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Ability List: Difference between revisions

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The Ability List  
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| header1    = The Ability and Proficiency System
| data2      =
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.
}}
This page is just an indexed list of all Abilities, which helps the Ability Plugin function.
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==Passive Abilities==
==Instant Powers==
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{| class="wikitable"  
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
|-
| style="width: 10%;" | Primal Sight I
| Divine Burn
| style="width: 8%;" | Toggle Passive
| Instant Power
| style="width: 8%;" | Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user is able to detect a Dragon Soulcore, Dragonsoul, or Dragon Powercore, if it is present within Emote Distance. This Ability is not constant, and must be activated to sense, but has also no cooldown and is instant.
| To overwhelmingly harm foes, use this ability as a reaction to the user winning an Attack Dice Roll versus an Enemy by a margin of at least 5. In 2 turns, deal an extra 1HP of Damage to that Enemy. Divine Burn does not Stack, and has a 1 Hour Cooldown. If the target is a Heretic: Also deal another 1HP of Damage, another 2 turns after the first instance of extra Damage.
| N/A
|-
|-
| Body Scripture I
| Divine Revive
| Toggle Passive
| Instant Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user the ability to manifest a form of Scripture in any quantity anywhere on their body, which appear like tattoos of glowing lines. Color rules are recorded on the Ability itself. The color will never glow enough to produce light in a dark room.
| This Ability can only be used when the user reaches 0 HP, and has no function before that. When the user reaches 0HP activate this ability, and wait 5 minutes. At the end of the 5 minutes, the user immediately Revives with 2HP. If another Revive Ability (Sacred Revive, Chem Revive, etc). targets the user, it instead adds +2HP to Divine Revive for each other Revive used. Divine Revive has a 2 Hour Cooldown. If the target is a Heretic: If the enemy who KO’d the user is a Heretic, revive with +1 Attack Stat (breaks cap up to 11).
| N/A
|-
| Divine Smite
| Instant Power
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To cast away foes, use this Ability on an Enemy within Range. Displace the target away from the user by 5 Blocks, and apply the Brittle Status to them. Divine Smite has a 2 Hour Cooldown. If the target is a Heretic:Also apply the Prone Status to the Target.
| N/A
|-
| Hex Apocalypse
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To go all out, use this Ability to put all available Abilities, from Point Buy and/or Custom Kits, on a forced 4 Hour Cooldown, regardless of the actual Cooldown, even Passive Abilities which do not usually have Cooldowns. For every ability placed on Cooldown, the user gains +1 Attack and Defense up to a total maximum of 9. Finally, after 3 turns the user begins to take 1 HP of Damage at the start of every turn. Hex Apocalypse ends once the user is downed, and has a cooldown of 1 Hour, and if Dispelled reverts the Cooldowns on Abilities. To upcast, spend 1 HP when it triggers to do the following: Add an additional 3 turns before the user begins to take 1 HP of damage every turn.
| N/A
|-
| Hex Bloodlet
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| As a reaction to landing a successful attack against a target, use this Ability to drain the blood of the Target as well. The target has the Weakened Status Effect applied to them for the next 2 turns, and the user gains 1 HP. Once used, Hex Bloodlet goes on a 1 Hour cooldown, and does not take an action. To upcast, spend 1 HP when it triggers to do the following::The user does not gain any HP, instead applying the Brittle Status Effect.}}
| N/A
|-
| Hex Guide
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To help an ally in a fight, use this ability as a reaction to an ally missing an attack roll. For their next two attacks, grant the ally +1 Attack Stat that breaks cap up to 11. Hex Guide does not stack, and has a 1 hour cooldown. To upcast, spend 1 HP when it triggers to do the following::The ally instead gains +2 to their Attack and Defense for the next two turns.
| N/A
|-
|-
| Wall Climb I
| Hex Madness
| Toggle Passive
| Instant Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can climb up or down any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. The movement can only be directly up or down, not diagonal or sideways. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall.
| To cause an uproar on the enemy team, use this Ability to target an enemy, without expending their turn, the Target makes an attack on any one of their allies within range. Hex Madness is considered Hidden, and has a 2 hour cooldown once used. To upcast, spend 1 HP when it triggers to do the following::Instead of making one attack, the cursed target makes two attacks against different targets within range.
| N/A
|-
|-
| Wall Climb II
| Hex Parasite
| Toggle Passive
| Instant Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can climb up or down any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. The movement can only be directly up or down, not diagonal or sideways. This Ability includes a falling-damage mitigation, meaning that regardless of height, the character does not receive falling damage, and can jump from a suspended position halfway up the wall.
| To steal the benefits of an Ability from an Enemy, use this in response to a Character using an Ability from Medical, Cleric, or Magic Point Buy. The user counts as one extra target for that Ability, gaining any benefits it might grant while ignoring any targeting limitations. If the Ability was a Link Power, it cannot be willingly ended prematurely. Hex Parasite has a 2 hour cooldown. To upcast, spend 1 HP when it triggers to do the following::The target also has the Confused Status Effect applied for the next ten minutes.
| N/A
|-
|-
| Wall Climb III
| Magic Cleanse
| Toggle Passive
| Instant Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to near-instantly scale a vertical wall or barricade as long as it has a landing position at the top that is reasonably horizontal, thus allowing them to hop over walls and fortifications. This requires the user to be standing at the base of the vertical wall and be thrown up, landing safely at the top. This Ability can be used four times every 12 hours. This Ability can also be used to safely travel down a wall, but it does also take a charge each time downwards travel is used.  
| To protect Self or an Ally from a harmful Status Effect, instantly remove one Status Effect (choose one, if multiple) from Self or an Ally within Range. Magic Cleanse has a 2 Hour Cooldown. Sinistral Usage: Instead of removing the Status Effect, transfer it to an Enemy within Emote Range.  
| {{#simple-tooltip: N/A }}
|-
|-
| Wall Climb IV
| Magic Curse
| Toggle Passive
| Instant Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can climb up, down, or sideways (but not diagonally) on any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall. Channel Abilities cannot be utilized while Climbing with Wall Climb IV.  
| To make an enemy choose between two weakening effects, instantly apply the Warned Status to an Enemy within Range. The Enemy must choose between -1 Attack Stat or -1 Defense Stat. This Stat Reduction lasts for 15 Minutes, after which Magic Curse's Cooldown begins. Magic Curse does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: Stat Reductions become -2, instead of -1. Also, target another Enemy within Range. Whichever option the first enemy does not choose, apply that -2 to the second enemy.
| {{#simple-tooltip: N/A }}
|-
|-
| Vampiric Familiar I
| Magic Disengage
| Toggle Passive
| Instant Power
| Emote Distance
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Vampire gains a Vampiric Familiar that they can summon, which must be either a: Bat, a Gargoyle, or corrupted Bird of Prey. This Familiar must be the size of a household cat, and can fly. The Vampiric Familiar must remain on the Vampire at all times, except when sent out for a single task. The task can be retrieving a single free small object (i.e. not being carried on a person, held, or tied down), or using a Single Ability on a person with the range of “Direct Touch.” The Ability will then be cast through the Familiar, who must still be able to touch the Target. The Familiar will disappear and cannot be re-summoned for 30 minutes if hit by any Ability or Attack. The Familiar can be un-summoned and re-summoned, but if the Familiar is un-summoned, it cannot be re-summoned for 10 minutes. This Familiar cannot leave Emote Distance of the Vampire. This Familiar is immune to Spirit Curse I.  
| To help an Ally, or oneself, escape a bad situation, use this Ability as a reaction to an Ally taking a Move action, or when the User takes a Move action. That Ally can move through people, and does not trigger Opportunity Attacks, but, apply the Fleeting Status to the Target for 10 Minutes. Magic Disengage does not consume an Action. Magic Disengage can be used Once Per Combat Scene. Sinistral Usage:Cannot be used on Ally, no longer applies Fleeting. Instead, if the user would walk through someone, enemy or ally, apply the Prone Status Effect to that Target. Maximum 5 Targets.
| {{#simple-tooltip: N/A }}
|-
|-
| Body Mend I
| Magic Distort
| Toggle Passive
| Instant Power
| Self
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Any body part the Character loses, excluding the Head, is replaced over the course of 2 days by slowly forming substances determined by the source of this Ability. Any scars the character has also glows a color determined by the source of this Ability. The Character can choose to not recover a lost limb, or choose to have non-glowing scars that heal, but once activated, this Ability cannot be reverted. If the Character loses this Ability, the lost body parts will wither away, leaving them unharmed (Unless that body part was mandatory for survival), but without it. Body parts lost before gaining this Ability will re-grow.
| To disrupt enemies around the user, apply the Confused Status to everyone within Range of the user, including Self. The user, while Confused, cannot target enemies they applied the Confused Status to. The Confused Status lasts for one turn. Magic Distort does not Stack, and can only be used Once Per Combat Scene. Sinistral Usage:No longer Confuses Self, instead Deals 1 HP Damage to Self, and 1 HP Damage to one Target within Range.
