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    Default Re: Blitzball: A Final Fantasy X Game-Within-a-Game

    Techniques
    Players can improve their skills in Blitzball by gaining levels (especially levels of Blitzer), but they can also learn special techniques that they can use during the game. To learn a technique, a player must select a player on another team to observe. While playing against that team, if the opponent performs a technique that the player doesn’t already know, then the player can perform a special Profession check (DC varies, see below) as an immediate action. If the check is successful, then the technique is learned, & can be used as soon as the next period.

    A player can use any technique that they know, although not all at the same time. Before a game, a player can “equip” a number of techniques equal to the number of feats they possess, up to a maximum of 5. Bonus feats gained by racial or class features do not count towards this total. A player can change the techniques that they have “equipped” during half-time, if they so choose, but techniques cannot be switched out while the player is in game-play.

    Below is a complete list of techniques & their effects. Unless it is otherwise noted, using a technique is an immediate action that does not provoke an attack of opportunity, & lasts 1 round. All techniques are considered extraordinary abilities.

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    Anti-Drain: 50% chance to automatically prevent a Drain effect; DC25 to learn; 1HP cost to use

    Anti-Drain 2: 100% chance to automatically prevent a Drain effect; DC30 to learn; 5HP cost to use
    Anti-Nap: 50% chance to automatically prevent a Nap effect; DC25 to learn; 4HP cost to use

    Anti-Nap 2: 100% chance to automatically prevent a Nap effect; DC30 to learn; 21HP cost to use

    Anti-Venom: 50% chance to automatically prevent a Venom effect; DC25 to learn; 1HP cost to use

    Anti-Venom 2: 100% chance to automatically prevent a Venom effect; DC30 to learn; 5HP cost to use

    Anti-Wither: 50% chance to automatically prevent a Wither effect; DC25 to learn; 3HP cost to use

    Anti-Wither 2: 100% chance to automatically prevent a Wither effect; DC30 to learn; 20HP cost to use

    Auroch’s Spirit: +10 to SH; also adds total combined SH of all original teammates still on player’s team to player’s SH; earned only as a prize in a high-level tournament after 75% of all other techniques are learned; 60HP cost to use

    Brawler: 60% chance to enter a blitz from 45’ away; learned only as a prize in a mid-level tournament after 50% of all other techniques are learned; 1HP cost to use

    Drain Tackle: during an attack roll, 40% chance to drain 3HP; DC25 to learn; no HP cost to use, but player must have 3HP or more

    Drain Tackle 2: during an attack roll, 70% chance to drain 15HP; DC30 to learn; no HP cost to use, but player must have 15HP or more

    Drain Tackle 3: during an attack roll, 100% chance to drain 50HP; DC35 to learn; no HP cost to use, but player must have 50HP or more

    Elite Defense: player can enter a blitz from 30’ away; learned only as a prize in a low-level tournament after 25% of all other techniques are learned; 1HP cost to use

    Gamble: after waking up from a Nap effect, 50% chance to randomize one of the player’s stats (stat -10 + 1d20); statistic chosen by rolling 1d8 & consulting Table 2-1: Blitzball Statistics; learned only as a prize in a low-level tournament after 25% of all other techniques are learned; 30HP cost to use

    Golden Arm: reduces deduction from PA & SH rolls by ½, so that it deducts 1 from the roll for each 10’ that it travels; learned only as a prize in a low-level tournament after 25% of all other techniques are learned; 3HP cost to use

    Good Morning!: after waking up from a Nap effect, 50% chance to gain a +2 morale bonus to all stats for 1 minute; learned only as a prize in a low-level tournament after 25% of all other techniques are learned; 8HP cost to use

    Grip Gloves: player gains +5 to CA for 1 minute; DC25 to learn; 3HP cost to use

    Hi-Risk: 6 of the player’s statistics are reduced by ½, but the other 2 are increased by 2×; statistics chosen by rolling 1d8 & consulting Table 2-1: Blitzball Statistics; learned only as a prize in a low-level tournament after 25% of all other techniques are learned; 30HP cost to use

    Invisible Shot: +3 to SH; 60% chance to make the ball invisible (total concealment = 50% miss chance for goalkeeper); DC35 to learn; 22HP cost to use

    Jecht Shot: +5 to SH; also automatically eliminates up to 2 opponents in a blitz; learned only by acquiring the Jecht Ball (earned in a one-time DC25 Dexterity check, aboard the S.S. Winno); 12HP cost to use

    Jecht Shot 2: +10 to SH; also makes the ball invisible (total concealment = 50% miss chance for goalkeeper); also automatically eliminates up to 3 opponents in a blitz; learned only as a prize in a high-level tournament after 75% of all other techniques are learned; 100HP cost to use

    Nap Pass: +3 to PA; 30% chance to put blocking defender to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds; DC25 to learn; 4HP cost to use

    Nap Pass 2: +5 to PA; 60% chance to put blocking defender to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds; DC30 to learn; 20HP cost to use

    Nap Pass 3: +7 to PA; 100% chance to put blocking defender to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds; DC35 to learn; 51HP cost to use

    Nap Shot: +3 to SH; 40% chance to put blocking defender to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds; DC25 to learn; 4HP cost to use

    Nap Shot 2: +5 to SH; 70% chance to put blocking defender to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds; DC30 to learn; 8HP cost to use

    Nap Shot 3: +7 to SH; 100% chance to put blocking defender to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds; DC35 to learn; 35HP cost to use

