roll, dock 1 Energy from your pool. If you go under 0, you are stunned until the following turn. You cannot move or take actions while channeling and if you are forced to move or take any other actions, the effect is broken. This does not work against creatures without blood.

#### Blood Boil

You reach your hand out towards a target and attempt to size control of their blood vessels. You tighten your grip, leading blood vessels to burst and causing internal bleeding. On the first turn where you are channeling the ability, make a 7 dice attack against the enemy's **Survival**, ignoring their armor. On every subsequent turn you are channeling this ability, your attack against the creature gains 1 dice. You cannot move while channeling this ability. This does not work on creatures without blood.

#### Blood Corruption

You reach your hand out towards a target and attempt to interfere with their blood's ability to coagulate properly, making any injury which they take while this effect is active worse. You start casting this ability on your turn and begin to channel it on the next turn. Once you begin channeling this ability, and so long as you are channeling it, the target will suffer +1 injury level every time they receive an injury. This means that if they receive a minor injury, they will receive a medium injury instead, up to a fatal injury. This cannot cause a fatal injury (4 over) to be an instant kill (5 over). If the target has HP, they take +3 additional damage instead. This does not work on creatures without blood.

#### Accelerate Clotting

You staunch the flow of blood from a minor or medium injury. This ability can be used up to short range. This counts as bandaging the injury. This does not work on creatures without blood.

#### Prevent Death

You kneel alongside a downed target and raise your hands above them. By extending your mind to the affected areas, you use your considerable knowledge of anatomy alter the flow of blood in their veins and prevent them from bleeding out. So long as this ability is channeled, the need for the downed character to roll death saving throws is paused. This does not work against characters without blood. The character channeling this ability is entirely blind and deaf and cannot move, as this ability requires the utmost concentration. This ability costs 1 Energy per turn to maintain. This does not work on creatures without blood.