| {{#simple-tooltip: N/A }}
|-
|-
 
| Magic Isolate
 
| Instant Power
| Eye Mutation I
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Constant Passive
| To isolate an Enemy from their Allies and Buffs, target an enemy within Range, and Link Break the most recently applied Link Power. Additionally, if they have any Block Tokens (from Abilities, not from Armor), remove 1 Block Token. Magic Isolate has a 2 Hour Cooldown.  Break 2 Link Powers, and if the enemy has no Link Powers and no Block Tokens, instead apply the Marked Status.
| Self
| {{#simple-tooltip: N/A }}
| The eye of the User is changed in some way, either by changing the eye whites, or the iris, or the pupil. Eye Mutation I cannot be hidden or obscured by any Ability or Mutation except by a higher Eye Mutation (II, III). Color rules are recorded on the Ability itself.
|-
|-
| Omniaware I
| Magic Shove
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user cannot be taken by surprise from behind, below, the sides, above or from far away. If any (Mundane) attack or harming Ability is used on them, a sixth sense will trigger making them aware of an attack that would otherwise take them by surprise. This does not grant additional dodging or avoiding mechanisms or guarantees, so standard Combat Roleplay Logic must still apply to dictate whether or not the user would be able to fairly block or avoid an incoming attack. This Ability purely gives the knowledge of such an incoming attack.
| To move an Enemy, instantly Displace a Target 5 Blocks in any direction, meaning further away from the user, or closer, anywhere along a horizontal direction, but never vertically or diagonally up or down. Magic Shove has a 30 Minute Cooldown. Target up to two enemies, sending them in the same or different directions, and apply the Prone Status at the end of the shove.
| {{#simple-tooltip: N/A }}
|-
|-
| Armor Flux I
| Magic Smog
| Trigger Passive
| Instant Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user has a constant proportional Armor effect. This proportional armor inverts the amount of armor worn by the individual and optimizes mobility and agility. Simpler put, the less armor the user is wearing, the stronger their skin and body becomes. Wearing only a set of pants and shirt is the equivalent of their skin being as strong as Plate Armor, where-as wearing a set of actual Plate-armor causes the body to be as strong as if they were only wearing a set of pants and shirt (though they are of course still wearing armor). The protection effect is only skin deep, and blunt force trauma still translates like normal, as well as Artifacts of any make.
| To disrupt enemies' vision, instantly apply the Blinded Status on a Target within Range. Magic Smog can be used as a Reaction, but only to a Basic Attack that would hit the user or an ally, thus causing that Attack to miss. Magic Smog does not stack, and has a 2 Hour Cooldown. Sinistral Usage: Cannot be used as a Reaction, but instead applies the Blinded Status to everyone within Range, including allies, but not the user. Instead, the user is Silenced for 10 Minutes.
| {{#simple-tooltip: N/A }}
|-
|-
| Arken Sense I
| Magic Snare
| Toggle Passive
| Instant Power
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user is able to detect an Arken, Arken Soul, or Arkenspark, if it is present within Emote Distance. This Ability is not constant, and must be activated to sense, but has also no cooldown and is instant.
| To prevent any enemy from moving, instantly apply the Trapped Status to an enemy within Range, which lasts for 3 Turns. At the end of the 3rd Turn, if the Target is still Trapped, additionally deal 1 Damage. Magic Snare does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: The Trapped Status lasts for 4 turns, but if they are still trapped on Turn 2, deal 1 Damage, and then 1 Damage again on turn 4.
| {{#simple-tooltip: N/A }}
|-
|-
| Age Control I
| Magic Summon
| Toggle Passive
| Instant Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
|  
| To never be without weapons and armor, instantly summon any combination of armor, shields, weapons (ranged or melee) for the user and up to two willing allies within Range. This does not re-fresh Block Tokens from Armor, but grants them if the user did not already have them. Additionally, if the user (and allies) wear this equipment for 20 minutes, also grant +1 Attack or +1 Defense for the duration. Magic Summon does not Stack,has no Cooldown, but once it grants +Stats, it lasts for up to 1 Hour. Sinistral Usage: If Equipment is granted to anyone other than the user, after 10 Minutes, it suddenly changes to a curse, applying a -2 Attack and -1 Defense Stat reduction, and cannot be removed, except by Abilities that Dispel magic, or by KOing the user.
The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.  
| {{#simple-tooltip: N/A }}
|-
|-
| Skin Purge I
| Magic Trip
| Toggle Passive
| Instant Power
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user can toggle this Passive to remove choice or any and all scars, Mutations, tattoos or other blemishes that affect only their skin. Skin mutations may include pigments, scriptures, textures, but for example not horns, despite them being covered in skin and sticking out of the skull. Mutations stay gone forever, but scars may be caused to re-appear at will, and may also be removed again at will.
| To prevent enemies from approaching you, target two enemies who are within 3 Blocks of each other. Apply the Fleeting Status to both of them, which lasts until one of them suffers the effect of the Fleeting Status, which causes both Fleeting Statuses to end. Magic Trip does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: Target up to Three Enemies, and apply the Brittle Status Effect to the two Enemies who are not knocked Prone.
| {{#simple-tooltip: N/A }}
|-
|-
| Dravinda Gift I
| Sacred Bleed
| Toggle Passive
| Instant Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Once every 3 days, the user may call upon Dravinda’s wisdom and the spices of the Avela lands to produce a banquet worth 15 Culinary Arts in Proficiency Points. While under the influence of this Ability, the user will complete the whole dish in a Mundane manner, requiring only the base ingredients, and the knowledge provided by the Ability.
| To prevent an enemy from healing, deal -1HP damage to self, target an enemy within range, and apply the Bloody Status Effect to them for the next 15 minutes. If the Bloody Status is removed early, reduce this Ability’s cooldown by 30 minutes. Sacred Bleed has a 1 Hour Cooldown.
| N/A
|-
|-
| Dravinda Gift II
| Sacred Burn
| Toggle Passive
| Instant Power
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user can toggle a state of Void Spell immunity which prevents them from being affected by one of the following categories of abilities: Void Spell, Any Ability gained from Sorcery from a Void Sorcerer. Activating this toggle after an Ability has landed does not remove its effects, only future Abilities. This toggle has no cooldown, and can be toggled indefinitely. This only affects Abilities used by others, not by Abilities cast by themselves on themselves.
| To harm an enemy at cost to oneself, deal 1HP damage to self, and apply a -1 Defense Stat to an enemy within Range for the next 15 minutes. After 10 Minutes, deal -1HP damage to the target enemy. Sacred Burn does not Stack, and has a 2 Hour Cooldown.  
| N/A
|-
|-
| Inth Gift III
| Sacred Judgement
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user has a perfect recall memory through a Memory Phylactery. This is not a physical object, but more a metaphysical abstract concept that causes the user to be immune to any memory alteration, or any Ability that would otherwise make them forget memories, or have them stored elsewhere, altered, added, or diminished. If any memory is forgotten, the user needs simply call upon the Memory Phylactery to restore the memory in full detail. Any Memory Sense I used on the user will result in more clear and perfect imagery than for anyone else.
| To hinder an enemy sinistral user, use this ability as a reaction to an enemy using Sinistral Magic, which does not consume the user’s action. Apply a -2 to the final result of their next Attack or Defend roll. Sacred Judgement does not Stack, and has a 30 Minute Cooldown.
| N/A
|-
|-
| Control Counter I
| Shaman Brutality
| Toggle Passive
| Instant Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is completely immune to Control Powers (unless specified to circumvent immunity on the Ability itself). This is a toggle state, meaning that the user may choose to be affected by Control Powers, or not.  
| To brutalize an opponent, this Ability can be triggered automatically when landing an attack on an Enemy with a Status Effect. The target is displaced 5 blocks, with an additional 1HP of damage being dealt to them. Shaman Brutality has a 2 hour cooldown. If the user has a Corpse Count when triggered:: Also apply the Fleeting Status to the Target.  
| N/A
|-
|-
| Battle Dress I
| Shaman Earth
| Toggle Passive
| Instant Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user may wear any type of armor regardless of whether it has been adjusted to fit their body, and it will automatically re-adjust to fit their body contours. Additionally, if they are wearing armor that has somehow been damaged or destroyed by Abilities, they may choose to instantly auto-mend every piece of armor worn by them into a pristine state before any damage was applied. This specific part of the Ability can only be used once per day.
| To protect an ally, this Ability can be used to grant an ally within range +1 Block Token. This Ability can be used as a reaction to an ally being attacked, allowing them to instantly use the Block Token to protect themselves. Shaman Earth has a 2 Hour Cooldown. If the user has a Corpse Count when triggered:: The target is considered immune to Status Effects until the Block Token is broken.