    Nap Tackle: +3 to AT; 100% chance to put ball-carrier to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds if EN is reduced to 0 by tackle; DC25 to learn; 4HP cost to use

    Nap Tackle 2: +5 to AT; 100% chance to put ball-carrier to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds if EN is reduced to 0 by tackle; DC30 to learn; 9HP cost to use

    Nap Tackle 3: +7 to AT; 100% chance to put ball-carrier to sleep (immobile & helpless; can be awoken by being passed the ball) for 1d6+4 rounds if EN is reduced to 0 by tackle; DC35 to learn; 18HP cost to use

    Pile Venom: allows player to add additional Venom effects to an opponent already affected by a Venom effect; learned only as a prize in a low-level tournament after 25% of all other techniques are learned; 3HP cost to use

    Pile Wither: allows player to add additional Wither effects to an opponent already affected by a Wither effect; learned only as a prize in a low-level tournament after 25% of all other techniques are learned; 7HP cost to use

    Regen: player regains 2d4 HP every round that they are not the ball-carrier, up to their maximum HP; 1 use lasts for 1 period; learned only as a prize in a mid-level tournament after 50% of all other techniques are learned; 5HP cost to use

    Sphere Shot: +3 to SH; also adds +1d10 to SH; DC35 to learn; 9HP cost to use

    Spin Ball: puts a rapid spin on the ball (-3 to goalkeeper’s CA); 1 use lasts for 1 period; DC25 to learn; 3HP cost to use

    Super Goalie: 60% chance to add +1d10 to CA; DC25 to learn; 3HP cost to use

    Tackle Slip: 40% chance to automatically dodge a tackle, eliminating the defender from the blitz without deducting from EN; 20% to be disoriented after slipping the tackle (-5 to PA & SH for 1 round); DC25 to learn; 4HP cost to use

    Tackle Slip 2: 80% chance to automatically dodge a tackle, eliminating the defender from the blitz without deducting from EN; 20% to be disoriented after slipping the tackle (-5 to PA & SH for 1 round); DC30 to learn; 17HP cost to use

    Tech Find: teaches any one random technique (except Auroch’s Spirit or Jecht Shots); never teaches a technique that has already been learned; learned only as a prize in tournaments; 0HP cost to use

    Venom Pass: +3 to PA; 30% chance to poison blocking defender (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC25 to learn; 4HP cost to use

    Venom Pass 2: +5 to PA; 60% chance to poison blocking defender (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC30 to learn; 12HP cost to use

    Venom Pass 3: +7 to PA; 100% chance to poison blocking defender (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC35 to learn; 25HP cost to use

    Venom Shot: +3 to SH; 30% chance to poison blocking defender (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC25 to learn; 2HP cost to use

    Venom Shot 2: +5 to SH; 70% chance to poison blocking defender (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC30 to learn; 4HP cost to use

    Venom Shot 3: +7 to SH; 100% chance to poison blocking defender (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC35 to learn; 10HP cost to use

    Venom Tackle: +3 to AT; 40% chance to poison ball-carrier (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC25 to learn; 3HP cost to use

    Venom Tackle 2: +5 to AT; 70% chance to poison ball-carrier (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC3025 to learn; 7HP cost to use

    Venom Tackle 3: +7 to AT; 100% chance to poison ball-carrier (loses 1d4HP each round that they carry the ball, except during blitz rounds, & does not regain HP while they are not the ball-carrier) for 1d6+4 rounds; DC35 to learn; 16HP cost to use

    Volley Shot: 50% chance to ignore all BL deductions from the shooting roll; DC25 to learn; 1HP cost to use

    Volley Shot 2: 75% chance to ignore all BL deductions from the shooting roll; DC30 to learn; 4HP cost to use

    Volley Shot 3: 100% chance to ignore all BL deductions from the shooting roll; DC35 to learn; 25HP cost to use

    Wither Pass: +3 to PA; 30% chance to wither blocking defender (AT, BL, & EN reduced by ½) for 1d6+4 rounds; DC25 to learn; 4HP cost to use

    Wither Pass 2: +5 to PA; 60% chance to wither blocking defender (AT, BL, & EN reduced by ½) for 1d6+4 rounds; DC30 to learn; 18HP cost to use

    Wither Pass 3: +7 to PA; 100% chance to wither blocking defender (AT, BL, & EN reduced by ½) for 1d6+4 rounds; DC35 to learn; 44HP cost to use

    Wither Shot: +3 to SH; 40% chance to wither blocking defender (BL & CA reduced by ½) for 1d6+4 rounds; DC25 to learn; 3HP cost to use

    Wither Shot 2: +5 to SH; 70% chance to wither blocking defender (BL & CA reduced by ½) for 1d6+4 rounds; DC30 to learn; 18HP cost to use

    Wither Shot 3: +7 to SH; 100% chance to wither blocking defender (BL & CA reduced by ½) for 1d6+4 rounds; DC35 to learn; 39HP cost to use

    Wither Tackle: +3 to AT; 40% chance to wither ball-carrier (EN, PA, & SH reduced by ½) for 1d6+4 rounds; DC25 to learn; 1HP cost to use

    Wither Tackle 2: +5 to AT; 70% chance to wither ball-carrier (EN, PA, & SH reduced by ½) for 1d6+4 rounds; DC3025 to learn; 8HP cost to use

    Wither Tackle 3: +7 to AT; 100% chance to wither ball-carrier (EN, PA, & SH reduced by ½) for 1d6+4 rounds; DC35 to learn; 25HP cost to use
    Last edited by Zeta Kai; 2008-11-16 at 03:55 AM.