Difference between revisions of "Tricks"
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Latest revision as of 15:09, 18 March 2016
Blood's tricks are an extrapolation of what one would expect from a guard or assault dog, assuming a humanoid's intelligence and cunning, and a ferocity many times that of a dog.
- (Click on the icons to go directly to Tricks of that category)
- Blood's active tricks are denoted by a golden star - those are tricks he needs to perform in order to achieve their effects.
- Muscle memory, practice and perseverance has granted Blood a few tricks that he doesn't need to be consciously focusing on in order to enjoy their benefits; those are denoted by a blue star. Multiple stars suggest greater familiarity or practice, and thus greater benefits.
- Duration - A lot of tricks inflict grievous harm instantly and without dilly dallying. The rest require patience, or the culling of one's eagerness in order to reap the rewards when the time is ripe.
- Opener / Mid-Rush / Finisher - Blood is an artist in combining vicious strikes together to create inventive, ingenius strings of longer-lasting violence. Some tricks, however, are just better when they culminate the effort, others need some traction, and some are just ideal to open with. Those tricks have much improved results if used as intended.
Contents
Savage Claws
Active
Duration: Instant
Prerequisites: None
Blood's well-manicured, carefully polished claws deal moderate damage and have a moderate chance to inflict standard Bleeding for 2 rounds.
Opener: In addition to the normal effect, Blood gets a +50% critical damage modifier for the duration of the Rush.
Duration: ?????
Prerequisites: ?????
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Duration: Instant
Prerequisites: Rending Claws
There is no better musical instrument than drums, and no better drum structure than fresh, taught leather over a hard, hollow object, making enemy faces ideal for practice. This solo deals standard damage to a single target's face, and has a small chance to inflict Blind for 2 rounds.
Mid-Rush: In addition to the normal effect, with its Blind chance improving depending on Rush actions already executed, if the target is successfully Blinded, it gets a penalty to Armor depending on Rush actions already executed, for the rest of the Rush.
Duration: ?????
Prerequisites: ?????
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Duration: Instant
Prerequisites: 3pts of Opener Tricks
A technique developed when Blood suddenly woke up while having a tornado dream, it inflicts standard damage to a single target and has a small chance to deal standard damage to a random enemy.
Mid-Rush: In addition to its normal effects, every subsequent action in the rush has a small chance to deal standard damage to a random enemy. Blood gets a bonus to Critical Chance for the duration of the Rush, depending on Rush actions already executed.
Duration: ?????
Prerequisites: ?????
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Duration: Instant
Prerequisites: 3pts of Savage Claws Tricks
Other dogs dig for hours to find a bone. Blood has noticed than when he uses that technique on bodies, he finds tons of them with minimal effort - pity he has little to do with them. This attack deals moderate damage to a single target, and has a moderate chance to inflict additional standard damage.
Mid-Rush: In addition to the normal effect, with a bonus to the chance for extra damage depending on Rush actions already executed, every subsequent action in the Rush has a small chance to inflict additional standard damage.
Duration: Instant
Prerequisites: 3pts of Finishers
Blood insists that there is only one way to disarm an opponent - from the wrist. Sadly, it's hard to perform this technique to its fullest potential when targets tend to disagree with it. This attack deals standard damage. If the target is Stunned, it deals additional standard damage and inflicts Disarm until the battle’s end.
Finisher: In addition to the normal effects, all Bleeding on the target is consumed, dealing its total damage instantly, with a bonus depending on the number of Rush actions already executed. If the target dies, Blood gets +1 Rush Action.
Passive
Prerequisites: None
Clarette may be hindering Blood's fine manipulation, but he doesn't seem to be concerned. Whenever Blood inflicts any Malady, there is a small chance to also inflict Bleeding for moderate damage for 2 rounds. If the triggering Malady is Bleeding, its duration is increased by 1 round instead. Additional Ranks improve the chance to inflict Bleeding.
Prerequisites: ?????
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Prerequisites: 8pts of Savage Claws Tricks
Practiced through countless hours of chasing hapless messengers off the Castle's grounds, Blood has reached the transcendent conclusion that the only thing better than an unexpected bite to the ankle is an unexpected bite on both ankles! The second Trick selected in a Rush counts as an Opener in addition to its normal type.
Vicious Maw
Active
Duration: Instant
Prerequisites: None
A basic technique from the ancient style that Blood's ancestors have used for generations. It deals standard damage to a single target and hurts a lot.
Opener: In addition to the normal effect, there's a small chance to get +1 Rush Action.
Duration: Instant
Prerequisites: Jaws of Fury
Borrowing a technique from his bovine friends, but utilizing his canine fangs, Blood snaps on an extremity and chews sideways, dealing moderate damage to a single target but also inflicting moderate Bleeding for 2 rounds.
Mid-Rush: The normal effect's Bleeding damage is increased depending on the number of actions already executed in the Rush, and the duration of the Bleeding is increased depending on the number of actions remaining in the Rush.
Duration: ?????
Prerequisites: ?????
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Duration: ?????
Prerequisites: ?????
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Duration: ?????
Prerequisites: ?????
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Duration: Instant
Prerequisites: 3pts of Vicious Maw Tricks
Seeing something roll by awakens ancient instincts to Blood, and he can't but give chase. This attack hits a single target for moderate damage, removes Slow from Blood, and grants immunity to Slow for 1 round.