| N/A
|-
|-
| Weapon Song I
 
| Toggle Passive
| Emote Distance
| The user may activate Weapon Song I on any Melee Weapon that they are wielding in combat, causing it to levitate in the air, and allowing them to control it as if they were wielding it, except further removed from the actual weapon. This must be their own weapon, and not a weapon they’ve taken or stolen from another. The only thing this does, is create distance between the opponent and the user, thus allowing them more time to respond to moves the opponent makes. The weapon can still be parried and even knocked out of the user’s hand, as it is only displaced. The distance can however be anywhere in Emote Distance, as long as where it is levitating is within view.
|-
|-
| Altalar Master I
|}
| Trigger Passive
 
| Emote Distance
==Passive Powers==
| The user may, once per hour instantly Cancel any Ability used by another Altalar that is part of their standard Racial Ability set, while also forcing it to go on a 10 minute cooldown, unless it already had a cooldown that is longer than 10 minutes, in which case that one applies.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Keen Mind I
| Divine Aura
| Trigger Passive
| Passive Power
| Emote Distance
| {{#simple-tooltip: 6 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Whenever any Control Power is used on the user that has some sort of Emotion, Feelings, Opinion or Perception reading element, the user immediately becomes aware that their mind is being prodded, and can send back whatever signal they want, thus effectively faking any attempt to read them and manipulate the person trying to read them on top.
| To reinforce one’s allies, Divine Aura is a constant effect radiating Holy energy around the user. The first time a Status Effect (except Blinded) would be applied to any Allies, or self, within Range, ignore that application, and instead apply the Blinded Status Effect, as the Aura’s radiance protects. Divine Aura can be maintained indefinitely, or it can be detonated, applying the Blinded Status Effect to all enemies within 2 Blocks of the User. If detonated, Divine Aura has a 4 Hour Cooldown. If the target is a Heretic: When detonated, choose one Heretic enemy, also apply Brittle Status Effect to them.
| N/A
|-
|-
| Spirit Familiar I
| Hex Aura
| Toggle Passive
| Passive Power
| Self
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user must choose an animal from the [[Animals]] Page (barring Magus or Dragon) species. This choice is permanent, and must be mentioned on the Character Application. Once chosen, the user may choose to manifest and remove smaller visual and aesthetic changes to their body from the animal chosen, but never so thoroughly that it mimics a Werebeast, Allar, or Asha. Secondly, they may summon a magical looking familiar of the animal chosen that may never be larger than a domestic cat regardless of original size of the animal, but may also be smaller depending on the preference of the user. This familiar can carry a single object on them, but may never enter combat, and is disabled for 1 hour if hit by any Ability or Attack.  
| To debilitate one’s enemies, Hex Aura is a constant effect radiating ominous whispers around the user. The first time an Ability used by the user or an Ally is staggered or dispelled by a character within range, they have the Confused Status Effect applied to them for the next two turns as unwanted knowledge fills their mind. Hex Aura can be maintained indefinitely, but can only target a specific character once per Combat Scene. To upcast, spend 1 HP when it triggers to do the following::When a target triggers the Aura’s effects, they are instead Confused for 3 turns instead of 2, and can trigger the Aura again if another Ability is Countered or Dispelled.
| N/A
|-
|-
| True Path I
| Hex Plot
| Toggle Passive
| Passive Power
| Travel Length
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to begin a charge or running speed in a particular direction. Once reaching a particular block, they may activate TruePath I to scatter their body into a large cloud of non-harmful smaller objects, or flora, or critters, and continue traveling in the same direction as they were running. This allows them to continue moving for up to 10 blocks at sprinting speed, allowing them to pass through any hole, crack or opening. This can be to for example, float through a guard formation, a door, a wall of spikes, etc. After traveling 10 blocks, the character re-manifests, this Ability cannot be ended early, unless met with a solid wall without openings. This Ability has a 15 minute cooldown.
| To upcast more often, this Ability activates automatically when the user has Upcast an ability three times, healing the user by 2 HP. Hex Plot can trigger multiple times, and has no cooldown. To upcast, spend 1 HP to do the following: When triggered, additionally gain +2 Defense (breaks cap up to 9) for the next two turns.
| N/A
|-
|-
| Magic Sight I
| Shaman Ancestor
| Toggle Passive
| Passive Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to activate this Ability, causing their eyes to glow an intense solid color. While active, the user is Immune to any Ability or Mundane based Darkness or Blindness. They can even see through blindfolds and Ability-created substances covering their eyes, and if any of these effects was applied before the Ability was Toggled on, the effects are removed. This Ability has no Cooldown and can be Toggled on and off as many times as the user pleases.  
| This Ability summons the Spirit of an Ancestor, guiding for the remainder of combat. The first time the user wins a Defense roll against an enemy, they are able to apply the Marked Status Effect upon them without expending a turn as the spirits of their ancestors surround their foe. The same target can only be Marked in this way once per Combat Encounter. Shaman Ancestor lasts until the end of combat, and has a 4 hour cooldown once ended. If the user has a Corpse Count when triggered:: The first target to be Marked is additionally given the Trapped Status Effect for the next 10 minutes. This only takes effect once.
| N/A
|-
|-
| Magic Sight II
| Shaman Aura
| Toggle Passive
| Passive Power
| Self
| {{#simple-tooltip: 6 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user is able to summon a Magical lantern or candle in their hand that emanates a warm light in a 10x10 block area around them. Any Ability based Darkness that is cast in a wider area will be Nullified (the Darkness is still there, Magic Sight II merely temporarily removes the effect in the radius). Beyond the 10x10 radius however, everything remains in Darkness. Additionally, this Ability gives a few optional aesthetics. Users may passively have glowing eyes (that glow less bright than in Magic Sight I), have a glimmer, or light sparkle on their skin, have sun-ray like tattoos that light up from the hands to the elbows, a sundisk of light projection behind their head, or glowing luminescent blood.  
| To encourage your allies to charge ahead, Shaman Aura is a constant effect sounding war drums to those nearby. The first time an ally within range is given the Trapped, Fleeting, or Prone Status Effects, ignore that application and instead grant all allies within range an additional 2 blocks of movement on their next turn. Shaman Aura can be maintained indefinitely, or it can be detonated, applying +1 Attack up to a maximum of 9 to all allies within range for the next 30 minutes. If detonated, Shaman Aura has a 4 hour cooldown. If the user has a Corpse Count when triggered:: When detonated, all allies on their next turn gain 2 blocks of movement.
| N/A
|-
|-
| Magic Sight III
| Shaman Exchange
| Toggle Passive
| Passive Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user is Immune to Ability or Mundane based Darkness (not Blindness) and also has Night Vision, giving them perfect sight at night and in dark places. This Ability can be toggled on and off.  
| The user can, without expending their turn, transfer any Block Tokens from themselves to allies, even in response to attack Emotes hitting them, thus consuming the Block Token and preventing damage. Additionally, any Faith Proficiency (base and buffs) can be granted from themselves to an Ally instead, granting them a bonus to Defense up to a cap of 9. Block Tokens and Stats handed away cannot be taken back until the end of Combat. Shaman Exchange has a 15 Minute Cooldown. If the user has a Corpse Count when triggered::The user does not lose any Block Tokens or Faith Proficiency when giving them to an ally, instead making a copy to hand away.
| N/A
|-
|-
| Cursed Soul I
| Shaman Fury
| Constant Passive
| Passive Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| While the character has an Affliction that includes this Ability, they are unable to use any Abilities found in Sorcery, Magic, and Faith Will. While having this Affliction, no other Affliction can be acquired. Proficiency Points are not refunded for Abilities lost. When the Affliction is removed (and this Ability), all normal use of Abilities is restored, and the Character can be Afflicted again.
| As a reaction to losing an attack roll, the user can throw themselves into a frenzy. Applying the Marked Status to themselves, the user gains +2 Attack for the next 30 minutes. Shaman Fury has a 30 minute cooldown once ended. If the user has a Corpse Count when triggered:: The user has the Brittle Status applied instead, also granting +1 to their Defense (breaks cap up to 9) for the next 30 minutes.
| N/A
|-
|-
| Afflicted Life I
|}
| Constant Passive
 
| Self
==Dispel Powers==
| From the moment that the Character is affected by the Affliction, their body ceases to age, and their Racial max-age no longer applies. If the Character is cured, they will age to their appropriate age within 2 weeks. If they are re-infected, their body will age backwards to when it was first affected by the Affliction. If the person has already lived past their Racial Max age, they die at the end of the 2 week period instead. For Characters using this Ability older than 150 years in total, a 150 Year Old Special Permission is required
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Blood Eyes I
| Divine Antimagi
| Constant Passive
| Dispel Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character has normal eyes, though their eye-sockets are somewhat reddened and darkened. When using any Ability from their Bloodline Ability Kit or Vampire Base Kit, their irises become solid red, with a small black pupil. This overrules any other Mutations or effects. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness. If the Player wants the Vampire's eyes to be solid red at all times, this is possible.
