Bloodmoon2 Chaos Trumps
All the Chaos trumps are listed here. As mentioned in the Avatar rules,
all trumps are affected by proficiency in one of three ways:
success/failure, the strength of the effect, or the duration of the
effect. The maximum strength and duration is given for each applicable
trump. The charge times for the trumps are also given.
If you have a 100% proficiency score, it doesn't mean that a
success/failure trump will always work. The 100% proficiency just means
that you have the best possible chance of making it work. The chances
given below for the success/failure trumps will apply when you have 100%
proficiency. If you have less proficiency, the trumps will work less
Banishment - Banishes the specified player to Limbo.
Charge Time: 60 seconds Success Chance: 75%
Berserker - Turns the specified Acolyte (who must be on the Avatar's
side) into a Berserker. The Berserker immediately receives
a restore. For the next two minutes, the Berserker cannot
go to Limbo by dying. If he is killed, he receives a
restore and is placed back into the Arena. Every enemy the
Berserker kills adds 30 seconds to the time limit. When time
runs out, the Berserker dies and goes to Limbo.
Charge Time: 120 seconds Success Chance: 75%
Capacitance - Turns the specified Acolyte into a living capacitor, capable
of absorbing life energy. Every enemy the Acolyte kills adds
one point to his "potential". He can discharge this
potential at any time by telling the QG "discharge". Each
point of stored potential will either restore a random
ally, kill a random enemy, or charge up a random trump.
Once the potential has been discharged, the Acolyte no
longer has the power of capacitance. If the Acolyte is
killed, he loses the power of capacitance and any potential
he may have accumulated is wasted.
Charge Time: 60 seconds Success Chance: 75%
Death - If the proficiency check succeeds, the victim will be
Charge Time: 90 seconds Success Chance: 75%
Drain - Drains the charge from a trump held by the enemy Avatar. The
name of the trump must be given.
Charge Time: 90 seconds Success Chance: 50%
Duel - Starts a Duel of Champions. Both Champions will be
teleported to a no-exit room. Fifteen seconds after the
Duel begins, a random Acolyte from each side will be
transferred into the room. Fifteen seconds after that,
both Acolytes will be returned to wherever they came from,
both Champions will be hit by either 200 points of damage or
a level 33 dispel magic, and two more Acolytes will be
transferred in. This will continue until one of the
Champions is defeated. To win the Duel, a Champion must
survive for five seconds after his opponent has been
killed. If both Champions are killed within five seconds of
one another, there is no winner. The winner of the Duel
steals a victory point from the loser. Duelling Champions
are not affected by trumps.
Charge Time: 120 seconds Success Chance: 50%
Freeze - Freezes the specified enemy for a period of time dependent
Charge Time: 60 seconds Maximum Duration: 30 seconds
God - A past, present, or future god of Medievia may appear and
do something of interest. Just like in real life, there
isn't always a god around when you need one.
Charge Time: 90 seconds Success Chance: 100%
Pain - Causes agonizing pain to the indicated enemy, doing damage
dependent upon proficiency.
Charge Time: 30 seconds Maximum Effect: 500 hp
Plague - Every seven seconds, a random enemy not in Limbo will be hit
by level 33 plague and blindness spells, have a level 31
dispel magic cast at everyone in the room with him, or be
hit by a level 65 frost shards spell.
Charge Time: 120 seconds Maximum Duration: 120 seconds
Relocate - Moves everyone on the enemy team from wherever they are
(including Limbo) to a random room. There is a chance that a
relocated player will end up in Limbo.
Charge Time: 60 seconds Success Chance: 100%
Slayer - Summons the Dark Slayer from the netherworld. The Slayer
will roam the Arena, attacking and killing anything in its
path. If an enemy is killed, the Slayer will use the
deceased player's life force to restore a random player on
the side that used the trump. The Dark Slayer will return
to the netherworld when a total of 10 people have been
killed. The possessor of a totem can be killed by the
Slayer, but his death does not count and is not reported. He
is always returned to the Arena and retains possession of
Charge Time: 150 seconds Success Chance: 50%
Soul - Each enemy will temporarily have his alignment changed to
either -1000, 0, or 1000.
Charge Time: 90 seconds Maximum Duration: 45 seconds
Supercharge - This trump must be played on a trump which is already
charged and ready for use. If the proficiency check
succeeds, the specified trump will be Supercharged. A
Supercharged trump can be played as often as desired, but
has a 15% chance of exploding with each use. Supercharged
trumps have dashes outside the asterisks on the status
Charge Time: 150 seconds Success Chance: 75%
tell QuestGod discharge - Will discharge your stored energy if you are
affected by the Capacitance trump.
See Also: BM2_NOTES, BM2_AVATAR, BM2_TOTEM, BM2_CHAMPION, BM2_ACOLYTE,
BM2_CHAOSTRUMPS, BM2_ORDERTRUMPS, BM2_PREREQUISITES,