Choleric

Hit Dice: 1d10
HP Bonus: Ld6+L*CON
TP: 300

Proficiencies

Same as Blackblood/Blackbone/Whiteblood/Whitebone

Requirements

  • (Class Bond) Blackblood/Blackbone/Whiteblood/Whitebone: You must have fully unlocked every ability of the Blackblood, Blackbone, Whiteblood, or Whitebone class.

Abilities

Ultimate Ability: Ethereal Melody

Rarity: Mythic | CC: Choleric | UP: 100 | ZP: 1 | ZL: 3 | Cost: 5 TP
Through wielding your thrymmotic and bloodline powers at once, you gain access to a melodized form of your bloodline’s ethereal.

Instinct Work

Level 1 | CC: Choleric | REQ: The Dark Inside / Oblation of Flesh / The White Within / Oblation of Soul | Rarity: Mythic | Cost: 7 TP
Through feeding the instinctual drives of your otherworldly self, you have honed the lethality of your abilities to even greater heights– at even greater risk to yourself. Gain a resource known as Instinct with a maximum of 100. Instinct is accumulated through different means dependent on the nature of your bloodline power:
  • Blackblood: Whenever you lose Control, gain an equivalent amount of Instinct.
  • Blackbone: Whenever you gain a stack of Bloodthirst, gain 2d10 Instinct.
  • Whiteblood: Whenever you gain Divinity, you gain Instinct of an amount equivalent to (Divinity gained / your max HP)*100.
  • Whitebone: For each stack of Madness you have, gain 2d10 Instinct at the start of your first turn each round.

Instinct represents the degree to which you have handed control over to your otherworldly self, and acts as a multiplicative damage buff whose percentage is equivalent to your current Instinct. However, the more you feed your instincts, the more they will hunger:
  • Blackblood: At the start of your turn, lose Control equivalent to 50% of Instinct.
  • Blackbone: At the start of your turn, gain stacks of Bloodthirst equivalent to (Instinct/20).
  • Whiteblood: At the start of your turn, gain Divinity% equivalent to 50% of Instinct.
  • Whitebone: At the start of your turn, gain stacks of Madness equivalent to (Instinct/20).

Instinct persists even when you are KO’ed, and can only be lowered by spending an entire round meditating, after which it will be set to 0. While you remain at 100 Instinct, you will have a 1d2 chance of gaining 1 stack of Injury at the start of your turn.

Soulscorched Blood I

Level 2 | REQ: Instinct Work | Rarity: N/A | Cost: N/A
Gain a new ability unique to your bloodline that only activates when your Instinct is 10 or higher. Rarity and TP Cost is dependent on bloodline.

Instinctual Hunger

Level 3 | REQ: Instinct Work | Rarity: Exotic | Cost: 3 TP
While your Instinct is lower than 50, the to-hit and DC of all of your abilities that come from your bloodline powers increases by (50 - Instinct) x 0.2. However, you also take True damage at the start of your turn equivalent to (25 - Instinct)% of your max HP.

Custom Quest Trait

Level 4 | CC: Choleric

Will to Live

Level 5 | REQ: Instinct Work | Rarity: Exotic | Cost: 3 TP
While your HP is below 50%, you heal for a percentage of damage you deal with your bloodline abilities equivalent to (current Instinct)%.

Soulscorched Blood II

Level 6 | REQ: Instinct Work | Rarity: N/A | Cost: N/A
Gain a new ability unique to your bloodline that only activates when your Instinct is 30 or higher. Rarity and TP Cost is dependent on bloodline.

Will to Power

Level 7 | REQ: Instinct Work | Rarity: Exotic | Cost: 3 TP
While your Instinct is above 50, you gain a boost to all of your stats equivalent to (Instinct - 50)/5.

Custom Quest Trait

Level 8 | CC: Choleric

Instinctual Propagation

Level 9 | REQ: Repression Work | Rarity: Mythic | Cost: 6 TP
When you land a KO with an ability that comes from your bloodline powers, you use the soul of your fallen enemy to nourish the seed of your divine/eldritch self. This causes a temporary manifestation of your otherworldly self to germinate, materializing as a divine/eldritch clone made of pure ether. Your clone shares your stats (but not your equipment), can only use abilities that come from your bloodline powers, and only has 1 Tactical Action and 1 Ability Action. However, your clone has access to all of your bloodline powers with no resource costs or requirements.
Whenever a clone is generated, all existing clones that have used their Ability Action regain it. Additionally, if use one of your bloodline abilities, all of your clones will also use that ability with no action cost.
At the start of your turn, for each clone that exists, your Instinct increases by 10. Clones are only dispelled when your Instinct is reset to 0, or when their HP falls to 0.

Soulscorched Blood III

Level 10 | REQ: Instinct Work | Rarity: N/A | Cost: N/A
Gain a new ability unique to your bloodline that only activates when your Instinct is 50 or higher. Rarity and TP Cost is dependent on bloodline.

Instinctual Activity

Level 11 | REQ: Instinct Work | Rarity: Mythic | Cost: 5 TP
Whenever you use an ability that comes from your bloodline powers, roll a d100: if it rolls lower than your current Instinct, the action cost of the ability is lowered by 1 Ability Action. You may do this up to 3 times per turn.
At the end of your turn, roll a d100: if the result rolls lower than your current Instinct, you immediately gain an additional turn where you are unable to control your character. Your character will act automatically in accordance to the instincts of your otherworldly self with respect to the current context. You may reroll this d100 once per turn, choosing the result you desire.

Custom Quest Trait

Level 12 | CC: Choleric

Will to Violence

Level 13 | CC: Choleric | Rarity: Exotic | Cost: 4 TP
While your Instinct is above 75, you gain CRR equivalent to (Instinct - 75)x2. However, all of your attacks do not discriminate between allies and enemies.

Instinctual Reflection

Level 14 | Rarity: Exotic | Cost: 5 TP
When you roll for UP gain at the start of your turn, you gain a bonus equivalent to your Instinct/10. Additionally, whenever you use an ability from your bloodline powers, you gain 1d4 UP.

Soulscorched Blood IV

Level 15 | REQ: Instinct Work | Rarity: N/A | Cost: N/A
Gain a new ability unique to your bloodline that only activates when your Instinct is 70 or higher. Rarity and TP Cost is dependent on bloodline.

Custom Quest Trait

Level 16 | CC: Choleric

Soulscorched Blood V

Level 17 | REQ: Instinct Work | Rarity: N/A | Cost: N/A
Gain a new ability unique to your bloodline that only activates when your Instinct is 90 or higher. Rarity and TP Cost is dependent on bloodline.

Instinctual Creativity

Level 18 | REQ: Instinct Work | Rarity: Mythic | Cost: 6 TP
When you are at 100 Instinct, instead of spending an entire turn meditating to return to 0 Instinct, you can instead spend UP equivalent to half the cost of an Ultimate Ability of your choice and use it immediately, afterwards immediately ending your turn and returning to 0 Instinct. The Ultimate Ability will become infused with the power of your bloodline, altering its effects to adapt to the current context.

Custom Quest Trait

Level 19 | CC: Choleric

Avatar of Instinct

Level 20 | REQ: Instinctual Activity | Rarity: Sanctified | Cost: 5 TP
At 100 Instinct, when you gain an additional turn as part of Instinctual Activity, you temporarily become the incarnation of your bloodline’s ethereal, gaining access to a set of extremely powerful abilities.

Comments

Please Login in order to comment!