Namakan Blood Form¶
Rules system: homebrew Sancturi system (2016-2019 documents; this form 2019).
Lore: the practice is on Namakan Runecasting.
Legacy design material, not canon for play: how anything works at the table is defined by ARCS. The Blood form (primary form SAN) works on health and blood: turning a subject's health into energy, moving health between bodies, rage, regeneration, and exploding corpses. The document title marks it "bp", shared by the Runebinder and the Runepriest, and S249's lists agree. The cards are from Runes (bp) Blood (S261, 2019) and are reasonably complete. How to read a rune card is explained on Namakan Animate Form; the core rules are on Namakan Runecasting. Two further blood runes, Bloodfire and Cathartic, are among the uncommon runes on the core page.
Overview¶
The Blood form's grid (S251):
| Apprentice | Adept | Master | Grandmaster |
|---|---|---|---|
| Vampiric Rune: converts the subject's health to energy. | Recovery Rune: grants the target improved regeneration. | Sigil: Devouring (major) | |
| Leeching Rune: transfers the source's health to the target. | Corpse Explosion: causes corpses to explode, dealing area damage. | ||
| Raging Blood: makes the target more aggressive. | Sigil: Predation (minor) |
The number after each rune's name is its base complexity.
Vampiric Rune (2)¶
MAN SAN FLE: Energy Blood Change.
| Rune type | Duration | Activation | Concern | Space & Cost |
|---|---|---|---|---|
| Living Rune, Empowered | 1 day | Empowered | Defense-Intra | 50% |
"This collects energy from blood (health) and transforms it into energy. The energy is channeled from the subject by touching the rune as a Standard Action" (S261).
| MAN form | Cost | Effect |
|---|---|---|
| MAN | — | 4 health per turn. |
| MANU | 4 | Maximum of 6 or Q health per turn. |
| MANUS | 10 | Maximum of 8 or 2Q health per turn. |
| Ascend 5 | 4 | Living Rune, Power Word up to 60' range. |
| Death 5 | 2 | Converts the equivalent of 2Q health if the target dies from the collection. |
| FLE form | Cost | Effect |
|---|---|---|
| FLE | — | Converts to 1 energy per 4 health. |
| FLEC | 4 | Converts 1 energy per 3 health. |
| FLECT | 6 | Converts 1 energy per 2 health. |
| Dark 8 | 4 | Blade Rune, Power Word. It requires 1 extra health per energy (so FLECT would be 1 per 3). The MAN side represents maximums, but the energy converted is determined by the actual damage done. |
Leeching Rune (4)¶
MED SAN TRA: Vitality Blood Transfer.
| Rune type | Duration | Activation | Concern | Space & Cost |
|---|---|---|---|---|
| Living Rune, Empowered | Long Rest | Empowered | Defense-Intra | 50% |
"This transfers health between the caster and subject. The energy is channeled from/to the target by touching the rune as a Standard Action. The direction of transfer must be determined at writing time. Damage caused does not cause Injuries. The target must be able to receive radiant (lifeforce based) healing (ie not undead or demons)" (S261).
| MED form | Cost | Effect |
|---|---|---|
| MED | — | Transfer caps at max health for the target. |
| MEDE | 2 | Target can gain up to 10% above max health. |
| MEDEL | 6 | Target can gain up to 25% above max health. |
| Animate 8 | 2 | Converts the transferred energy into necrotic healing, but only heals for 50% of the health taken. However, this can heal undead and demons. |
| Dark 8 | 4 | Blade Rune, Power Word. It transfers only 50% of the health (max and actual) that it normally would, and the actual transferred is based on the damage done (TRA determines max). |
| TRA form | Cost | Effect |
|---|---|---|
| TRA | — | 4 health per turn. |
| TRAL | 4 | Maximum of 6 or Q health per turn. |
| TRALA | 6 | Maximum of 8 or 2Q health per turn. |
| Ascend 8 | 4 | Living Rune, Power Word up to 60' range. |
| Ascend 5 | 2 | Bi-directional. The direction of transfer can now be chosen at activation. |
| Death 5 | 2 | Transfers the equivalent of 2Q health if the target dies during transfer. |
Raging Blood (6)¶
CRU SAN SEN: Torment Blood Mind.
