Blood Drives For Chainsaw Man TRPG

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About Blood Drives

Every turn on combate you are able to use one Blood Drive Move, move once and confront
an enemy once. If you are able to act multiple times then you can do certain actions multiple
times.
Cooldown decreases every turn, even on the one the Move was used.
Area attacks: If one is used on an engage it automatically hits everyone inside, characters
outside the engage but within the range must make a roll in order to avoid it.
If an area attack is aimed at a character outside of and engage it hits them automatically.
List of Blood Drives:

1 C-Moon
2 Chainsaw Blood
3 Moody Blood
4 Lunatic Rabbit of the Moon
5 Pact of the Red Dragon
6 Brittle Gem
7 The Sandevastated
8 Warmonger Bunny
9 Timeless Moon
10 The Odd Fish's Disciple
11 Legendary T90
12 Follower of The Goddess of the Wind
13 The Yellow Thing that Came From the Pit
14 The Ice Queen
15 The Void Queen
16 Blessing of the Fairies
17 Concrete Fish
18 The Treasure of the Deep
19 Princess of the Hollow
20 The Embodiment of Scarlet
21 The Embodiment of Destruction
22 The Path of the Daystar
23 The Path of the Sword of the Heavens
24 Cursed Draconic Swordswoman
25 Little Devilish Traitor
26 Lost Blue Mermaid
27 The Betrayer
28 Absolute Zero Fairy
29 Something There
30 The Puppetmaster
31 A Conviction Forged in Darkness
32 Violent Master of the Garden
33 Mechanical Master of the Library
34 Golden Greed
35 The Justice of Hatred
36 Trigger Happy Rodent
37 Crimson Fog
38 The Clocktower's Bird of Insanity
39 The Cursed Schizophrenic Batter
40 The Cursed Knight of Wonderland
41 The Storytelling Fairy of the Forest
42 The Shrine Maiden of Needles
43 The Ordinary Witch of Flames
44 The Dark Arbiter
45 The Iron Maiden
46 Ghostly Spider of Diseases
47 The One Who Knocks
48 The Eleventh Harbinger of the Ice Goddess
C-Moon

"Spiral Staircase. Rhinoceros Beetle. Ghost Town. Fig Tart. Rhinoceros Beetle. Via
Dolorosa. Rhinoceros Beetle. Singularity Point. Giotto. Angel. Hydrangea.
Rhinoceros Beetle. Singularity Point. Secret Emperor!"

C-Moon is a phenomenon where the gravitational pull of a large area is suddenly flipped in
all directions from a certain point.
It's very rare and has only been recorded to have happened in one place, Cape Canaveral,
Florida.

Blood Drive Moves

Uppercut To The Moon: Uppercut your enemy and make them be pulled high into the air by
the inverse gravity and then crash into the ground. The enemy takes 2 Wounds.
Cost: 2 Blood Potential points.

Gravitational Shift: Have enemies be pulled backwards by gravity. It forces them out of the
engages they are in. You choose the direction you push them into.
Cost: 1 Blood Potential point per enemy.

Gravitational Negation: The next enemy to attack you will get stunned due to the massive
gravitational field around you.
Cost: 1 Blood Potential point. Doesn't stack, only one of this move may be active at a time.

The Power of Gravity: Living beings near you will feel gravity as if it was 10x stronger. They
will have disadvantage when trying to hit you. This lasts 2 turns.
Cost: 2 Blood Potential points.
Cooldown: 4 Turns.
Chainsaw Blood

"The BEST weapon ever! It scares the shit outta ANYONE and it is WAY better than a shitty
stiletto or switchblade. Too bad it's not that portable..."

A chainsaw is a portable gasoline-, electric-, or battery-powered saw that cuts with a set of
teeth attached to a rotating chain driven along a guide bar.
It is used in activities such as tree felling, limbing, bucking, pruning, cutting firebreaks in
wildland fire suppression, and harvesting of firewood.

Blood Drive Moves

Raging Demon: Transform into a special form. Serious Wounds and Grievous Wounds will
have no special effect on you due to your fast regeneration.
Cost: None.

Cutting Frenzy: Do multiple attacks in quick succession. You are able to confront an enemy
twice on your next turn.
Cost: 2 Blood Potential points.

Cursed Saws: Your arms and or legs become powerful chainsaws. Their attacks have +4
Harm.
Cost: 1 Blood Potential point.

Chainsaw Chain: Use the chain of your chainsaw limbs to pull enemies, objects or allies to
you, pull yourself into enemies or objects or hold an enemy, ally or object into place.
Cost: 1 Blood Potential point.
Moody Blood

"Bow before me, human! My name is Power!"

Blood is a body fluid in the circulatory system of humans and other vertebrates that delivers
necessary substances such as nutrients and oxygen to the cells,
and transports metabolic waste products away from those same cells.

Blood Drive Moves

Blood Blade: Create a weapon made out of your blood. The weapon has +4 Harm.
Cost: 1 Blood Potential point.

Curse Imbued Slice: Do a powerful attack with your blood weapon. If you succeed in
confronting an enemy then your damage will be doubled.
Cost: 2 Blood Potential points.

Smash!: Summon a giant blood hammer and smash enemies into the floor. If you succeed in
confronting the enemy then you will also stun them and deal an extra Surface Wound.
Cost: 2 Blood Potential points.

Blood Donation: Heal an ally with your blood.


Cost: 1 Serious Wound for 2 Blood Potential points or 1 Grievous Wound for 4 Blood
Potential points.
Cooldown: 2 Turns.
Lunatic Rabbit of the Moon

"You're too late. I've sealed all the doors. You can't take the princess away now, can you?"

After spending your life fighting for empty ideals you finally found something worth fighting
for. And you are going to do everything you can to protect that thing.

Blood Drive Moves

Lunarian Body: Your body is nimbler due to your lunarian nature. +2 to hit, enemies get -2 to
hit against her.
Cost: None.

Lunatic Eyes: Hypnotize an enemy using your eyes. The enemy gains the hypnotized effect.
Cost: 1 Blood Potential point.

Lunatic Moon: Summon a small white orb behind you that glows a crimson red, it will
hypnotize all enemies.
Cost: 3 Blood Potential points.
Cooldown: 5 Turns.

Finger Gun: You possess the knowledge of a secret technique of hand combat, do a finger
gun pose with your hand and shoot lasers out of it. Its attacks have +4 Harm.
Cost: None.
Pact of the Red Dragon

"This darkness! I cannot tell who is a foe and who is a friend.


