Difference between revisions of "BBT/Common Arts"

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{{DISPLAYTITLE:Beast Bind Trinity: Common Arts}}
 
Arts that can be taken by any character, regardless of Style, Blood, or Root.
 
Arts that can be taken by any character, regardless of Style, Blood, or Root.
  

Revision as of 04:26, 29 January 2016

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.