| To weaken Magic, use this Ability as a reaction to a Sinistral Magic Ability being used. That Magic Ability loses its Sinistral function, and becomes its non-Sinistral version, instead. Paladin Antimagi has a 2 Hour Cooldown. If the target is a Heretic: Also, apply the Silenced Status to the target for 2 rounds.
| {{#simple-tooltip: N/A }}
|-
|-
| Blood Eyes II
| Divine Savior
| Constant Passive
| Dispel Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character permanently has reddened and darkened eye-sockets, and irises that are solid red, with a small black pupil. This overrules any other Mutations or effects unless that effect specifically mentions hiding Blood Eyes II. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness.
| To protect an Ally, use this Ability as a reaction to an ally taking damage from an Enemy. The Ally gains 1 Block Token, and Heals +1 HP. Paladin Savior does not Stack, and has a 4 Hour Cooldown. If the target is a Heretic: If the attacking Enemy was a Heretic, heal +1 HP more to the Ally, and grant +1 Attack Stat (breaks cap up to 11) for the next 2 Attack Emotes.
| {{#simple-tooltip: N/A }}
|-
|-
| Blood Eyes III
| Magic Reduce
| Constant Passive
| Dispel Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character permanently has reddened and darkened eye-sockets, and irises that are solid red, with a small black pupil. This overrules any other Mutations or effects unless that effect specifically mentions hiding Blood Eyes II. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness, and Ability-Created Darkness.
| To punish an enemy Mage, use this Ability as a Reaction to a character within Range using a Power that affects the user or an Ally. The Power used by the target is weakened in some way, any damage done being reduced by 1 (to a minimum of 0), any status effects applied by the Power having its duration reduced by half, rounded down, or any distance or duration reduced by half, rounded down. Magic Reduce has a 2 Hour Cooldown. Sinistral Usage: The user or Ally being protected also gains +2 to their Defense for the next 3 turns, breaking the proficiency cap up to 9.
| {{#simple-tooltip: N/A }}
|-
|-
| Vintar Born I
| Magic Revenge
| Toggle Passive
| Dispel Power
| Event Venue
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This Ability activates only during and at Server-Announced Events (player or Staff hosted, but announced by Staff / recorded on the calendar). While active, all other Vampires (even of other Bloodlines) including the Character themselves have all their Vampiric appearances hidden with an illusion (such as Blood Eyes I & II), and become undetectable by Aberrant or Vampire Detection Mechanisms. The Ability remains active while the Character is at the Event Venue, and up to 5 minutes after final conclusion of the Event. Target Illusion immunity does not grant immunity to this Ability. This Ability can be used once per day
| If the user reaches 0 HP, they are allowed one final emote to use any Magic Ability, or Magic Attack Emote (ignoring range even in Melee), but can only Target the person that reduced their HP to 0. If this Attack or Ability involves an Attack Stat Dice Roll, they can add +2 to the final result of that dice roll. Sinistral Usage: If the Attack or Ability involves a Dice Roll, that Dice Roll automatically succeeds, regardless of Defense Rolls.
| {{#simple-tooltip: N/A }}
|-
|-
| Vintar Born II
| Sacred Siphon
| Toggle Passive
| Dispel Power
| Player Region
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This Ability activates only when the Character is inside their own Player Region, Noble Estate, or Clandestine Base. While inside, all the Character’s Vampiric appearances are hidden (such as Blood Eyes I & II), and the Character becomes undetectable by Aberrant or Vampire Detection Mechanisms. The Character may also bestow this effect to one additional Vampire (of any Bloodline) but can only switch this to another person after the first has left the building. This Ability deactivates as soon as either the Character or the enchanted guest leave exactly the region+10 blocks (the region includes any attached gardens). Target Illusion immunity does not grant immunity to this Ability. This ability has no Cooldown.
| To punish an enemy caster, as a reaction to an enemy within Range using a Power, grant +2 Defense that can break cap up to 9 to two allies within Range for the next 3 turns. Sacred Siphon has a 30 Minute Cooldown.
| N/A
|-
|-
| Mind Wall I
| Sacred Rebuke
| Toggle Passive
| Dispel Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character has Target Illusion immunity, and can perceive that a Target Illusion is being used on them. They may turn on or off this Illusion at will from their perception.  
| To interfere with an enemy, the user can, as a reaction to an enemy from another Religion using a Power from the Faith Point Buy Category, immediately apply the Brittle Status to them. The target also suffers a -1 Defense Stat reduction for the next 20 minutes. Sacred Rebuke does not Stack, and has a 2 hour cooldown.
| N/A
|-
|-
| Mind Wall II
|}
| Toggle Passive
 
| Self
==Link Powers==
| The Character has Control Power immunity (except Exorcism I & II, and Peace Reign I), and can perceive that a Control Power is being used on them. They may turn on or off this Control Power at will from their mind.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Mind Wall III
| Hex Doom
| Toggle Passive
| Link Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character has the Ability to hijack a Target Illusion being used on them. They can hijack it by changing how it is perceived, and then taking control from the original user, thus denying them the Ability to remove the Illusion or change it. While this occurs, the Ability is classified as Illuviation I, and the Target whose illusions were hijacked is unable to use any Abilities that create Target Illusions. Additionally, if the Target that the Illusion was hijacked from has Target Illusion immunity, this immunity is broken for the duration during which the Illusion was hijacked. First hijacker always takes precedence.
| To bring someone down with you, place a Link Power on an Enemy within range. While this link is upheld, both the user and the target have the Cursed Status Effect applied to them for the next 30 minutes. Once ended or broken, Hex Doom goes on a 1 Hour cooldown. To upcast, spend 1 HP when it triggers to do the following: A 2nd Link Power can be established on a different Enemy within range.
| N/A
|-
|-
| Mind Wall IV
| Magic Barrier
| Toggle Passive
| Link Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character has the Ability to hijack a Control Power (except Exorcism I & II, and Peace Reign I) being used on them. They can hijack it by turning the effect from themselves onto the Target who used the Control Power on them. While this occurs, this Ability is classified as a Control Power, and the Target becomes unable to use the Control Power that was used on the Character, while Control Power Immunity is also removed from them if they have it, for the duration of this reflected Control Power. The reflected Control Power follows the exact same rules as the Target using it on the Character would have, if it hadn't been hijacked.
| To protect an ally from Ranged Attacks, attach a Link to an Ally within Range, but never Self. For the duration, that Ally has increased defenses against Ranged Attacks from Ranger and Deadeye Stance. When the ally is targeted with a Ranged Attack Emote, their minimum Defense Roll is raised to 9 for Ranger Stance attacks, and 6 for Deadeye Stance attacks. Magic Barrier lasts for as long as the Link is upheld, after which it has a 2 Hour Cooldown. If Magic Barrier is Link Broken, grant the Target 1 Block Token. Sinistral Usage: Additionally, if the User would take Damage, they can fully transfer that Damage to their Linked Ally, even against the Ally's will, meaning the user suffers no damage, and the Ally suffers all of it.
| {{#simple-tooltip: N/A }}
|-
|-
| Blood Curse I
| Magic Lifebind
| Constant Passive
| Link Power
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Firstly, the Character can still consume food and drinks, but achieves no satisfaction from their taste, as it all tastes like ash to them (except enchanted food made by other Vampiric Abilities). Secondly, The Vampire can reproduce with non-Vampires and Vampires alike, however the child will always result in a Vampire Brood of their Bloodline. Thirdly, if the Vampire does not feed within a week, they become physically frail. If they do not feed within two weeks, they become unable to engage in combat. After three weeks, they lose the ability to walk and become bed-bound. Vampires are unable to feed from other Vampires, and receive no satisfaction from feeding off of animals, except domesticated Sewer Rats, though the taste is revolting and makes the Vampires feel ill.
| To tie your health to an ally's, target an Ally within Range, and establish a Link Power on them. For the Duration, whenever the user or the Ally is Healed, the other Linked Target also heals for the same amount. However, whenever the user or the Ally takes Damage, the other Linked Target takes that Damage, -1 (but never to 0). Magic Lifebind does not trigger on Damage it inflicts, or self-inflicted Damage. Magic Lifebind lasts for as long as the Link is upheld, up to a maximum of 30 Minutes, after which it has a 2 Hour Cooldown. If Link Broken, Heal the Ally only 1 HP. Magic Lifebind does not Stack. Sinistral Usage: Target Enemy instead of Ally. Enemy has the Bloody Status applied for the duration, and when the user or Enemy takes Damage, the other Linked Target takes that Damage, -1 (but never to 0).