But...does that matter to you?"

Pay the price in blood, sacrifice your senses, and finally... allow the fire within you to grow by
consuming you like firewood.

Blood Drive Moves

Searing Blade: Imbue your weapon with fire magic. You can choose between your attacks
having +4 Harm or setting enemies hit by your weapon on fire. You can change between
these two effects mid-fight.
Cost: 1 Blood Potential point.

Boiling Strength: Go past your strength's limits by using your boiling anger. Your next attacks
will ignore the opponents current dodge sub-stat.
Cost: 1 Blood Potential point.

Flightless Bird: Bring flying enemies crashing into the ground. They will no longer be able to
fly for 1d5 turns.
Cost: 2 Blood Potential points. You will need to fall with them.

Fiery Uproar: Shoot fire from your hands or from the ground. The attack has advantage to hit
and +2 Harm. The enemy gains the burn effect after being hit.
Cost: 2 Blood Potential points.
Brittle Gem

"They're weak, brittle - not suited for battle - and their clumsiness makes them difficult to
maintain any other roles. They have always wanted to be useful."

The path of the weakest will lead to the greatest of strengths.

Blood Drive Moves

Alloy Grab: Grab an enemy with your semi-liquid arm and stop his movements. The enemy
must roll against you and roll higher than you to escape your grasp.
Cost: 1 Blood Potential point per turn.

Alloy Swing: You can use your semi-liquid body to swing enemies into objects, swing
yourself somewhere or swing your weapon and as such attack from a distance.
Cost: 1 Blood Potential point.

Unkillable: You cannot be killed by normal means, your body must be truly pulverized or
turned to ash. Each time you are defeated you permanently lose one Humanity.
Cost: None.

Copy-Cat: You are able to choose one Blood Drive Move of one of your allies or enemies
that have been Retired and use it as if it were yours. A Roleplay heavy skill.
Cost: None.
The Sandevastated

“I feel better in metal than in my own skin.”

Once you go screaming over the edge, it's all over. And that is exactly what you plan on
doing if it can save your friends.

Blood Drive Moves

Sandy: You can use your Sandy to move 1000x faster. Your next attack will automatically hit
as long as the target is not behind full cover.
Cost: 2 Blood Potential points per enemy. If used 8 times or more on a single day lose 1
Humanity.

Secret Cannon: Use the cannon inside your arm to blast your enemies to shreds. If you hit
the enemy you will deal x2 damage. On close range you have advantage to hit.
Cost: 2 Blood Potential points.

Cybernetic Eyes: Your eyes are synchronized with your hands, so it is way easier to "pop
balloons". You have +1 to hit and +1 Harm on rolls with ranged weapons.
Cost: None

Chromed Up: Your body is mostly metal now because of your various cybernetic implants.
You have +4 Armor.
Cost: None
Warmonger Bunny

"Oh no! This tragedy is way beyond my expectations!"

Everyone in this world has been living in peace lately, you want to spark another wave of
"excitement" in this world.

Blood Drive Moves

Prison Break: No place can hold you prisoner. Unlock locks of any kind with your knowledge
of how locks work. Destroy walls with a small concentrated explosion.
Cost: None Blood Potential points for unlocking doors, 1 for the concentrated explosions.

Localized Mayhem: Destroy a large part of the scenario with an extremely powerful
explosion creating a massive crater. Everything that gets hit takes 2 Serious Wounds.
Cost: 6 Blood Potential points. (Hard to aim when playing without a combat map)

Stalker Missile: Fire a homing missile that will target of your choice. The roll to hit has
advantage and the damage roll +5 Harm.
Cost: 2 Blood Potential points.

Switch Presence on/off: Make your presence that of a normal person whenever you want to.
Cost: None.
Timeless Moon

"I'm afraid to say, you cannot return."

For the enormous play that is the world to reach a good ending. That is your only wish and
your only hope.

Blood Drive Moves

Dragging You Backwards: Make the target go back to their state of health or Blood Potential
on the start of the last turn.
Cost: 2 Blood Potential points.

Skipping Existence: Make a character become their future self. Make the target lose Blood
Potential equal to one random ability they possess.
Cost: 2 Blood Potential points.

Forced Future: Force a future of your choice to come true for a character immediately.
Choose an effect and force it into a character.
Cost: 2 Blood Potential points.
Cooldown: 2 Turns.

Unholy Past: Give yourself another Wound of the same type of the one you got last turn, an
enemy of your choice also gets a Wound of the same type they got last turn.
Cost: 2 Blood Potential points.
The Odd Fish's Disciple

"Don't ever forget this. The sea giveth... and it taketh away."

A lost little fish swam into the gaping maw of the abyss... you saw what came out.

Blood Drive Moves

Friendly Walrus: Summon a Walrus from any body of water nearby or any small pond of any
liquid. It has 2 Surface Wounds, 2 Serious Wounds and 1 Grievous Wound. And +1 to hit.
Cost: 2 Blood Potential points. Once per battle. When killed it will disappear until summoned
again.

The Odd Fish's Talons: Summon a massive talon of a mysterious aquatic creature and swing
it at an enemy. Deals 2 Wounds.
Cost: 2 Blood Potential points.

Great One's Roar: Let out a roar similar to that of a certain ancient beast that lives in the
deep. The roar suppresses all nearby enemies.
Cost: 3 Blood Potential points.
Cooldown: 5 Turns.

Ride The Odd Fish's Current: Use the currents of magical energy around you to move faster.
You gain advantage when trying to hit an enemy next turn, for 1 turn enemies have
disadvantage when trying to hit you.
Cost: 2 Blood Potential points.
Cooldown: 3 Turns.
Legendary T90

"I'll teach you! The things you don't know or can't do. I'll teach you everything."

Simply defeating the enemy isn't enough. You're gonna make sure all of them are covering
the floor and the ceiling with their bits and pieces.

Blood Drive Moves

Raging Demon: Transform into a special form. Serious Wounds and Grievous Wounds will
have no special effect on you due to your fast regeneration.
Cost: None.

Torpedo limbs: Turn one of your limbs into a torpedo and shoot it at an enemy. Deals x2
damage.
Cost: 2 Blood Potential points.

Spark Detonation: Snap your fingers to create a spark, this spark will then float in the air and
the next enemy to try to hit you will trigger it. Deals 1 Wound.
Cost: 1 Blood Potential point. Can have no more than one at a time.

