Bloodshifting

The Craft of controlling the physical body and the forces of life. Governed by Vigor. Opposed by Blightshifting. See Crafting, Shifting, Order.

Bloodshifters are the antithesis of Blightshifters. They generally don’t believe that there is anything after death, dismissing Blightshifters’ evidence as “trickery,” and try to preserve life as much as they can.

Bloodshifters are full of energy and life. They move and speak often, but always in a flowing and purposeful manner. They are in good physical condition all the time, and always try to become stronger and healthier, as their very Craft relies upon their physical prowess.

Bloodshifters are nearly always the most chaotic of all Crafters, unable to prevent the forces they control from shifting their body—and, hence, their mind—almost constantly. Many say that they are most truly insane of all Crafters, except perhaps for Dreamsharers.

Bloodshifters change physically. Every five minutes or so, they get bored with their appearance and change something. Sometimes it’s something small, like eye color; sometimes they grow a five-foot-long tail.

Bloodshifting
Basic (1)
Basic Bloodshifting Knowledge
Basic Healing (Basic Bloodshifting Specialty)
Intermediate (2)
Bloodshifting Block
Bloodshifting Maneuver
Advanced (3)
Alter Self (Advanced Bloodshifting Specialty)
Bloodshifting Attack
Expert (4)
Lesser Bloodshifting Construct
Expert Bloodshifting Knowledge
Expert Healing (Expert Bloodshifting Specialty)
Sustained Bloodshifting Attack
Master (5)
Greater Bloodshifting Construct
Transform into Bloodshifting

Trappings
Basic (1)
Basic Bloodshifting Knowledge
You can use Vigor instead of Philosophy when rolling for a knowledge check dealing with information related to your Craft. However, you suffer a -1 penalty to these checks, due to your knowledge being practical rather than theoretical..

Basic Healing (Physical) (Basic Bloodshifting Specialty)
You can use Vigor instead of Philosophy to heal Physical Stress equal to the degrees of success generated. In order to heal Consequences, you must use Expert Healing.

Intermediate (2)
Bloodshifting Block
You can use your Crafting as a block, growing scales or shaping bone into a shield, etc. This can either be used as a static dodge equal to the degrees of difficulty, or as Armor equal to the degrees of difficulty, and can be enhanced to increase duration, etc.

Bloodshifting Maneuver
You can perform a maneuver, placing a temporary Aspect on a target. The nature of the Aspect depends on the Craft used — a Soulsharer might make a target “Happy,” a Flameshaper might set something “On Fire,” a Blightshifter might make something “Rotten.” This counts as a maneuver for all purposes: The Aspect becomes sticky if you gain spin on your check, and you gain one free tag on the Aspect placed.

Advanced (3)
Alter Self (Advanced Bloodshifting Specialty)
You can fully or partly transform yourself into a specific substance or creature. This is Average ( +1) difficulty for “generic” changes, such as changing yourself to stone, an animal, or another (non-specific) person, +1 difficulty for each additional parameter (to change yourself into a large statue of the king would be a Good ( +3) difficulty: +1 basic, +1 for the size increase, and +1 as it’s specifically the king). If changing into a specific person, degrees may be added to defenses against rolls attempting to penetrate the imposture.
This may be used as a maneuver, giving you temporary aspects like “Stone Flesh”, “Beautiful Features”, or “Claws”. To transform yourself completely, treat the roll as a Mediocre ( +0) difficulty attack against your own Composure track: if you’re taken out you transform completely; otherwise any consequences you take represent stages in your gradual transformation.
Alternately, you may increase any physical skill (Alertness, Athletics, Melee, Ranged, Ride, Sleight of Hand, Stealth, or Vigor) by +1 rank per 2 degrees of difficulty. This effect lasts until the end of the Crafting’s duration. As always, you can increase the bonus with extra degrees of success, but at an exchange rate of 4 to 1.

Bloodshifting Attack
You can use your Crafting as an attack—making a target’s blood boil, or grow flesh over its mouth, etc. This can either be used as a Dmg 0 Attack or a Move Other action, and can be enhanced to increase Damage, affect multiple targets, etc. If you extend the duration, you need to focus on the attack during subsequent rounds, and can make only move actions. All Bloodshifting attacks cause Physical Stress.
Alternately, you may grow yourself a weapon (claws, bone spurs, etc.), with a damage bonus of +1 per 2 degrees of difficulty. This effect lasts until the end of the Crafting’s duration, and always manifests with an obvious physical change. As always, you can increase the damage bonus with extra degrees of success, but at an exchange rate of 4 to 1.

Expert (4)
Lesser Bloodshifting Construct
You can create, animate, or summon something related to your Craft as a minion or companion. [Lesser Construct stunt].

Expert Bloodshifting Knowledge
You can use Vigor instead of Philosophy when dealing with information related to your Craft. Unlike Basic Bloodshifting Knowledge, you suffer no penalty to your check, having learned enough theory to back up your practical knowledge.

Expert Healing (Physical) (Expert Bloodshifting Specialty)
You can use Vigor instead of Philosophy to heal consequences. The difficulty depends on the consequence:
Consequence | Difficulty
Minor | Mediocre ( +0)
Major | Fair ( +2)
Severe | Great ( +4)
Extreme | Fantastic ( +6)

Success reduces the consequence’s recovery time by 1 step on the time chart, and spin reduces it a further step. Only physical consequences can be healed.

Master (5)
Greater Bloodshifting Construct
You can create, animate, or summon something related to your Craft as a minion or companion. [Greater Construct stunt].

Transformation (Transform into Bloodshifting)
You can transform yourself, shifting your physical form in whatever way you like. You can create your form as per a companion or minion, using the degrees of success as advances. You retain your own Skills, but your Aspects, Stunts, and Stress Tracks may vary by the advances you spend.

Alter Other
This works in the same way as Alter Self, except against other targets. It may be resisted.

Bloodshifting

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