| {{#simple-tooltip: N/A }}
|-
|-
| Body Morph I
|}
| Toggle Passive
==Buff Powers==
| Self
{| class="wikitable"
| The Character can activate internal body processes to rapidly grow or reduce muscle-mass over the span of several seconds. This allows the Character to change their Body Shape at will, while also granting access to the “Musclegod” Body Shape, a Body Shape that can only be used through this Ability and is not innately available in the Proficiency System. Musclegod is classified as above Strongman, but with such muscle-size that is so large, one would think the person has trouble moving around in an efficient manner. This Ability has no Cooldown and can be used mid-combat.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Body Morph II
| Divine Aggro
| Toggle Passive
| Buff Power
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The Character can self-change Physical Stat in a matter of seconds. Taking the Physical Stat derived from Character Application, the Character can increase or decrease their own Physical Stat by -20 or +20. These changes do not break the Physical Stat Limit for the Character. This Ability can also be used with Body Morph I (if available) at the same time for visual telegraphing of the Ability. This Ability has no Cooldown and can be used mid-combat.
| To draw aggression from allies, use this Ability to target all Enemies within Range. If the targeted Enemies attack anyone other than the user, the user can grant 1 Block Token to any Ally within Emote Range. If the targeted Enemies only attack the user, the user gains +2 Defense Stat (breaks cap up to 9) for the next 2 rolls. Divine Aggro has a 2 Hour Cooldown. If the target is a Heretic: Grant 2 Block Tokens, given to one Ally or spread between two Allies. If +2 Defense Stat, gain +3 instead, for the next 3 rolls.
| N/A
|-
|-
| Gate Smash I
| Magic Bolster
| Trigger Passive
| Buff Power
| Direct Touch
|{{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character can muster all their strength and smash through a metal or wooden gate or door that is locked or barred. This Ability does also work on cell gates in the Regalian Prison. This Ability can be used once per day. And produces a lot of noise, thus requiring the actual Ability usage to be done in announce emote (+h). Because of the size and bulkiness of the Character however, they are also permanently incapable of dodging or side-stepping any Mundane or Ability based Projectile attacks.
| To empower oneself with Magic, grant +2 Attack Stat, or +2 Defense Stat. Alternatively, grant the user +1, and an Ally within Range +1 too. Either way, the +Stat lasts for 20 Minutes, after which Magic Bolster's cooldown begins. Magic Bolster does not Stack, and has a 1 Hour Cooldown. Sinistral Usage:Can no longer grant Stats to Ally, but instead grants +2 Attack and +2 Defense at the same time, that break cap up to 11/9.
| {{#simple-tooltip: N/A }}
|-
|-
| Pure Body I
| Magic Feather
| Constant Passive
| Buff Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character is immune to Afflictions. Any type of Affliction simply fails to infect them, even if it would come at the end of an Ability. Some Event Characters like Arken may have the Ability to negate this effect. Additionally, the Character is unable to learn or use Sorcery, if a Character gains Pure Body I at a later point in time, they lose their Sorcery or Magic and do not get Proficiency refunds.  
| To protect from falling, as a Action before the user or an Ally would jump off a ledge or great height, use magic to cushion their fall, reducing the Fall Damage to 0 HP. As a reaction to the user or an Ally taking Fall Damage, reduce the Damage by -1HP. Or, on Allies, only reduce by -2HP, but the user suffers -2HP. If any function is used, except Sinistral, Magic Feather has a 1 Hour Cooldown.  Sinistral Usage:  When an Enemy would take Fall Damage, deal +1 HP extra Damage to them.
| {{#simple-tooltip: N/A }}
|-
|-
| Hunt Sense I
| Magic Resist
| Toggle Passive
| Buff Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character has permanent Night-Vision in dark or night-time locations, thus being able to see through Mundane Darkness, but not Ability based Darkness. Additionally, if the Character has tasted or smelled freshly drawn blood of an individual within the last 30 minutes, are able to track their location wherever they are in Regalia proper. If the target leaves to a Clandestine Base or Noble Estate however, the tracking ends. While tracking, it's not allowed to use fast travel or sprint, the distance must be walked.  
| To reduce the damage the user or an ally takes, target Self or an Ally within Range as a reaction to taking any Damage. Reduce that Damage by 1 HP, but never to 0. Magic Resist can be used out of Turn. Magic Resist has a 1 Hour Cooldown. Sinistral Usage:Also deal 1 HP Damage to whoever applied the Damage.
| {{#simple-tooltip: N/A }}
|-
|-
| Empath Sense I
| Magic Revive
| Trigger Passive
| Buff Power
| Direct Touch
| {{#simple-tooltip: 10 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character is able to absorb all of the pain of the Target person and feel it themselves instead, for as long as Direct Touch is maintained. The target whose pain is being absorbed may not be in combat, otherwise this effect does not work. Additionally, the Character becomes immune to passing out from pain or going into shock.  
| To bring an Ally back into the fight, Target an Ally at 0 HP. they are given a choice: Revive with 4 HP and half (rounded down) Attack Stat, or 4 HP and half (rounded down) Defense Stat. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Magic Revive has a 2 Hour Cooldown. Sinistral Usage: Ignore limit on Revive Abilities, and Target an Enemy at 0 HP, and forcibly Revive them, making them fight for the user. However, Target Enemy can only make Basic Attacks, cannot use any Abilities, and has their Attack and Defense Stat Halved (cannot be raised). If an enemy Targets the revived Enemy with another Revive Ability, the target is dealt 2 HP of damage.
|-
| N/A
| Empath Sense II
| Trigger Passive
| Emote Distance
| The Character may blank their own emotional state while focusing on a single person within Emote Distance. As long as focus and a stare is maintained, the Character will duplicate the emotions and feelings of the Target and feel them, themselves. For example, extreme grief or joy, or heartache and melancholy. This does not explain why they feel that way, it simply copies the feeling to the user without altering the feelings of the Target.
|-
|-
| Empath Sense III
| Sacred Circle
| Constant Passive
| Buff Power
| City Wide
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character has an enduring mood-effect based on the psyche-empathy of the society they exist in. While the Character lives and works in Regalia, they feel a radiant effect on their mood depending on Server Progressions (Forum Progression Posts and in-game Events). If good things happen to Regalia, the Character feels more joy or calmness, and if bad things happen to Regalia, the Character feels more sorrow or anger. These are not strict moodlets, but more like hints and flavor.  
| To kneel and pray before your god, grant yourself the Prone Status Effect. For as long as you are Prone, all allies within range are cleansed of a single Status Effect on their turn. Once ended, Sacred Circle has a 2 hour cooldown.
| N/A
|-
|-
| Empath Sense IV
| Sacred Feather
| Constant Passive
| Buff Power
| Emote Distance
| {{#simple-tooltip: Viewing Distance | Viewing Distance means range does not matter so long as the user can see the Target(s).}}
| While the Character is within Emote Distance of corrupted nature or destroyed Flora, they experience a heightened sense of rage and sadness. If the corruption is very profound, it may cause them to go berserk, even attacking allies until they can be drawn or lured away from the corruption, or the corruption is removed. If the Character is affected by Vile Vine I, they instead go into a permanent berserk state, even attacking allies and unable to reason and speak, until Exorcism I is used on them.  
| To protect from falling, as a Action before the user or an Ally would jump off a ledge or great height, use magic to cushion their fall, reducing the Fall Damage to 0 HP. As a reaction to the user or an Ally taking Fall Damage, reduce the Damage by -1HP. Or, on Allies, only reduce by -2HP, but the user suffers -2HP. If any function is used, 1 Hour Cooldown.
| N/A
|-
|-
| Empath Sense V
| Sacred Gear
| Constant Passive
| Buff Power
| Emote Distance
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| While in any area that major events took place in the past or repeated emotions were felt, for example battle-fields, graveyards, burial sites, hospitals, celebration halls, throne rooms, etc, the Character is able to detect the lingering emotions that were felt in these areas. They are not strong enough to affect the Character’s own psyche, they are just able to feel the lingering emotions of centuries past. This is only felt in areas where lots of people come together to do a similar thing, or hundreds of people felt a similar thing at the same time.  
| Grants the user {{#simple-tooltip: Sacred Gear | To bless the equipment and enhance the defenses of allies, the user targets up to 3 allies within range. The targets gain +1 Defense Stat, that breaks cap up to 9. If the ally worships the same religion as the user, they also gain +1 Attack Stat that breaks cap up to 11. Sacred Gear lasts for 30 minutes, does not stack, and has a 4 hour cooldown.  
| N/A
|-
|-
| Empath Sense VI
| Sacred Healing
| Toggle Passive
| Buff Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| If any Abilities are used on the Character that would read their emotional state, the Character becomes immediately aware of who is prying into their mind, as long as they are within Emote Distance. Additionally, any such information retrieval is blocked, thus making the Character’s emotional state unreadable, though the user may toggle this on and off at will. The only Ability this does not work on is Empath Sense II, which always breaks through Empath Sense VI and is also immune to its detection mechanism.