Explosion Propulsion: Quickly create explosions near you in order to have the blasts rapidly
throw you where you want to go.
You gain advantage when doing anything next turn, for 1 turn enemies have disadvantage
when trying to hit you.
Cost: 2 Blood Potential points.
Cooldown: 3 Turns.
Follower of The Goddess of the Wind

"You know, you've made the right choice. I will treat you with great love, little kitty."

Those faithful to her receive the blessing of the wind and can move swiftly.

Blood Drive Moves

The Goddess's Trick: Call forth the power of the wind in order to boost your speed. You may
act twice per turn for 2 turns.
Cost: 3 Blood Potential points.
Cooldown: 4 Turns.

Black Angel: The goddess has gifted you a special companion. The Black Angel has 2
Surface Wounds, 2 Serious Wounds and 1 Grievous Wound. And +1 to hit.
Cost: 2 Blood Potential points. Once per battle. When killed it will disappear until summoned
again.

GemStone of GodSpeed: Once a day you can activate the magical gem in order to increase
your speed to infinity. Max dodge x3 until the combat ends.
Cost: 4 Blood Potential points.

The Wind Guides You: The wind will guide your attacks in order to make sure your enemy is
hit. When using a ranged weapon you get +2 to hit.
Cost: None.
The Yellow Thing that Came From the Pit

"Could this be a human, or a demon, or something else entirely?"

That mask is alive in a way that no thing should be, but you don't really care about that do
you?

Blood Drive Moves

Put it On: When you put that thing on your head you can feel every cell on your body
screaming for you to tear it off as fast as you can. Grievous Wounds have no effect on you.
Cost: None.

Down The Rabbit Hole: You can teleport anywhere through jumping on your magical ball pit.
You cannot teleport while you are on an engage. About 200 meters of distance. You can try
to drag someone to the hole with you.
Cost: 1 Blood Potential point.

Bite: Put those chompers to good use and take a chunk out of your target. When you bite
someone you make them bleed and deal an extra Surface Wound.
Cost: 2 Blood Potential points.

True Colors of The Beast: For a few seconds everyone with line of sight of you will see the
true nature of the mask. All those characters will gain fear of you.
Cost: 3 Blood Potential points.
Cooldown: 5 Turns.
The Void Queen

“Humans, your existence is a mistake. Your existence is a sin that has to be wiped out. You
once made me lose everything.
But now I'll devour everything. Because I am the Houkai.”

The void is a big place, try not to get lost inside and pop out on the moon ok.

Blood Drive Moves

Void Lances: Open holes in the imaginary space and launch spears from inside it. Deals 2
Wounds.
Cost: 2 Blood Potential points.

Realm: Drag yourself and everyone around you to inside the void where your powers are at
their peak. When within the void you have +4 harm and you deal an extra Surface Wound.
Cost: 4 Blood Potential points.

Void Shield: Create a portal to take a ranged attack and throw it at the opponent. The
opponent will take full damage. You cannot choose the attack.
Cost: 2 Blood Potential points.

Void Cubes: (Can only be used when the void realm is active) Tear pieces from the ground
and use them to immobilize an enemy and deal an extra Surface Wound.
Cost: 2 Blood Potential points.
The Ice Queen

“I don't understand the feelings of the weak. The law of the world is survival of the fittest. It's
how the weak are weeded out.
It just means those people that died were too weak. It's only natural for the weak to perish.”

Accept the ancient blood of the ancient ice demon and gain the power to stand as the
strongest.

Blood Drive Moves

Ice Barrier: Create an ice wall to block ranged attacks from enemies for 2 Turns.
Cost: 2 Blood Potential points.
Cooldown: 4 Turns.

Downpour of Shards: Make jagged pieces of ice rain from the sky. Every character, except
you, receives one Wound.
Cost: 4 Blood Potential points.

Frost Storm: Create a blizzard that freezes all enemies on the battlefield. Enemies will be
unable to move or use short ranged attacks for 1d2 turns.
Cost: 3 Blood Potential points.
Cooldown: 5 Turns.

Coldest Prison: Create an ice cage to paralyze an enemy. The enemy gains the restrained
effect.
Cost: 1 Blood Potential point.
Blessing of the Fairies

“Stupid creature really thinks this is a gift ha ha ha!”

They act like this is a curse for some reason. You don't really know why. Maybe because it
makes you smell like dirt.

Blood Drive Moves

Twisting Wood: Control tree roots to hold your enemies in place. The enemy gains the
restrained effect.
Cost: 1 Blood Potential point.

The Root of The Problem: Attack the enemy with poisonous sharp roots. If you hit the enemy
then you will poison them and deal an extra Surface Wound.
Cost: 2 Blood Potential points.

Suffocating Roses: Create a flower that when the enemy gets close it releases its pollen
applying poison to everyone in the engage except you.
Cost: 2 Blood Potential points.

Happy Plants: Use your powers to create medicinal herbs.


Cost: None.
Cooldown: 1 day.
Concrete Fish

“Swimming is all about practice and dedication, and with enough of that even concrete roads
will become pools.”

Swim on land and create whirlpools with your incredible swimming skills. You could've gone
pro if you hadn't joined the army.

Blood Drive Moves

Swimming Expert: Turn land into water and swim in it. You can use this to ignore obstacles
or leave an engage.
Cost: 1 Blood Potential point.

Momentary Whirlpool: Swim in circles to create whirlpools to pull closer all characters near
you. All characters will be inside the same engage.
Cost: 3 Blood Potential points.

Sharpest Tool in The Floor: Pull a trident made of concrete out of the floor. It has +4 Harm.
Cost: 2 Blood Potential points.

A Handful of Concrete: Summon hands made of concrete from within the floor and make
them attack your enemies. Every character, except you, receives one Wound.
Cost: 4 Blood Potential points.
The Treasure of the Deep

"You're irredeemable!!"

Machinery aside, you are just as human as everyone else.

Blood Drive Moves

The Incinerator: Shoot a laser of extreme heat that incinerates everything in its path. It deals
damage x3 to all characters that are hit by it.
Cost: 6 Blood Potential points. (Hard to aim when playing without a combat map)

Extendable Arms: Use your extendable arms to pull enemies, objects or allies to you, pull
yourself into enemies or objects or hold an enemy, ally or object into place.
Cost: 1 Blood Potential point.

Not a Real Boy: Grievous Wounds have no effect on you due to your body not being organic.
Cost: None.

