Continuing the Tricks thing...
Just a heads-up, I'll not try and stat out all those Tricks, with the assumption that they wont come up in mechanically resolved combat for a while yet.
-Frenzied Lunge Trick: A hard hitting attack trick.
Shield Tricks
-Strong Shield Trick: lets the shield shrug off one blow that would otherwise break it
-Quick Shield Trick: improves ability to block things
-Trap Block Trick: lets you catch a target's weapon in your shield when they hit it.
Doombringer Style Tricks
-Bleakest Prophecy: this trick weaves a curse of weakness with and bad luck into a quick few words as you attack, rendering them slowed and disoriented just before you strike.
Doombringer Stance: either buffs me when fighting a specific chosen target or debuffs that specific person (preferably debuffs) with the the modifier increasing the longer me and my chosen target are in melee with each other, you can technically pick a new target but it has to ramp up all over again in that case.
Doombringer Finale: after a few rounds of fighting I can bring the entire prophecy down on my chosen target.
Frenzied Lunge Trick: Modified Attack, assuming "hard hitting" is satisfied with a +50% to damage, we're looking at something like 2 (moderate effect) + 2 (+50% dmg) = 4 ord before MLa. Effect reads as this: "As part of this attack, move into
close distance of a
nearby target. If you hit, deal +50% damage."
Strong Shield Trick: There's a bunch of way to get the effect you want, but I'll try to go with the most literal interpretation. So, we're looking at an Enhanced Action ("Block with your shield") with a moderate effect (2 ord), the action is a Reaction (x2) but has only one effect (-1 ord). Cost before MLa is (2 x 2) - 1 = 3 ord. Effect would be "As part of a 'block with your shield' Reaction, infuse your shield with ordstirr. Negate any damage that the blocked attack would do to your shield that would reduce it below 1 Health." Note: A complete damage negation would be an effect that's probably above "strong" and would thus be unaffordable to you, at the moment. You could also go with something like "grant [your Strength] Damage Reduction to your shield for resisting the damage of the blocked attack" instead (a strong version would give 1.5 x your Strength).
Quick Shield Trick: Again going with the easiest interpretation of this: Enhanced Action, weak effect, is a Reaction, is simple: (1 x 2) - 1 = 1 ord before MLa. "Use as a Reaction. You can use the Block with Shield Reaction an additional time this turn." Note that, as is, this is only useful if you have at least three Reactions (one for the standard Block with Shield, one for the Trick, one for the additional Block).
Trapping-Block Trick: Relatively straightforward again: Enhanced Action, moderate effect (2 ord), it's a Reaction (x2) and simple (-1 ord). (2 x 2) - 1 = 3 ord before MLa.
"As a Reaction to a foe hitting your shield, trap their weapon, requiring them to spend an action pulling the weapon free (which only succeeds if their Strength + Weapon Skill is greater than your Strength + Shield Skill)."
Bleakest Prophecy: Gonna stat this as a Kunna Trick, since the Style is Hugr-linked and the effect is a debuff. You put it in conjunction with an attack, a strike specifically, so I'll give it the Strike Enhancement + Close combo. Not sure if this was your intention, but as a cost-saving measure, I'll make it Fleeting for now. So, we're looking at (2 [normal] - 1 [close] + 1 [strike enhancement]) / 2 [fleeting] = 1 ord before MLa. Effect would look like this: "As part of your attack, you speak a curse of bad luck and confusion, leaving your target open to your strike. Reduce your targets Reflexes and Movement by [half your Potency] each. Then resolve your strike. The debuff lasts only until the end of your turn. Can only be used in conjunction with a melee attack." Note: reducing your targets Reflexes can lead to them not having a Reaction to block or dodge with, while reducing their Movement can mean that their dodge is unsuccessful. Also, the reduction on their stats will be reduced by...either their Willpower of Spiritual Defenses.
@CoatRackRanger any thoughts on that?
Doombringer Stance: I already gave you some thoughts on this, but let's try it again. Typically a Stacking Bonus Stance's effect goes up, up to once per turn, when you perform a specific action. You don't have an action, but I'd parse the condition as "if, at the end of your turn, you and your target are in
close distance". I'd call that an easy condition, tbh (since, you know, a lot of your foes will want to be in
close distance with you anyways, since they want to hit you, too), but that kinda cancels out with it being a single target effect. Thinking some more about the debuff/self-buff difference...first I though a debuff should be weaker, but then I realized that it would be resisted with Willpower or Spiritual Defense, which would not apply to a self-buff. So let's call it even, and you get a normal strength effect:
"When you enter this Stance, choose a target. At the end of your turn, if you and your target are in
close distance, reduce [you'll have to decide how to apply the 1 point of substat reduction]. The maximum amount of reduction is [twice your Doombringer Style's Tier worth of statpoints (i.e., if you are reducing one substat it can go down 2xDbS's Tier, if you are reducing two substats, they each can go down 1xDbS's Tier)]. The effect persists until either you or your target are incapacitated, merely not being
close to each other just means it does not get stronger. You can switch the target of the effect as an Action on your turn."
Doombringer Finale: Standard condition is bonus needs to be at half strength, no reason to go for anything different here. You were unsure whether you wanted it to be a massive debuff or a damage thing, so let's stat out both:
Damage version: 4 (Powerful) - 1 (Close) - 1 (Simple) = 2 ord before MLa. Deals four times your Potency as damage. That's...a lot, tbh. But that's Finishers for ya. They could still block and/or dodge, though, theoretically. It'll also be reduced by their Durability.
Debuff version: 4 (Powerful) - 1 (Close) - 1 (Simple, I think is still applicable) = 2 ord before MLa. Reduce your targets substat by a total of four times your Potency. This can also still be blocked and/or dodged, far as I know, and the reduction would also be resisted by their Willpower/Spiritual Defense. It should last a number of rounds equal to twice your Potency, though (the strength of a Kunna effect doesn't affect it's duration, but the Finisher multiplier should).
Note: No guarantees on how debuffs are resisted. It might be a reduction of the effect or on the duration or something else or even be different case-by-case.
"Shared" means, as I understood it, that you even
can apply the effect to allies, not that it does so automatically to all of them in range. It would still be single target as is. If you want to affect a group of people, you'll need to add in an Area multiplier.
Also, please note that it's "Attack Speed", just to avoid future confusion
Just to make sure you are aware,
@CoatRackRanger's intention here was that Enduring Attack-like Effects work kinda like this: "You create a ball of flame that hovers over your shoulder. It will last for a number of rounds equal to your Potency. During this time you can designate a target on your turn, which will cause the ball to seek it out, trying to hit it. It will then dissipate either harmlessly after its duration has run out, or after it hits the designated target." If you want something that does damage over time or attacks several times, that's also doable, but would also make it possible to remove the effect. It should come out with doing potentially more damage, though.
Also, while this is by no means a definitive ruling right now, targeting a different health pool than would be "expected" from a given Kunna's Tricks will probably incur a small additional cost.