| Rune type | Rune duration | Activation | Duration | Attack | Range | Concern | Space & Cost |
|---|---|---|---|---|---|---|---|
| Cincture Rune, Power Word | 1 day | Power Word | 2Q rounds | Invocation | 30 feet | Offense-Extra | 50% |
"This rune sends the target into a blood-fueled raging fury" (S261). It works on any living creature and on corporeal undead that have flesh (not skeletons). The creature has Disadvantage not to lose its temper and must check at any minor incident that may anger it. In combat it must save vs Willpower to take any action that is not combat or movement towards an enemy. If it takes no offensive action on its turn, it may use a Minor Action to save vs Willpower to calm down and end the effect.
| CRU form | Cost | Effect |
|---|---|---|
| CRU | — | Consumes 1 health per turn from the target. |
| CRUC | 2 | Also, grants 10% temp health. |
| CRUCI | 6 | Also, +1 to all Absorb (pain suppression). |
| Oblivion 5 | 2 | After the effect expires, they must save Will vs 10 or they won't remember what happened while under the influence. |
| Death 5 | 2 | While this rune persists, they will not fall unconscious/incapacitated until −10% health instead of 0. |
| SEN form | Cost | Effect |
|---|---|---|
| SEN | — | Advantage to damage. +2 Hit. −2 Avoidance. |
| SENT | 2 | Also, Advantage against Charm and Fear effects, +2 Damage. |
| SENTE | 6 | Also, the target must also save to use Guards, but is granted an extra Minor Action per turn. |
| Ascend 8 | 2 | Blight 3 Absorb to the target. |
Recovery Rune (5)¶
MED SAN PRO: Vitality Blood Increase.
| Rune type | Duration | Activation | Concern | Space & Cost |
|---|---|---|---|---|
| Living Rune, Empowered | 1 day | Empowered | Defense-Intra | 50% |
"This rune slowly regenerates health, until a specific amount of health has been restored. It pauses when the creature is at full health and resumes automatically when the creature is below full health. This rune is often written on bandages" (S261).
| MED form | Cost | Effect |
|---|---|---|
| MED | — | Restores up to 2Q health. |
| MEDE | 3 | Restores up to 4Q health. |
| MEDEL | 6 | Restores up to 6Q health. |
| Animate 5 | 2 | Converts the healing to necrotic so that it can heal undead and demons. However, only heals for ½ the total amount. |
| PRO form | Cost | Effect |
|---|---|---|
| PRO | — | 1 health per hour. |
| PROF | 2 | 1 health per minute. |
| PROFE | 5 | 1 health per turn. |
| Dark 8 | — | Triples recovery rate, but reduces total amount restored by 50%. |
Corpse Explosion (6)¶
COR SAN PER: Corpse Blood Destroy.
| Rune type | Rune duration | Activation | Duration | Concern | Space & Cost |
|---|---|---|---|---|---|
| Living Rune, Power Word | 1 day | Power Word | Instant | Defense-Intra | 50% |
"This rune when activated causes a corpse to explode dealing Blight damage to all those around it" (S261). It is activated by a Power Word (Minor Action). The body must be at −10% health or lower.
| COR form | Cost | Effect |
|---|---|---|
| COR | — | Deals 1d8 + Q Blight damage. |
| CORP | 2 | Deals 2d8 + Q Blight damage. |
| CORPU | 5 | Deals 3d8 + Q Blight damage. |
| Ascend 5 | — | Auto-recharging. Takes energy directly from the writer/energy source to recharge it when needed. |
| Animate 5 | 1 | On corporeal undead, this rune can be activated at any time (does not require the subject to be injured or dead). |
| Death 8 | 2 | The explosion heals undead with necrotic healing for ½ the damage dealt. |
| PER form | Cost | Effect |
|---|---|---|
| PER | — | 5' radius. |
| PERD | 1 | 10' radius. |
| PERDO | 3 | 15' radius. |
| Dark 8 | 2 | Allows this rune to act as a Blade Rune, Power Word, or as a Cincture Rune, Touch attack. It is triggered as part of the attack action assuming conditions are met. |
| Death 5 | 2 | Living Rune, Ritual. The subject explodes automatically upon reaching 0. |
| Dark 5 | 1 | The caster is immune to its effect. |
Blood sigils¶
S251 names the minor sigil Predation (Adept) and the major sigil Devouring (Master). S258, marked for removal, gives their words, MORB (Predation, order 5) and CARPO (Devouring, order 8), and describes them only as "a minor Blood Sigil" and "a major Blood Sigil".
Gap
Neither Blood sigil's own effect is described. The cards' "Blood 5" and "Blood 8" rows on other forms' pages are the only record of what they add.