| To heal allies over time, the user applies a Link Power to an ally within Range. For as long as the Link is active, the target heals 2 HP every 10 minutes. This healing occurs at the end of the 10 minute timer. Sacred Healing can only be upheld for a maximum of 20 Minutes, but if the user deals damage through any means while it is active, it instantly ends and any healing done is reverted. Once ended, Sacred Healing  goes on a 2 hour cooldown, and does not Stack.
| N/A
|-
|-
| Symbiosis I
| Sacred Portent
| Toggle Passive
| Buff Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character is able to change the head shape they have as Url within the compliant clades and animal heads held there-in. This Ability does not count as disguise. Even if logic would dictate that an Url who once had a Buffalo-head now has a Deer-head and should thus not be recognizable, they can still be identified as the original appearance. Additionally, the Character can change between normal plantigrade legs and feet with Human skin, or hooves on digitigrade legs with fur up to the knees. They can also choose to keep the fur at the knees, or raise the fur up to the waist. They may also choose to have a cow-like furred tail that is controllable, but not capable of holding things and does not reach to the ground. Finally, the Character may use /trait add Jump2, as Url are able to jump twice as high as all other Races.
| To divinely guide oneself or one’s allies, consume the user’s action and roll /dice 0-6. Add whatever is rolled to the final result of the next Attack or Defend Roll the user or an ally within Range makes. Sacred Portent does not stack, and has a 1 Hour Cooldown.
| N/A
|-
|-
| Great Force I
| Sacred Revive
| Constant Passive
| Buff Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| If at any point within 7 blocks of the user heavy objects are falling (for example, a collapsing roof or beam, or a large boulder) the character can brace the falling objects and hold them up long enough for nearby others to escape or not be harmed, and also create an escape for themselves. This Ability cannot be used for any Combat advantage.  
| To revive an ally that is currently KO'd, the user can sacrifice 1 HP of their own, which cannot be blocked or reduced in any way, to revive that ally with 2 HP. Sacred Revive has no cooldown, and can be used as much as the user has HP, but the same person cannot be affected by more than one Revive Ability (Sacred Revive, Chem Revive, etc) per Combat scene.  
| N/A
|-
|-
|}
|}


==Control Powers==
==Movement Powers==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
| Divine Rescue
| Movement Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To save an Ally from a dire situation, pick up an Ally within 4 blocks of the user, and charge in any direction horizontally within Range. This movement does not trigger Opportunity Attacks, and does not count as using the Ally’s movement. At the end of the Movement, also grant the Ally 1 Block Token. Divine Rescue has a 2 Hour Cooldown. If the target is a Heretic:No Heretic Function, only Targets Allies.
| N/A
|-
|-
| style="width: 10%;" | Emotion Sense I
| Magic Warp
| style="width: 8%;" | Control Power
| Movement Power
| style="width: 8%;" | Emote Distance
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user can summon a hologram of the target’s current greatest desire in front of them to show them their inner desire, the target does not need to be willing, but only the target and the user can see the hologram. This hologram must be unmoving and see-through, but can reflect for example a Character sitting on a throne, an object they desire, the death of another person, etc. The desire is based on the Character’s ambitions and hopes, not necessarily their in-the moment wants. If the target has at least 10 Theatre Arts, this Ability does not work on them.
| To move yourself or an ally, use this ability to relocate them forcibly anywhere else in range, even on higher ledges up to 10 blocks in height. This ability is instantaneous, and does not use an ally's action if used on them. Magic Warp cannot be used to circumvent fortifications like gates or teleport through doors, and has a 1 Hour Cooldown. Sinistral Usage: If used on Self, instantly make an Attack Emote on an Enemy within Range, in the same turn, with +2 Attack Stat (cap break up to 11) for that Attack Emote only.
| N/A
|-
|-
| Memory Sense I
| Sacred Martyr
| Control Power
| Movement Power
| Direct Touch
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user can, while putting their hand anywhere on the target’s body (shoulder, holding hand, on top of head, etc.), and if the target is willing or restrained, transmit the target’s memory they are recalling into an animated wall-painting that will display that memory from the target’s memory and through the target’s eyes on the wall, without any sound, but in perfect color and shape. If the target does not fully remember parts of it, these areas will be vague or blurry. Fake or implanted memories will appear as if they are real memories, but the target cannot fake it themselves. This Ability has no cooldown, but is broken as soon as the user breaks hand-contact. The target can also cause a different memory to appear by recalling a different memory altogether.
| To protect an ally from harm, use this ability when an Ally within Range would take damage. The user instantly dashes to the ally, taking the damage instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would KO the user, the ally gains +1 Attack Stat and +1  Defense Stat, which break caps up to 11 and 9, and cleanses any Status Effects currently applied to them. If the user is revived in any way, the bonuses from Sacred Martyr end. Sacred Martyr does not Stack, and has a cooldown of 4 hours.
| N/A
|-
| Shaman Darkness
| Movement Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This Ability can only be used if one or more enemies are within 3 Blocks of the user. When used, the user can choose anywhere within range (on a horizontal surface) to relocate to. Additionally, any enemies within 3 Blocks of the position they relocate from, have the Blindness Debuff applied to them. Shaman Darkness has a 2 Hour Cooldown. If the user has a Corpse Count when triggered:: The user can make an attack with +2 Attack after moving.
| N/A
|-
| Shaman Pounce
| Movement Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To get where you shouldn’t, target an opponent that is out of reach, whether by elevation or behind cover. The user immediately propels themselves toward the target, passing through obstacles, and not triggering opportunity attacks, allowing them to make an attack after landing. Shaman Pounce has a 1 hour cooldown. If the user has a Corpse Count when triggered:: Additionally apply the Confused Status to all enemies within 3 blocks for the next turn after landing.
| N/A
|-
|}
 
==Instant Techniques==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Pain Sense I
| Attack Command
| Control Power
| Instant Technique
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can, while putting their hand anywhere on another person (does not need to be willing) apply a Target Curse. While this Target Curse is active, if the target experiences either emotional or physical pain or anguish, the user will telepathically know they are in pain from any distance, but not know where they are. This Target Curse is indefinite, until removed through Exorcism I, or by will of the user (who can do it even beyond Emote Distance), or by having the user apply it to a new person. Only one Pain Sense can be active at all times.
| The user points to an Ally within range, immediately instructing them to make an attack. Without using their action, the target makes an attack out of turn against an enemy of the user’s choosing, as long as that enemy is within range of the ally’s attacks. Attack Command has a 30 Minute Cooldown once used.  
| {{#simple-tooltip: N/A }}
|-
|-
| Exorcism I
| Break Down
| Control Power
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user can perform the cleansing ritual on any person, lasting 5 minutes, causing any Target Curse or Target Illusion that is actively affecting them to disappear. Once cleansed, a target cannot be re-cleansed for another 10 minutes. This process is painless, but the target may still be confused or hostile. The target leaving Emote Distance cancels this Power.  
| To tear down enemy barricades, use this ability to target any 1 block thick stone or wood wall, gate, or doorway. Physically smashing through, the user additionally knocks back anyone on the opposite side of the wall by 3 blocks. Break Down has no Cooldown.
| N/A
|-
|-
| Exorcism II
| Bruiser Flurry
| Control Power
| Instant Technique
| Direct Touch
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user can perform the cleansing ritual on any person, as long as they are restrained, lasting 5 minutes, causing any Possession or Control Power that is actively affecting them to disappear. Once cleansed, a target cannot be re-cleansed for another 24 hours. This process is painless, but the target may still be confused or hostile. The target becoming unrestrained cancels this Power.
|To disrupt the battlefield, instantly displace all characters within range by 5 blocks backwards. If any Enemies within range had Block Tokens gained by Abilities, they are lost and given to the User instead. Bruiser Flurry has a 1 Hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
|Servile Collar I
| Bruiser Ruin
| Control Power
| Instant Technique
| Direct Touch
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user can target either a willing or fully restrained person to attach any sort of Servile Collar to their neck. This Servile Collar can be any shape or color or design, applying a Possession to the target (which can be cleansed by Exorcism II), and is indefinite until it is removed. The Servile Collar causes the target to be under the command of the user, meaning that any command issued by the user within Emote Distance must be followed. Only the last command will remain active when leaving Emote Distance however. Servile Collar I cannot be used to cause a Character to engage in activities that would cause self-harm.
| Target an enemy within range, and begin charging an attack without making any other Action or Move this turn. While charging, the user takes -1HP less Damage from any source to a minimum of 0, and cannot be Staggered or Displaced. If targeted with an attack within Melee Range, Bruiser Ruin ends after calculating damage. If the user passes another Turn, taking no Action or Move Action, they immediately deal a guaranteed Attack that deals -4HP to the target. If the target has the Brittle Status Effect, -6HP instead. If it ends early, Bruiser Ruin goes on a 10 Minute Cooldown, otherwise Bruiser Ruin has a 2 Hour cooldown. Bruiser Ruin cannot be canceled or reduced by any effect once successful.
