
Opening the archive
Innate Aspect · Playtest
Blood and circulation
Start here: Choose an Aspect, set your level and Wisdom score, then open one of its three paths. At level 1, you can spend your 2 points on two rank-I paths. Use Try this Aspect to spend points in the builder; this page previews rules.
2 Mastery Points at this level · Five free basics
1 point total in this path · Earlier ranks required
Make a magical ranged Aspect attack (+5); on a hit deal 1d8 piercing damage. Standalone action: does not add to weapon attacks, Multiattack, Extra Attack, or spell-only riders. Only creatures with blood; no healing rider or internal-anatomy attack.
Ends: duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.
Move exposed blood. Action; touch or within 5 feet, normally no more than 1 pound. No damage, conditions, saleable material, or replacement for trained tool work.
Ends: Aspect replacement or dormancy ends access.
Support clotting after injury. When you would take piercing or slashing damage, provided you have blood, after damage is rolled but before applying it, use your ordinary reaction and 1 Charge to reduce it by 1d4+3, minimum 1, never below 0. Apply before resistance/vulnerability; only one Aspect reduction per event.
Ends: Aspect replacement or dormancy ends access.
Recognize exposed blood. Notice relevant exposed phenomena within 5 feet. Does not automatically reveal hidden creatures, intentions, diagnoses, or facts. A stated touch requirement still applies.
Ends: Aspect replacement or dormancy ends access.
Blood marks or a willing touch-pulse. Action; simple observable signals within 30 feet. No automatic privacy or language comprehension. Explicit willing-touch thought, dream-image, or mood expressions use touch instead of remote signaling.
Ends: Aspect replacement or dormancy ends access.
Own circulation is consciously perceptible. Descriptive sensory experience only. Grants no immunity, proficiency, compulsory personality, or unstated mechanical benefit.
Ends: Aspect replacement or dormancy ends access.
Proficiency +2; Wisdom modifier +3. Aspect attacks use their sum; saves use 8 + their sum. These are PC level-based examples. NPCs and monsters use their actual proficiency.
3 maximum Charges, restored by a long rest. Pay only the cost printed on the ability. All actions and concentration share your ordinary turn.
Crimson Covenant: 5 points, one rank-V path and rank II in both others. Natural access begins at level 20; paid ultimate acceleration can permit level 17. One shared annual recovery record and bodily strain apply.
Choose up to six willing conscious blood-bearing creatures within 60 feet. For 1 minute each damage event may be shared by consent among conscious participants still within 60 feet of you. First resolve the original target’s reductions, save and resistance/vulnerability, but not temporary HP. Each recipient may accept at most its current HP. Any unassigned damage stays with the original target, even beyond its HP. Apply assigned damage to each recipient’s temporary HP then HP; do not apply further reductions, resistance, vulnerability or redirection. Each damaged recipient makes its own concentration save and suffers ordinary 0-HP consequences. Damage expressly forbidden from redirection cannot be shared. No action required to consent; silence or unconsciousness means no consent.
Ends: duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.