Genesis (T3)

## Titles

**Superbeast**- While Equipped, you gain a +8 bonus to a single ability score of your choice (selected when you gain this title) and your DR increases by 10/-. Once per week, you may expend this title to multiply these bonuses by 4 for one minute (+32 to score and increase DR by 40). If you do so, you may not switch titles until the week is up. This title continues to possess half its base bonuses during this week (+4 scores and DR increase of 5).

**New Akatsuki**- You gain a +4 bonus to stealth checks while this is equipped. Additionally, choose a single ally upon receiving this title. This choice cannot be changed unless that ally is killed or permanently defects from your partnership. While within 120 feet of them, they gain the Advanced Creature Template. If the ally you select for this possesses this title, they must select you for it (meaning you cannot select an ally that possesses this title for someone else). *Ally Selected: Acetelus*

## Techniques

### Black Blood Harmony: Violent Shockwave (Genesis level 3)

You center yourself and assert a fine degree of control over the black blood in your veins, causing it to disrupt the flow of blood in an opponent you hit.

As a standard action, make a touch attack against a creature within your reach. If you hit, you deal your base damage plus 1d6 cold damage/ level (Max +5d6).

This also places a Black Blood Token on the target. On a critical hit, this places a number of tokens equal to your critical multiplier.

**Black Blood Tokens:**

As a Swift Action, you may remove any number of Black Blood Tokens from a creature to cause your choice of the following to occur. You may select multiple options at the same time, but may only remove tokens from one creature at a time. A creature may have a maximum number of Black Blood Tokens equal to your Charisma modifier.

* Their move speed is decreased by 10/ token removed.
* They take a -2 penalty to AC/ token removed
* They take a -2 penalty to attack rolls/ token removed
* They take a -2 penalty to all saving throws per token removed
* They are staggered for 1 round per token removed.

### Black Blood Harmony: Sin Harvest (Genesis level 6)

You are able to use your control over your Black Blood to allow it to flow between you, your weapon, and your target freely.

As a standard action, you make a touch attack against a creature within your reach. If it hits, the creature takes critical damage plus 1d8 cold damage/ level (max 10d8).

This deals an additional 1d8 damage for each step on the alignment chart the target is from your own alignment (if you are lawful good and use this on a chaotic evil creature, that is +4d8). You also add a number of Black Blood Tokens equal to your critical multiplier to the target. If you critically hit, it places twice as many tokens.

You also add one of the following effects (depending on where you cause the blood to flow), which grants a fortitude save to halve the effect (DC 10+½ HD+Cha mod).

*(Target)* Black Infiltration: The target gains 1 Black Blood Token per additional d8 of damage this technique deals to them.

*(Weapon)* Sin Seeker: you may remove all of the Black Blood Tokens from a creature hit with this technique. They take an additional 1d8 cold damage per token removed.

*(Self)* Blood Harvest: You may remove all of the Black Blood Tokens the target has to heal an amount of d8s equal to the number of tokens removed. This counts as healing from your bite attack for the purposes of your blood pool.

### Black Blood Harmony: Damnation Cascade (Genesis level 9)

You can cause the Black Blood you implant in a creature to detonate, potentially setting off a chain reaction.

As a full round action, you make a single touch attack against a target within your reach. The target takes critical damage plus 1d10 cold damage /HD. This deals an additional 1d10 for each step on the alignment chart the target is from your own alignment, and an additional d10 per 2 points of difference in your Karma scores. You add a number of Black Blood Tokens to the target equal to your critical multiplier + your HD.

The target immediately loses all Black Blood Tokens they have, and they take 1d10 cold damage per token removed.

Additionally, this causes a violent explosion of black blood. All creatures except you in a radius from the target extending 5 ft/ token removed must make a reflex save. Failure means they take 1d10 damage per token that was removed from the target creature, and an additional 1d10 per Black Blood token they had (any tokens they had are removed at this time). Success means they take half damage and do not have their tokens removed. If a creature has their tokens removed from this, they create a new detonation centered on themselves, calculated using the number of tokens removed from them.

If this technique kills a creature, either from being the original target or through the area of effect, their soul is immediately damned to hell and they therefore cannot be brought back using breath of life or similar means.

## Parody Stuff

Alucard (T3)

Light (T3)

Raven (T3)

4th Parody

5th Parody

## Equipment

The Impaler (T3)

Platinum Case (T3)