You curse the target, filling it with terror at the loss of its blood. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target is Frightened 1.
Failure The target is Frightened 2. Until it stops bleeding, its frightened value can't decrease below frightened 1.
Critical Failure As failure, but the target is Frightened 3.
Heightened (4th) You even terrify witnesses with the copious quantities of blood. You can target up to four creatures as secondary targets. These secondary targets don't need to be bleeding but must be able to see the primary target. Secondary targets must also attempt Will saves, with the same results, except their restriction on decreasing their frightened value depends on whether the primary target is still bleeding.
Traits
An action with this trait requires a degree of mental concentration and discipline.
A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.