| {{#simple-tooltip: N/A }}
|-
|-
| Shrewd Insight I
| Bruiser Tackle
| Control Power
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| When conversing with a person, the user can, once a day, detect the true disposition of a person towards them. This may be done either by detecting how much the target likes or dislikes the user, or by more specifically detecting how they perceive the user. This may need to be updated from time to time, as people change their minds about others all the time. A character with at least 10 Proficiency Points in Theatre Arts is immune to this Ability. They simply send back blank results.
| To use an enemy as a weapon, target an enemy within range, displace them backwards 5 Blocks and apply the Brittle Status Effect. If the target already has the Brittle Status Effect, deal a guaranteed Attack, and displace them 10 blocks. In either case, if the target hits another character before moving the full distance, also apply Brittle to that character. Bruiser Tackle has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Battle Sense I
| Bruising Strike
| Control Power
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user may activate this Control Power on anyone in range, attaching to them like a Mobile Channel. While it is maintained, the user may choose one of the target’s Melee Combat Proficiencies and increase it by +5 Proficiency Points that may break the Cap for Proficiency. The user may only move at walking speed, must have the target within viewing distance, and the user may also not be attacked themselves. Knocking over or otherwise removing the focus from the user on the target cancels the effect. Additionally, the user gains the Constant Passive Omniaware I while this Ability remains active. While Battle Sense I is active, the user may not use other Abilities.
| To beat down upon an enemy, use this ability to bash a target enemy within range to give them the Brittle Status Effect. Bruising Strike can be used without taking up an action, but only after making an attack, not before. Bruising Strike has a 30 minute cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Inth Gift I
| Building Scale
| Control Power
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user may target any person within Emote Distance to mark them with this Control Power, and any number of individuals may be marked. For those marked, if the user or the target leaves Emote Distance, the target(s) will forget the appearance, name and the sound of the voice of the user. They will still remember the conversation and what was said, but they will only remember a blur of a figure for the user, a warped voice, or their name.  
| The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof. Building Scale has a 3 Hour Cooldown, and counts as a Movement Power in the context of counters.
| N/A
|-
|-
| Inth Gift II
| Chem Berserk
| Control Power
| Instant Technique
| Direct Touch
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user may, with Direct Touch and once per 48 hours, absorb a person’s entire memory of the last 24 hours and congeal them into a Memory Pearl. This Memory Pearl will appear in the user’s hand, and has to be put into a Memory Pearl pouch somewhere on the person. This Memory Pearl pouch is immune to being pickpocketed, but must always be on the user at all times. Inside are all Memory Pearls, which they will be able to recognize belonging to who. If any of these Memory Pearls are crushed, from anywhere, the memories that were taken will return to the target. If the Memory Pearl also goes beyond 2 blocks away from the user, it will break by itself.
| To become a glass cannon in combat, use this Ability to add an additional 1 HP of damage to Melee Attacks, but the user also takes an additional 1 HP of damage from Attacks targeting them in turn. Also, remove all Block Tokens and prevent the user from gaining any for the duration. Chem Berserk lasts until the end of Combat, and can be used Once Per Combat.
| N/A
|-
|-
| Peace Reign I
| Chem Bloodboil
| Control Power
| Instant Technique
| Event Venue
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user may choose to, at any Event Venue either from a hosted event as found on the Calendar, or for a social gathering in their own home, apply a Control Power to diffuse anger in a character and soothe their frustration or anger if they experience it during the social gathering or event, while still on the venue. The effect is indefinite, causing the target to be more calmed, and will endure even if they leave, but will not prevent it from triggering again in the future. This has no cooldown, and may be applied to as many targets as desired, but only during the event/gathering and on venue/in home.
| To make the user’s blood caustic, immediately deal -2HP damage to self, but automatically deal 1HP damage to Target enemy the next 3 times the user takes damage from Target enemy’s Attack Emote, which can be multiple Enemies. However, if only one Enemy, maximum -2HP to Enemy. Chem Bloodboil can be used Once Per Combat.
| N/A
|-
|-
| Mind Surge I
| Chem Cleanse
| Control Power
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability allows the user to target any Character without Control Power Immunity to transmit a strong desire to the subject. This Ability does not force them to comply, it merely gives them a strong urge to do what the Character is suggesting they do. The target is unaware that they are being Emotion Surged, and the Character using this Ability also gives off no telltale signs that they are using an Ability. This Ability can only be used to encourage a Target to do something, it cannot make them change their beliefs or alter things they consider truth. This Ability has no Cooldown, but players are expected not to spam it to every person. <span style="color:red">'''It is not permitted to engage in unprompted Romance-RP Emotion Surging without discussion with the Target beforehand.'''</span>
| To remove Status Effects from self, use this Ability to instantly remove one (choice, if multiple) Status Effects from the user, but deal 1HP Damage to self. Chem Cleanse has a 15 Minute  Cooldown.
| N/A
|-
|-
| Mind Surge II
| Chem Hyperfocus
| Control Power
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability allows the user to change another target’s feelings about another person. For example, the Target may love their sibling, but the user may use Perception Surge to convince them that instead they hate this person, or they may convince someone who despises another person to like them instead. This Ability fabricates a fake event in the mind of the Target that would have made them change their mind. After use, this effect remains in the target as Possession, and as such can be removed by Exorcism mechanics and Abilities. The effect can also be broken when the Target has been undeniably convinced that the event in their mind did in fact not happen, but remain unaware of it otherwise. This Ability can only target other Characters, and cannot be used by the user to make other Characters like or dislike them. The targeted person must also be known by name for the user. This Ability can be used once per day. Control Power Immunity makes the Target immune to the effects of this Ability.
| To become good at one thing only, choose Attack Stat or Defense Stat. Raise the chosen Stat by +2 (breaks cap up to 11 or 9), and lower the other stat by -3 (can go into minus). This effect remains active until the end of Combat. This Ability does not use an Action. This Ability cannot be re-used until the effect has ended.
| N/A
|-
|-
| Mind Surge III
| Chem Revive
| Control Power
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This Ability allows the user to decipher the “ideal partner” appearance of a Target person as long as they are within Emote Distance. They may then store this as a “Template” in their memory for future use, and will be perfectly able to recall this Template if needed. If the Character has Flux Shift I and Flux Shift II as Abilities, they are also able to perfectly mimic this Template by using these Abilities, immediately, or any time later. It is best to request Template descriptions in Direct Messaging. If a player is refusing to cooperate, or states their Template is a specific other Character, contact Lore Staff.  
| To bring an ally back, target Ally at 0HP within range. Immediately revive the Ally with 4HP, and force their next 2 actions to be Attack Emotes. If either of these Attack Emotes reduce an enemy to 0HP, heal the Ally +2HP more. If neither Attack Emotes do, deal -3HP damage to the Ally. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Chem Revive has a 2 Hour Cooldown.
| N/A
|-
|-
| Mind Surge IV
| Concussive Blow
| Control Power
| Instant Technique
| Direct Touch
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| This Ability allows the user to, through Direct Touch, apply a Control Power that creates a bi-directional telepathic communication link. This Ability remains active indefinitely, unless some form of Exorcism or Possession removal mechanic or Ability is used on the target, or the user breaks the communication link voluntarily. The user is also able to mute the Target from speaking back, thus subjecting them only to their telepathic communication. This Telepathic communication can be done from any distance, but both players must be Online for it to be used. After the link is broken, this Ability cannot be used for another 24 hours. Any Target can only have one active Mind Surge IV on them, and anyone who has access to the Ability Mind Surge IV also cannot be the Target of Mind Surge IV from someone else. A maximum of one Telepathic link can be active at any time.
| To disrupt focus, target Enemy or Ally within Range, and immediately Link Break one Link Power (newest, if Multiple). If Target is the caster of a Link Power, also deal -1HP damage. If the Target has no Link Powers, instead apply the Confused Status Effect for one turn. Concussive Blow has a 1 Hour Cooldown.
| N/A  
|-
|-
| Mind Surge V
| Cutthroat Evasion
| Control Power
| Instant Technique
| Self
| Self
| The user is completely immune to Mind Surge I, II, III, and IV. It also gives them Immunity to Puppet Control I.  
| The user boosts their adrenaline, allowing them to move an additional 5 blocks after making an attack for the next 30 minutes. Once ended, Cutthroat Evasion goes on a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Cutthroat Flank
| Instant Technique
| Melee Range
| The user strikes at a target that is currently surrounded by two or more enemies, which can include the user. This attack does no damage, but the Prone Status Effect as they’re tripped up by the user. If the target is already Prone, this instead deals a guaranteed hit. Cutthroat Flank has a 2 hour cooldown, and a 30 minute internal cooldown.