Opener: In addition to the normal effect, Blood's attacks for the rest of the Rush inflict Slow for 2 rounds. If any target has been Slowed successfully by the end of the Rush, Blood gets +1 Rush Action.
Duration: ?????
Prerequisites: ?????
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Passive
Prerequisites: None
There are few armor materials that won't end up full of bite marks if Blood decides to test his fangs on them. Any attack Blood makes has a low chance to cumulatively reduce the target's Armor slightly, to a maximum reduction of 50%. This Disruption lasts until battle’s end. Additional Ranks increase the chance to inflict the penalty.
Prerequisites: 3pts of Vicious Maw Tricks
Whether by a standard addition of insult-to-injury, or an opponent's-death-Haiku, Blood's gloating is unnerving to anyone and ecstatic to himself. Finishers have slight chance to grant +1 Rush Action. Additional Ranks increase that chance.
Prerequisites: 5pts of Vicious Maw Tricks
A barrage of vicious strikes is a journey to carnage, and Blood appreciates a good journey for more than its destination, but it becomes all the more worth it if the destination is spectacular. Finishers have a slight bonus to damage for every hit in the Rush. Additional Ranks increase that bonus.
Body Building
Active
Duration: 3 rounds
Prerequisites: None
A good warm-up and stretching is necessary before any wild combat, as any proper combat trainer will tell you, and Blood takes that advice to heart. He gets a moderate bonus to Martial for the duration, and a small chance to get +1 Rush Action.
Duration: ?????
Prerequisites: ?????
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Duration: 1 round
Prerequisites: None
Blood's body is a temple chiselled into perfection with impressive amounts of time and effort, and he wastes no chance at demonstrating it, usually in an aggravating fashion. He provokes all enemies and, for the duration, every direct attack on Blood has a moderate chance to grant him +1 Rush Action.
Duration: ?????
Prerequisites: ?????
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Duration: ?????
Prerequisites: ?????
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Duration: Instant
Prerequisites: Tail Chaser
Swift, flighty, difficult to hit creatures aren't an issue for Blood and his hind legs thanks to dozens of hours chasing after hapless birds. For training, of course. This attack deals moderate damage but the target's Dodge chance is halved against it.
Mid-Rush: In addition to the normal effect, the target suffers a moderate penalty depending on the number of Rush actions already executed to his Dodge, Block and Parry chances for the rest of the Rush.
Duration: Instant
Prerequisites: Duck-Hunting Leap
With a powerful, full body charge that is as elegant as it is devastating, Blood assaults both the target's body and its sense of style. 'Gods, it's so beautiful' are commonly last words against his might, as he likes to claim. This attack deals standard damage and has a moderate chance to inflict Blind for 1 round.
Finisher: In addition to the normal effect, all enemies are Blinded for 1 round.
Passive
Prerequisites: ?????
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Prerequisites: 5pts of Bodybuilding Tricks
Through a strict regiment of diet and exercise, Blood's health is undeniable. He has a low Resistance against all Maladies. Additional Ranks increase that Resistance.
Prerequisites: 5pts of Bodybuilding Tricks
It's not very difficult for Blood to get swept away in the poetry of a well delivered massacre, causing each additional strike to build up until he's a veritable avalanche of carnage. Each Rush, at its conclusion, has a low chance to grant +1 Rush Action per three executed actions of the Rush. Additional Ranks improve that chance.
Underhanded Tricks
Active
Duration: 1 round
Prerequisites: None
What kind of horrible monster would hit someone with that expression? Shame on it! Enemies become less likely to target Blood. If he is hit by an enemy before the duration lapses, he gets +1 Rush Action.
Duration: 3 rounds
Prerequisites: Puppy Eyes
Just as fang-bearing is a sign of hostility, tail-wagging is a gesture of friendship. Blood has noticed that using both concurrently tends to confuse onlookers, and uses the trick with aplomb. A single target is affected with Confusion for 1 round. Every other enemy has a moderate chance of being affected by Confusion for 1 round.
Duration: 2 rounds
Prerequisites: None
Everyone knows that a dog's tongue can destroy hazardous materials around a wound, sanitize it, and help the flesh knit back together. This slobbering trick applies a moderate Heal, removes Poison, Bleeding, Burning, and Chill, and grants a moderate Resistance against those Maladies for the duration, to a single ally.
Duration: 3 rounds
Prerequisites: Lick Wounds
Even in the thick of battle, taking a moment to ponder on the situation and consider the most advantageous tactics to use against the opponents currently faced is time well spent. Blood inflicts Unconscious on himself. While he is Unconscious, he receives a moderate Heal each turn. This effect does not trigger Pump Up.
Duration: Instant
Prerequisites: Vigorous Pondering
Sometimes, the internal debate on strategy gets a little louder than intended. This trick removes Unconsciousness from the whole party. Can be used while Unconscious.
Duration: ?????
Prerequisites: ?????
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Duration: ?????
Prerequisites: ?????
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Duration: 3 rounds
Prerequisites: 3pts of Underhanded Tricks
A good nose is a very important thing to have, according to Blood. It is useful in enjoying delicate fragnances, locating and identifying food, and, perhaps most importantly, detecting fear. This trick removes Blindness and Confusion from the whole party, and grants immunity to Blindness for the duration.
Duration: Instant
Prerequisites: Scent Tracking
Wave a stick in front of Blood, and he will take it; the same applies to swords, staves, some shields and most arms. Blood inflicts Disarm to a single target for 1 round.
Passive
Prerequisites: ?????
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Prerequisites: ?????
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