Loaded Spring Fighting Style: You can launch yourself like a spring in order to move and
attack faster. You get +2 to hit and enemies take -2 to hit you.
Cost: 1 Blood Potential point.
Princess of the Hollow

"Together, we will…exterminate them all, friend."

The powers of the abyss have chosen you as worthy of them. With them you will gain the
strength to fulfill all of your desires and all of your wishes.

Blood Drive Moves

Self-Mending: You can heal yourself with your powers of the abyss. By using Blood Potential
points you may heal your Wounds.
Cost: 1 Serious Wound for 2 Blood Potential points or 1 Grievous Wound for 4 Blood
Potential points.

Full Counter: Due to the internal balance of the powers inside you being absolutely perfect,
enemies will be wounded when they manage to wound you.
Whenever you take a Wound the enemy also receives a Wound but its one degree of
severity lower. The damage the enemy takes is a roll with no additives.
Cost: 2 Blood Potential points per turn active.

Transformation: You can change your form into one that looks like mist and move extremely
fast while in that form. Enemies will have disadvantage when trying to hit you. This lasts 2
turns.
Cost: 2 Blood Potential points.
Cooldown: 4 Turns.

The Strength of 4: Your body is different from most, because it has 4 arms and all of them
are very strong. Their attacks have +4 Harm.
Cost: None.
The Embodiment of Scarlet

"Looks like it's going to be a fun night."

This is the power of the vampiric blood after being refined through practice and discipline. It
is a sign of your status as a great leader with powerful charisma.

Blood Drive Moves

Vampire: Because of your vampiric nature you are immune to the effects of wounds that
could kill a normal human. Immune to the effects of Grievous Wounds.
Cost: None.

Manipulation of Fate: By manipulating fate during the fight you may gain the upperhand.
This power is limited due to the massive quantity of magical energy it needs in order to work.
You gain advantage when doing anything next turn, for 1 turn enemies have disadvantage
when trying to hit you.
Cost: 2 Blood Potential points.
Cooldown: 3 Turns.

Gungnir: Throw a magical spear that will always hit its target. It deals damage x3. It
automatically hits.
Cost: 4 Blood Potential points.

Claws: Bring out your vampire claws in order to shred your enemies. Their attacks have +4
Harm.
Cost: 1 Blood Potential point.
The Embodiment of Destruction

"I just want to destroy the indestructible. Especially you, who no one else can destroy! Here I
come!"

This is what the raw untamed power of the vampiric blood feels like. This power will destroy
everything that dares to block your path.

Blood Drive Moves

Vampire: Because of your vampiric nature you are immune to the effects of wounds that
could kill a normal human. Immune to the effects of Grievous Wounds.
Cost: None.

Lævateinn: Summon Lævateinn, a spear that looks like a crooked clock needle, and wield it
to destroy your enemies. Its attacks have +4 Harm.
Cost: 1 Blood Potential point.

4 of a Kind: You can create 3 clones of yourself that will obey you, they will help you during
the battle. Each clone has 1 Surface Wound and 1 Serious Wound, they have +2 to hit and
+2 Harm.
Cost: 2 Blood Potential points. Once per battle. When killed they will disappear until
summoned again.

Raw Untamed Destruction: Destroy a large part of the cenario by removing all that was there
from reality creating a massive crater. Everything that gets hit takes 3 Serious Wounds.
Cost: 8 Blood Potential points. (Hard to aim when playing without a combat map)
The Path of the Daystar

"I am the Star of Morning, the child of dawn... The star thrown to the Earth shall obtain
victory..."

The angel who created the path of Daystar was known on the battlefield to be a terror so
brutal to face that their enemies would rather end themselves than meet them. Will you live
up to the legend?

Blood Drive Moves

Morning Star: Destroy a large part of the scenario with holy magic creating a massive crater.
Everything that gets hit takes 2 Serious Wounds.
Cost: 6 Blood Potential points. (Hard to aim when playing without a combat map)

Daystar: Take a special stance in order to use a secret technique that will deflect the next
attack you receive and attack the enemy. You cannot choose the attack you use it on.
Cost: 2 Blood Potential points.

Mass Dispel: Let out a shockwave of holy magic that will disrupt the flow of energy within the
enemies bodies. The shockwave suppresses all nearby enemies.
Cost: 3 Blood Potential points.
Cooldown: 5 Turns.

Fallen Angel Dance: By letting your body harmonize with your holy energy you can move
faster while feeling the flow of the magical energy around you.
You gain advantage when doing anything next turn, for 2 turns enemies have disadvantage
when trying to hit you.
Cost: 2 Blood Potential points.
Cooldown: 4 Turns.
The Path of the Sword of the Heavens

"The immortal high will, judge the flock of the wicked upon death! Heaven!."

The path of The Sword of the Heavens was created by the first angel who had perfect
control over their powers. Through discipline and faith you may unleash the potential of this
power.

Blood Drive Moves

Mass Dispel: Let out a shockwave of holy magic that will disrupt the flow of energy within the
enemies bodies. The shockwave suppresses all nearby enemies.
Cost: 3 Blood Potential points.
Cooldown: 5 Turns.

Illusion Heaven Dance: By letting your body harmonize with your holy energy you can move
faster while feeling the flow of the magical energy around you.
You gain advantage when doing anything next turn, for 2 turns enemies have disadvantage
when trying to hit you.
Cost: 2 Blood Potential points.
Cooldown: 4 Turns.

Heartless Angel: Destroy a large part of the scenario with holy magic creating a massive
crater. Everything that gets hit takes 2 Serious Wounds.
Cost: 6 Blood Potential points. (Hard to aim when playing without a combat map)

End of Dream: Trap an enemy inside a horrible nightmare made of their darkest memories or
strongest fear. The enemy falls asleep.
Cost: 1 Blood Potential point.
Cursed Draconic Swordswoman

"But most of all, I still wish to cross swords with you. Not as monster and human, but as
fellow warriors."

Devote yourself to the sword and continue to train until there is nobody in the world who can
match your flaming sword.

Blood Drive Moves

Quadruple Giga: Control the power of the elements masterfully and attack every single
enemy nearby with your swordsmanship. Everything that gets hit takes 2 Serious Wounds.
Cost: 6 Blood Potential points.

Inner Focused Mind: You focus your mind to completely concentrate on the battle. You gain
advantage when doing anything next turn, for 2 turns enemies have disadvantage when
trying to hit you.
Cost: 2 Blood Potential points.
Cooldown: 4 Turns.

Full Power: Focus your inner strength into your attacks. Attacks with your weapons have +4
Harm.
Cost: 1 Blood Potential point.

