Beast Bind Trinity: Common Arts
Arts that can be taken by any character, regardless of Style, Blood, or Root.
- Beast Form Learned by all characters automatically. Changes into your monstrous form, granting bonuses depending on your Style and allowing the use of certain restricted Arts.
- Create Arena Learned by all characters automatically. Deploy a small, temporary Domain to hide your activities from mundane prying eyes.
- Beloved Article Enhances one weapon, armor, or vehicle you have reserved.
- Overpowering Aura Deal more damage to and receive less damage from Crowds while in beast form.
- Fire Everything Minor action. Adds a +2 accuracy bonus to a ranged attack if you have more than one ranged weapon equipped.
- Wall of Life Perform Covering without using a turn once per scene.
- Unusual Appearance Add +1 to one combat stat, but take +5 Society damage.
- Strange Masterpiece Add +1 to the accuracy of a reserved weapon, but -2 to its initiative modifier. Only you may equip the modified weapon.
- Giant Gain additional FP and the Giant creature type in beast form.
- Weakness Add 1 to any base attribute, but treat your Armor and Guard score as 0 against a different attribute of your choice.
- Giant Weapon Add +1D6 to the damage of a reserved weapon, but -3 to its initiative modifier. Only you may equip the modified weapon.
- Synchronize Ability Set up action. Synchronize with a willing target even if they don't have a vehicle equipped.
- Converse with Animals Add +2 to a Gather Information check, but you can't spend resource points on it.
- Special Foodstuff Use 1 humanity to add +1D6 FP to a recovery effect, but subtract -10 from any recovery effect you don't use this Art on. Represents needing a particular kind of nourishment.
- Flight Ability Minor action. Fly for the remainder of the scene.
- Devilish Beauty Modify a targets dice check by +2 or -2 once per scenario.
- Host Choose any reserved item. You become unable to unequip or give this item away in exchange for an initiative bonus. Represents a piece of equipment being your real body.
- Midair Maneuvers Add +2 to accuracy while flying only.
- Skilled Fists Increase the damage of your bare hands.
- Supreme Tactile Sensation When in beast form, adds a bonus to the FP recovery of any allies in the same engagement. Represents being fluffy, springy, or otherwise pleasant to touch.
- Sky Away Use a move action to withdraw while flying only.
- Dive Ability Become stealthed once per scene. Cancels flying if applicable.
- Heirloom Blade Use one or more Arts slots to reserve an expensive item.
- Throw Deal at least one damage with a barehanded attack to force a target to withdraw to a space of your choice.
- Daunting Pose Attempt to prevent enemies from entering your engagement. Effective only when you're flying or have the Giant type, and cancelled if you move.
- Dual Pistols Deal extra damage when wielding two or more ranged weapons with an initiative modifier of 0 or higher.
- Humans Skill Spend 3 FP to add +2 to any basic attribute dice check once per scene, while NOT in beast form.
- Sealed During the Climax Phase, use your primary attributes rather than your attribute bonuses for Strike Form, Guardian Form, or Support Form.
- Monstrous Fragrance You and any characters in the same engagement as you take additional damage while you're in beast form.
- Monstrous Skill Choose one primary attribute and add a bonus to any dice checks made with it while in beast form. Can be taken multiple times for different attributes.
- Mini Size Add +1 to Evade and +3 to Withdraw checks while in Beast Form. Ineffective if you have the Giant creature type.
- Converse with the Inanimate Reduce the Critical Threshold of a Gather Information check to 10.
- Fame Spend resource points to deal extra damage.
- Reactive Armor Destroy your armor to reduce damage taken by -10.
- Ambush Must be Stealthed or targetting someone with Provoked: You. Deal extra damage, then remove Stealth and Provoked.
- Fear Me Win a contested roll with the primary attribute of your choice to inflict Fear: You instead of damage.
- Cute Beast Your beast form will not frighten Unknown Men. You cannot inflict Fear: You by any means.
- Sky Lord's Wings Add +2 to Dodge rolls while flying. If you also have Midair Maneuvers, change the effect of both to +3.
- Complex Choose one of your two forms. Add +1 to all dice checks made in this form, but subtract -2 to all checks made in the other.
- Strategic Move Deal extra damage with a Special Attack this turn.
- Innate Weapon Increase the damage of your bare hands each time you mutate.
- Spike Deal additional FP after removing a targets Flight status with another Art.
- Assembled Power Choose Technology or Society. Add +1 to the chosen attribute while you have a Type: Army item equipped.
- Heavens Controller Gain bonus Initiative while flying.
- Warrior's Pride Add +1 to Body while you have no weapons other than Bare Hands equipped.
- Reagent Choose Emotion or Blessing. Add +1 to the chosen attribute while you have a Type: Magic item equipped.
- Beast Awake Minor action. Burn 2D6 humanity, recover twice the amount used in FP, and shift to beast form if applicable.
- Mutant Trait: Control Gain bonus initiative each time you mutate. Supporters gain more.
- Mutant Trait: Destruction Gain bonus damage each time you mutate. Attackers gain more.
- Mutant Trait: Barrier Gain bonus armor each time you mutate. Defenders gain more.
- Monstrous Excitation May use a non-passive Type: Beast skill while not in beast form, at the expense of additional humanity and the risk of Berserk status.