Vaporizing Rebellion Sword: Focus your inner strength into powerful flames that will envelop
your weapon and then create a whirlwind of barraging flames.
Deals 2 Wounds and makes the enemy burn. Has advantage to hit.
Cost: 4 Blood Potential points.
Little Devilish Traitor

"I only care about you. I don't care about anyone else. Whatever happens to them, I can say
from the bottom of my heart that I truly don't care.
These people that I don't even like, all they do is take away your time. I've hated it my entire
life. I'm not wrong, am I?"

You are meek, shy and prone to tears. Or at least, that’s what you want everyone to believe.
The power of the dead will haunt you, however, this power will also give you the strength to
achieve your goals.

Blood Drive Moves

Power Copying: Through analyzing your allies very closely you are able to learn their secret
techniques. You are able to choose one Blood Drive Move of one of your allies and use it as
if it were yours.
Cost: None.

The Coward's Fighting Style: You are used to analyzing your enemies movement due to your
knowledge of how the body works. You get +2 to hit and enemies take -2 to hit you.
Cost: None.

The Souls of the Dead: Steal the souls of the dead and absorb their powers, creatures
whose soul you stole cannot resurrect. You are able to choose one Blood Drive Move of one
of your allies or enemies that have been Retired and use it as if it were yours.
Cost: None.

Demonic Blood: You can heal yourself with your powers. By using Blood Potential points you
may heal your Wounds.
Cost: 1 Serious Wound for 2 Blood Potential points or 1 Grievous Wound for 4 Blood
Potential points.
Lost Blue Mermaid

"For all the happiness you wish for someone, someone else gets cursed with equal misery."

This power came with way more drawbacks than you could have imagined, however, you
still stand strong. Keep on moving forward and turn this accursed power into the source of
your success.

Blood Drive Moves

Regeneration of Self: You can heal yourself with your magic. By using Blood Potential points
you may heal your Wounds.
Cost: 1 Serious Wound for 2 Blood Potential points or 1 Grievous Wound for 4 Blood
Potential points.

Degeneration of Self: Sacrifice your humanity in exchange for the power to decimate the
enemy. You deal 2 extra Wounds per attack.
Cost: 1 Humanity point.

The Little Mermaid: Transform your lower body into that of a fish, in exchange for your
movement you now possess the power of the Witch of the Sea. +1 Wound per attack and +2
to hit.
Cost: 2 Blood Potential points to activate 1 Blood Potential point to deactivate.

Blue Lightning: Channel your magical energy into a single powerful sword thrust. Deals 2
Wounds.
Cost: 2 Blood Potential points.
The Betrayer

"A vision of my death. But, ah, it is a promising one. It is in a heavy, pitched battle with
something monstrous, something evil. I fall, but not before dealing my opponent a grievous
blow. It was magnificent, reminding me of...well, the old days."

The path of the Betrayer is filled with death and pain. But it isn't exactly right to say that you
won't be able to enjoy it, after all, this is a path where there is always more prey to be
hunted.

Blood Drive Moves

SKULLTAKER: You always have your favorite weapon with you, will you set it to CUT or
BURN mode this time?
CUT mode gives +4 Harm. BURN mode makes enemies hit by your chainsword to be set on
fire. You can change between these two effects mid-fight.
Cost: None.

The Betrayer's Aura: You have a presence that makes creatures feel like death is inevitable
to those around you. All characters around you will receive fear.
Cost: 3 Blood Potential points.
Cooldown: 5 Turns.

The Warmaster's Glare: Your glare can make even enormous beasts know that fighting you
is a bad idea. The enemy becomes fearful of you.
Cost: 1 Blood Potential point.
Cooldown: 3 Turns.

Flesh-Metal Limbs: You look like a monster, but you are even stronger than one. You are
immune to Serious Wounds.
Cost: None.
Absolute Zero Fairy

"You are a fake. Go away... Or I'll make you kiss my ass..."

Within you there is a power that is almost limitless, all you have to do now is learn how to
control it. However your power is unnatural, be careful to not use it too much.

Blood Drive Moves

Full Release: Let out the power within and wield it. You get +4 Harm. Or you stun enemies
when an attack hits. You can change between these two effects mid-fight.
Cost: 1 Blood Potential point.

Perfect Freeze!: You can touch an enemy in order to freeze them. The enemy becomes
stunned.
Cost: 1 Blood Potential point.
Cooldown: 3 Turns.

Sub-Zero Zone: Create a blast of cold that will freeze all characters near you and cover a
good part of the scenario in ice. The shockwave stuns all nearby enemies.
Cost: 3 Blood Potential points.
Cooldown: 5 Turns.

Frost Butterfly: Whatever you touch will freeze and break. Make them stay dead. You have
advantage when in close range, this deals 2x damage.
Cost: 2 Blood Potential points.
Something There

"And the many shells cried out one word, "Manager""

You are a monster currently disguising yourself as a human. Protect your real identity and
fulfill your desires.

Blood Drive Moves

Mimicry: By analyzing your allies in combat you are able to learn from them. You are able to
choose one Blood Drive Move of one of your allies and use it as if it were yours.
Cost: None.

Goodbye: Turn one of your arms into a giant wide blade and slash an enemy. You have
advantage when in close range, this deals 3x damage.
Cost: 3 Blood Potential points.

Hello: Shoot a piercing bone shard that pierces everything in its path. It deals damage x3 to
all characters that are hit by it.
Cost: 6 Blood Potential points. (Hard to aim when playing without a combat map)

Alien Insides: Your body works in a way that is beyond comprehension. You are immune to
the effects of Grievous and Serious Wounds.
Cost: None.
The Puppetmaster

"Oh well, it doesn't matter if you really are youkai or not. I have the grimoire you're looking
for. I am the magician you're looking for. Whether you are youkai or not. YOU ARE MY
ENEMIES!"

During the last few years you have been studying the magical art of controlling magical dolls.
Now that you have mastered it, use your powers and achieve your goals.

Blood Drive Moves

The Goliath Doll: Summon a giant doll that will fight alongside you. The Goliath Doll has 2
Surface Wounds, 2 Serious Wounds and 1 Grievous Wound. And +1 to hit.
Cost: 2 Blood Potential points. Once per battle. When killed it will disappear until summoned
again.

Shanghai: Summon a sword wielding doll that will slash an enemy. This slash makes them
bleed and deals an extra Surface Wound.
Cost: 2 Blood Potential points.

Hourai: Summon a doll that will cast a powerful spell that will make lasers rain from the sky.
Every character, except you, receives one Wound.
Cost: 4 Blood Potential points.

String Trap: Release a large amount of strings that will bind the movement of enemies
around you in a big area. All those characters will be restrained.
Cost: 3 Blood Potential points.
Cooldown: 5 Turns.
A Conviction Forged in Darkness

"Is the person in front of me the edible kind?"

The power of controlling darkness comes with the drawback of wanting to have a little bite of
good old human meat. However your convictions remain as strong as ever, you will use this
power and you will reach the ending you seek.

Blood Drive Moves

Darkness Ray: Use your darkness powers to create 3 powerful rays that will hit an enemy.
You have advantage when in close range, this deals 3 Wounds.
Cost: 3 Blood Potential points.

Darkness Lens: You can make an enemy blind by creating a barrier in their eyes that blocks
light from getting in. The enemy becomes blind.
Cost: 1 Blood Potential point.
Cooldown: 3 Turns.

Abyss Claws: Turn your hands into giant claws made of darkness or create a sword made of
darkness. This gives you +4 Harm.
Cost: 1 Blood Potential point.

Eclipse: Create black hole that absorbs anyone in its huge radius, it then explodes throwing
away the people absorbed. Everything that gets hit takes 2 Serious Wounds.
Cost: 6 Blood Potential points. (Hard to aim when playing without a combat map)
Violent Master of the Garden

"It doesn't matter if you're a god, power is everything!"

You love flowers and you wish to live somewhere in peace taking care of a beautiful garden.
But that dream will have to wait, after all, those who would disturb your peace are still
breathing.

Blood Drive Moves

The Grasp of Nature: Control flower roots to hold your enemies in place. The enemy gains
the restrained effect.
Cost: 1 Blood Potential point.

Dual Spark: Channel your magical energy into 2 powerful lasers in order to hit an enemy.
Deals 2 Wounds.
Cost: 2 Blood Potential points.

Ball of Light Transformation: You are able to transform yourself into a ball of light and
teleport around. You can use this to ignore obstacles or leave an engage.
Cost: 1 Blood Potential point.

Perfect Clone: You can create a clone of yourself for a few moments in order to act multiple
times. You may act twice per turn for 2 turns.
Cost: 3 Blood Potential points.
Cooldown: 4 Turns.
Mechanical Master of the Library

"Let me introduce myself properly. My name is [REDACTED], the director and head librarian
of this Library."

Once you were a prisoner, but now you are free, and now you plan on fulfilling your dream.
There is a book somewhere, and this book contains everything you desire, and you are
going to get it no matter the cost.

Blood Drive Moves

Fourth Match Flame: Create a giant wave of fire that will cover a great area around you.
Everything that gets hit takes 2 Serious Wounds.
Cost: 6 Blood Potential points. (Hard to aim when playing without a combat map)

Black Swan: Summon a parasol that will deflect the next attack you receive and then attack
the enemy. You cannot choose the attack you use it on.
Cost: 2 Blood Potential points.

Da Capo: Play a melody that will pierce the soul of whatever enemy that hears it. The song
suppresses all nearby enemies.
Cost: 3 Blood Potential points.
Cooldown: 5 Turns.

Making Books: Steal the minds of the dead and turn them into books, creatures whose mind
you stole cannot resurrect. You are able to choose one Blood Drive Move of one of your
allies or enemies that have been Retired and use it as if it were yours.
Cost: None.
Golden Greed

"...Sadness says: ‘Begone, pass away!’ But greed seeks eternity—seeks deep, deep
eternity."

In the name of protecting everyone’s happiness you made a vow. But you didn't realize that
to wish for everyone's happiness is to wish for your own happiness... Oh how greedy.

Blood Drive Moves

Gauntlet of Golden Fortune: Summon a golden magical gauntlet and wield it. Its attacks
have +4 Harm.
Cost: 1 Blood Potential point.

Golden Gate: Create a portal with your gauntlet and jump through it. You can use this to
ignore obstacles or leave an engage.
Cost: 1 Blood Potential point.

The Road of Gold: Teleport onto your targets while punching them with your magical
gauntlet. Your next attack will automatically hit as long as the target is not behind full cover.
Cost: 2 Blood Potential points per enemy.

Overwhelming Luster: Let your despair fester inside you and unleash it onto an enemy with a
powerful charged magical punch. You have advantage when in close range, this deals 2x
damage.
Cost: 2 Blood Potential points.
The Justice of Hatred

"To keep the world’s peace… I was born."

In the name of Love and Justice you made a vow to protect this world from all that is evil. But
what will happen to you when there is no more evil?

Blood Drive Moves

Arcana Beats: Summon a magical wand and wield it. Its attacks have +4 Harm.
Cost: 1 Blood Potential point.

Magical Teleport With Love!: Use your magic to teleport yourself. You can use this to ignore
obstacles or leave an engage.
Cost: 1 Blood Potential point.

Arcana Slave: Channel your magical energy into 2 powerful lasers in order to hit an enemy.
Deals 2 Wounds.
Cost: 2 Blood Potential points.

Despair Discharge: Shoot a powerful laser made of your despair and make the enemies
disappear. It deals damage x3 to all characters that are hit by it.
Cost: 6 Blood Potential points. (Hard to aim when playing without a combat map)
Trigger Happy Rodent

"Hey, what do you think a hero is?"

You wished to be someone who saved everyone, you wanted to be a hero, so you became a
mercenary and you became one of the best. Are you feeling like a hero yet?

Blood Drive Moves

Professional Shooter: Your eyes are synchronized with your hands due to training, so it is
way easier to "pop balloons". You have +1 to hit and +1 Harm on rolls with ranged weapons.
Cost: None

Smoke Cover: Throw a smoke grenade at an enemy. The enemy gains the blind effect.
Cost: 1 Blood Potential point.
Cooldown: 3 Turns.

Curtain of Smoke: Throw multiple smoke grenades around you at the same time. The
grenades blind all nearby enemies.
Cost: 3 Blood Potential points.
Cooldown: 5 Turns.

Special Armor: You have a special armor that is made to resist even supernatural monsters.
You have +4 Armor.
Cost: None.
Crimson Fog

"You know what's funny, though? Even if one were to have power, that power would only
strike down, not up..."

You are someone who survived terrible situations by growing strong enough to survive on
your own. You are a veteran, you will not go down easy, not until you find what you're looking
for.

Blood Drive Moves

EGO Activation: Summon a glowing red cape made of mist that will make you faster. You get
+2 to hit and enemies take -2 to hit you.
Cost: 2 Blood Potential points.

Swordsmanship: Your ability to wield a blade has almost reached perfection. When wielding
a sword of any kind you get +4 Harm.
Cost: None.

Horizontal Slash: Gather your power into your sword and cut all enemies nearby with the
intent to tear them in half. Everything that gets hit takes 2 Serious Wounds.
Cost: 6 Blood Potential points. (Hard to aim when playing without a combat map)

Vertical Slash: Do a powerful attack with your sword against an enemy with a vertical motion.
You have advantage when in close range, this deals 3x damage.
Cost: 3 Blood Potential points.
The Clocktower's Bird of Insanity

"You should try going mad too! Nothing beats watching reason blow apart! AHAHAHAHA!"

You have been given a role to play by someone who you would do anything for. That role is
to ensure that all your enemies will have their lives reach their end way before their hair
starts to turn gray.

Blood Drive Moves

Backdoor of the Mind: Choose a character, that character will receive a curse that will tear
their mind apart and rebuild it temporarily. The character hit by this becomes hypnotized.
Cost: 1 Blood Potential point.

Cursed Insanity: Let out a shockwave of insanity that will make all characters near you take
2x Damage but deal x2 Damage for 3 Turns.
Cost: 3 Blood Potential points.
Cooldown: 5 Turns.

Madness Fuelled Slash: Let madness take over your mind and slash at an enemy with
incredible strength. You have advantage when in close range, this deals 3x damage.
Cost: 3 Blood Potential points.

Caged Bird Claws: Transform your hands into powerful claws that can tear your enemies to
shreds. Their attacks have +4 Harm.
Cost: 1 Blood Potential point.
The Cursed Schizophrenic Batter

"Mental disorders are incurable."

You are the Cursed Knight of Wonderland's best friend, and together you made a vow that
the both of you would purify the world. You are pure, the knight is cursed, but under the
objective of saving this world you will unite.

Blood Drive Moves

The Teachings of Nyarlathotep: You have learned a cursed special ability of the ancient god
Nyarlathotep, you will use it to honor your fallen companions.
You are able to choose one Blood Drive Move of one of your allies that have been Retired
and use it as if it were yours. A Roleplay heavy skill.
Cost: None.

Magical Rings of Purification: Summon 3 magical rings made with purifying magic and have
them attack your enemies with you. You get +4 Harm.
Cost: 1 Blood Potential point.

Cursed Body: Your body regenerates way faster than that of a normal person. You are
immune to the effects of Grievous and Serious Wounds.
Cost: None.

Purification in progress...: This is the time to get actually serious, it is time to purify evil. You
may act twice per turn for 3 turns. Damage x3.
Cost: 8 Blood Potential points.
Cooldown: 5 Turns.
The Cursed Knight of Wonderland

"The golden hair. The blue eyes. Aah, you were at my side, all along."

Your wish to save those you loved ended up bringing their end. But now you have a second
chance, and you are going to do everything that you can to not fail this time.

Blood Drive Moves

Dodo Fighting Style: You are used to fighting while moving fast and never staying still for too
long. You get +2 to hit and enemies take -2 to hit you.
Cost: None.

Undead Body: Your body regenerates way faster than that of a normal person due to you
being an undead. You are immune to the effects of Grievous and Serious Wounds.
Cost: None.

Secret Clock: Summon a magical pocket watch that when activated it shatters and
accelerates your movements. You may act twice per turn for 2 turns.
Cost: 3 Blood Potential points.
Cooldown: 4 Turns.

Secret Counter: Take a special fighting stance that will deflect the next attack you receive
and then attack the enemy. You cannot choose the attack you use it on.
Cost: 2 Blood Potential points.
The Storytelling Fairy of the Forest

"You're free. I mean it. If you don't like someone, feel free to kill them. This country is
destined to perish and disappear anyway, right?"

Once upon a time you tried to make a fairy tale all for yourself. But after surviving the
impossible and having to watch your work be burnt to ashes you think it's time to start
working on your next fairy tale.

Blood Drive Moves

The Fairy's Trick: Call forth the power of the wind in order to boost your speed. You may act
twice per turn for 2 turns.
Cost: 3 Blood Potential points.
Cooldown: 4 Turns.

Spell of God Speed: Once a day you can activate a secret spell in order to increase your
speed to infinity. Max dodge x3 until the combat ends.
Cost: 4 Blood Potential points.

The Fairy's Fighting Style: You are used to fighting while moving fast and never staying still
for too long. You get +2 to hit and enemies take -2 to hit you.
Cost: None.

Story Eraser: Create black hole that absorbs anyone in its huge radius, it then explodes
throwing away the people absorbed. Everything that gets hit takes 2 Serious Wounds.
Cost: 6 Blood Potential points. (Hard to aim when playing without a combat map)
The Shrine Maiden of Needles

"On days like this... Everything that's happened until now feels like it was so long ago..."

After having dedicated your entire life to the pursuit of eliminating monsters you have
mastered the art of using cursed needles. But after gaining all that power, are you really still
human?

Blood Drive Moves

Inhuman Body: Your body regenerates way faster than that of a normal person. You are
immune to the effects of Grievous and Serious Wounds.
Cost: None.

Teleportation Barrier: Create a magical barrier that works as a portal for you. You can use
this to ignore obstacles or leave an engage.
Cost: 1 Blood Potential point.

Yin-Yang Orbs: Summon 2 floating orbs that represent Yin and Yang, their magic enhances
your attacks. You gain +4 Harm when using them.
Cost: 1 Blood Potential point.

Demon Slaying Needles: Throw a handful of extremely powerful needles enchanted to be


powerful enough to kill upper demons. You have advantage when in medium range, this
deals 3x damage.
Cost: 3 Blood Potential points.
The Ordinary Witch of Flames

"Oh, it's alright. I don't care about such trivial things. I'm going to stop playing around from
now on."

Long ago you believed that you could remain human while also having enough power to
protect those you loved, but when the time came you released your power and they were not
enough.
This flame that is as black as your soul will burn all of those who stand in your path.

Blood Drive Moves

Inhuman Body: Your body regenerates way faster than that of a normal person. You are
immune to the effects of Grievous and Serious Wounds.
Cost: None.

Past Correction: Heal an ally with time and death magic.


Cost: 1 Serious Wound for 2 Blood Potential points or 1 Grievous Wound for 4 Blood
Potential points.
Cooldown: 2 Turns.

Pilot Flame: Summon black flames that will envelop your arms and increase your power. You
gain +4 Harm when using them.
Cost: 1 Blood Potential point.

Black Flames of Death: Destroy a large part of the scenario with a massive explosion of
cursed black fire creating a massive crater in the area. Everything that gets hit takes 3
Serious Wounds.
Cost: 8 Blood Potential points. (Hard to aim when playing without a combat map)
The Dark Arbiter

"You bear a poison, heavy and slow... yet deadly. I know you well, even though you know
nothing about me."

You once sought to live a life without caring about how your actions affect others, but after
witnessing the true extension of the destruction you brought you aren't exactly sure if you
can live like that anymore.

Blood Drive Moves

Degraded Fairy: Make various tiny blades cut an opponent with high speed and make the
target bleed. The enemy gains the bleed effect and also an extra Surface Wound.
Cost: 2 Blood Potential points.

Degraded Chain: Summon chains that will grab an enemy and hold them into place. The
enemy gains the restrained effect.
Cost: 1 Blood Potential point.

Degraded Pillar: Shoot a giant magical pillar against an enemy that makes them unable to
use a random ability for 2 turns. It also deals an extra Surface Wound.
Cost: 2 Blood Potential points.

Degraded Lock: Create a magical barrier within an enemy that makes them unable to use a
random skill unless they pay 2 extra Blood Potential points. Lasts 2 Turns.
Cost: 3 Blood Potential points.
The Iron Maiden

"I'm still in the dark, I cannot see ahead. I'm frankly afraid, and I might stray onto wrong
paths sometimes.
However, I trust myself to return to the proper way as I stoutly press onward. Just because I
cannot see the way ahead, does not mean that a way doesn't exist..."

In this path you will have to abandon your emotions in order to become a person capable of
pressing forward no matter what lies ahead. But what if your emotions were to explode in a
sea of fire?

Blood Drive Moves

Iron Lotus: Summon the Iron Lotus, a giant spear that holds the power of draconic flames. It
has +3 Harm and attacks will set enemies of fire.
Cost: 2 Blood Potential points.

Dragonic Blood: You have dragon scales covering a good part of your body and horns
growing out of our head. You have +2 Armor and you are immune to the burn effect.
Cost: None.

Jīn Ní: Gather a powerful explosion into the tip of your weapon and swing it against an
enemy. You have advantage when in close range, this deals 2x damage and sets the enemy
of fire.
Cost: 3 Blood Potential points.

Tāo Tiè: Destroy a large part of the scenario with a massive explosion of fire creating a
massive crater. Everything that gets hit takes 2 Serious Wounds and is set on fire.
Cost: 8 Blood Potential points. (Hard to aim when playing without a combat map)
Ghostly Spider of Diseases

"I'll show you how great the power of the yokai who were banished underground is!"

You made a contract with the ancient spirit of a demonic spider. Now you possess the power
to rule the night.

Blood Drive Moves

Disease of Rot: Punch an enemy and make their flesh rot. Deals Damage x2.
Cost: 2 Blood Potential points.

Spider's Web: Trap an enemy with powerful webs. The enemy is restrained.
Cost: 1 Blood Potential points.

Spider Swarm: Summon a swarm of venomous spiders to attack a target giving poison and a
Surface Wound
Cost: 2 Blood Potential points.

Eight-Legged Friend: Summon a giant spider to trap your enemies in cocoons and restrain
them.
Cost: 4 Blood Potential points.
The One Who Knocks

"I am breaking bad."

You are someone that even the gods would think twice before facing in a battle. Show them
who's the boss around here.

Blood Drive Moves

The Chosen One's Aura: You have a presence that makes creatures feel like death is
inevitable to those around you. All characters around you will receive fear.
Cost: 3 Blood Potential points.
Cooldown: 5 Turns.

The Devil's Glare: Your glare can make even enormous beasts know that fighting you is a
bad idea. The enemy becomes fearful of you.
Cost: 1 Blood Potential point.
Cooldown: 3 Turns.

Instantaneous Alchemy: Destroy a large part of the scenario with a massive explosion
creating a massive crater. Everything that gets hit takes 2 Serious Wounds and is stunned.
Cost: 8 Blood Potential points. (Hard to aim when playing without a combat map)

The Master's Knowledge: Heal an ally using chemistry.


Cost: 1 Serious Wound for 2 Blood Potential points or 1 Grievous Wound for 4 Blood
Potential points.
Cooldown: 2 Turns.
The Eleventh Harbinger of the Ice Goddess

"A warrior must always be ready to face any challenge with his blade. The outcome of the
battle is irrelevant — what matters is that you learn from the experience."

You are the eleventh harbinger of the Ice Goddess, you swore that you would fulfill her
dream. The most important things in the world to you are your family, your comrades and the
goddess.

Blood Drive Moves

Raging Tide: Create two blades made of water and slice through the enemies. Their attacks
have +4 Harm.
Cost: 1 Blood Potential point.

Light of Obliteration: Summon a bow made of water and shoot a powerful magical projectile
that hits an enemy with great strength. Deals Damage x2.
Cost: 2 Blood Potential points.

Natural Born Warrior: Fighting comes naturally to you, and because of that you are better at
hitting and dodging than most. You get +2 to hit and enemies take -2 to hit you.
Cost: None.

Big Blue Whale: Summon a giant whale made of water out of the ground that'll slam its body
down dealing massive damage to anyone caught in the blast. Everything that gets hit takes 2
Serious Wounds.
Cost: 6 Blood Potential points. (Hard to aim when playing without a combat map)
#Custom Blood Drive Template (For making your own Blood Drives)

Name

"OMEGA QUOTE"

COOL DESCRIPTION

Blood Drive Moves

SKILL 1:
Cost:

SKILL 2:
Cost:

SKILL 3:
Cost:

SKILL 4:
Cost:
#Unused Blood Drives (Put Blood Drives that aren’t compatible with the campaign here)

#Unused Blood Drive Moves

Flaming Fury: Set yourself on fire, every enemy that touches you or that you touch will catch
on fire. The enemy gains the burn effect.
Cost: 1 Blood Potential point per turn or take 1 Surface Wound per turn.

Helmcrusher: Crush the enemy's head. If you succeed in confronting the enemy then you will
also knock them out. The enemy gains the sleep effect.
Cost: 1 Blood Potential point.

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