| {{#simple-tooltip: N/A }}
|-
| Cutthroat Flash
| Instant Technique
| 10 Block Range
| The user launches a makeshift explosive at a target, affecting them and anyone within a 3 block radius. On use, any affected characters are given the Blinded Status effect until cleared manually. Once used, Cutthroat Flash has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Cutthroat Target
| Instant Technique
| 10 Blocks
| The user throws a harmless projectile onto the target, dealing no damage to them but applying the Marked Status Effect to them for the next ten minutes. Cutthroat Target has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Deadeye Barrage
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| When activating this Ability, the user becomes completely immobilized. This does not consume the Turn, but the user must perform 4 Attack Emotes over the present Turn and next 3. The next 4 Attack Emotes gain +1 Attack Stat (breaks cap up to 11) to their roll, and the 4th shot, if it hits, does +1HP Damage. If the user moves, willingly or unwillingly, Deadeye Barrage ends early, and has a 4 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| World Shift I
| Deadeye Focus
| Control Power
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to Song-bend any unliving materials (dead wood, stone, metal, glass, bone, etc) into other shapes or a desired shape. This involves the act of singing, and then using one’s hands to bend the material as if it is made of a clay-like substance. This can never result in sharp edges or strong surface that Metallurgy can produce, and is only decorative. Objects cannot decrease or increase in size, and this Ability does not allow the Song-bending of objects that consist of many smaller objects, such as a wall consisting of hundreds of bricks, but does allow the Song-bending of a single wooden pillar in a palisade wall.  
| This Ability does not consume Turn when used, but only allows an Attack Emote if used in the same Turn. The user must have a Status Effect that is not Marked applied to them in order to use this Ability. When used, any Status Effect the user is affected by is removed, and instead, the user has the Marked Status Effect applied to them. Additionally, they gain +2 Main Combat Stat (breaks Cap up to 11) for their next Attack Emote. Deadeye Focus has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Deadeye Luckshot
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability does not consume Turn, but improves the next Attack Emote that hits. When the attack succeeds, do not apply Damage, and instead roll a /dice 0 4. If the dice lands on 0, the Attack Emote is Staggered. If it lands on any other number, that number is now the HP Damage. If the Target takes 3-4 Damage, they can choose to transfer up to 2 damage to Allies in Emote Range. This Ability cannot be Staggered. Deadeye Luckshot has a 2 Hour Cooldown.  
| {{#simple-tooltip: N/A }}
|-
|-
| Mind Shield I
| Deadeye Pinshot
| Control Power
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user is able to enchant any piece of jewelry with the Mind Shield I Enchant which only works if worn by the user. If the wearer is being targeted by any Target Illusion Ability or Object Illusion, the jewelry starts loudly ringing, while also making the user immune to the Illusion for 10 minutes, after which the jewelry must recharge for 12 hours before it can work again. It is important to note that the Illusion itself is not Countered or Cancelled, it is only made unperceivable by the user, meaning if the Illusion lasts longer than 10 minutes, it will start affecting them.  
| This Ability can only Target a Character affected by the Marked Status Effect. If Targeting an Enemy, this Ability counts as an Attack Emote, applies +1HP Damage, and removes the Marked Status Effect from the Target. Afterwards, choose a new Enemy Target to apply the Marked Status Effect to. Deadeye Pinshot has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Blood Feeding I
|Deadeye Venom
| Control Power
| Instant Technique
| Direct Touch
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character can extend their Vampiric teeth and sink anywhere on a target’s body to begin drinking blood. While drinking, the victim is paralyzed and unable to react, but is still aware and can still speak. A full drink takes up to 10 minutes. As soon as the Character releases the Target, they have lingering paralysis for 30 seconds before the effect is removed. This Ability cannot be used during combat or to initiate combat, and the target may also not be restrained by other means during the feeding. This Ability has a 30 second cooldown after feeding is complete. If the Target has Control Power Immunity, they are only immune to the Paralysis effect, and can still be fed on.
| The user sets their Maximum HP to 6 upon activating this Ability. For the remainder of Combat, the user's Attack Emotes on singular Targets, when successful, apply a 1 Turn lasting Confused Status Effect onto the Target that only applies to their next Turn. This Ability does not consume a Turn. This Ability cannot be Staggered, nor can a Block Token be used to prevent its Damage to the User.
| {{#simple-tooltip: N/A }}
|-
|-
| Blood Feeding II
| Control Power
| Self
| When Blood Feeding I is used by another Vampire within Emote Distance, the Character gains full satisfaction and fed-status from that feeding, if it was completed, as if the Character used Blood Feeding I themselves. This Ability ignores immunity to Control Powers.
|-
|}


==Primal Powers==
| Desperate Prayer
{| class="wikitable"
| Instant Technique
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
! Ability Name
| This Ability can only be used when the user has 4 HP left, though it can be used out of Turn, and without using an Action. When used, the user must choose between +2 Attack Stat or +2 Defense Stat (breaks cap up to 11/9), for the remainder of the fight. Desperate Prayer can be used Once Per Combat.
! Ability Type
| N/A
! Ability Range
|-
! Ability Description
| Disrupt Prayer
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user prays to their God to appear to the Target enemy in Emote Range, Link Breaking one Link Power they are using or have applied to them(choose if multiple). Disrupt Prayer has a 1 Hour Cooldown.
| N/A
|-
| Escape Artist
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold a player down. This also allows them to lockpick doors and gates ingame, letting them escape or break into cells or prisons without immediate notice. Additionally, while in combat the user is able to cleanse themselves of the Trapped Status Effect before Escape Artist goes on a 1 hour cooldown. While out of combat, Escape Artist has no cooldown.
| N/A
|-
| Familiar Disrupt
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user is born near, finds in childhood, (religiously) manifests, or magically creates a familiar that is life-linked with them and grows old with them. This familiar can be sampled from any domesticated animal no larger than a domestic dog. This pet can accompany the user, and aesthetically interact with the environment and other people. To hinder an enemy, the user targets one enemy within range, and knocks them Prone with their Familiar. Familiar Disrupt has a 4 Hour Cooldown.
| N/A
|-
| Force Toss
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| In order to forcibly move a target, use this ability to grapple a character within range and instantly hurl them anywhere within a 10 block range. If the target is an ally, the user can additionally throw them up to 5 blocks vertically to a higher ledge. The target doesn’t take damage from this, but has the Prone Status Effect applied upon landing. Force Toss has a 1 Hour Cooldown, and a 30 Minute Internal Cooldown.
| N/A
|-
| Guidance Prayer
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Target an opponent in Emote Range, applying the Marked Status Effect to them, and optionally instantly make an Attack Emote (if within Range) to trigger the Marked, in the same turn. The Marked STatus Effect can only be triggered by the user, not their Allies, and lasts for 10 Minutes. Guidance Prayer has a 2 Hour Cooldown.
| N/A
|-
| Gut Punch
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| In place of making an Opportunity Attack, use this ability to strike a weak point in a target passing by the user. This does no damage, but applies the Prone Status Effect to the target. Gut Punch has a cooldown of 1 Hour.
| N/A
|-
| Harming Prayer
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user targets an opponent in Emote Range, and prays for their God to weaken them, applying the Bloody Status Effect to them. The Bloody Status lasts for 3 Turns. Harming Prayer has a 1 Hour Cooldown.
| N/A
|-
| Mounted Evasion
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To quickly move across the battlefield, use this ability immediately after landing a successful attack on a target, which does not consume an action. Once used, the user moves up to 5 blocks in a chosen direction before stopping and going on a 1 Hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Knockback Sweep
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To create distance, target either one enemy within range, or everyone within 3 blocks in front of the user (not beside/behind). If one enemy, Displace target backwards by 10 Blocks. If everyone, displace targets backwards by 5 blocks. If any target(s) hit a wall, or are Trapped or Prone, deal -1HP Damage to them. Knockback Sweep has a 2 Hour Cooldown..
| {{#simple-tooltip: N/A }}
|-
| Mounted Lancer
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To extend ones reach, toggle this Ability while mounted for the next 30 minutes. While active, Mounted Lancer extends the range of Melee range attacks to 5 blocks, while granting a -2 to Attack Stat in turn. Once ended, Mounted Lancer goes on a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Medical Barrier
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
|  To protect allies, use this Ability to create a temporary shield from danger. The user creates a mobile barrier, protecting themselves and any character within 2 blocks behind them from Abilities or Attacks targeting them from the front. While active, the user can’t use other Abilities or perform Attacks, but is able to move while Medical Barrier is in use. Medical Barrier can be held for a maximum of 20 minutes, and once ended is put on a 30 minute cooldown.
| N/A
|-
| Medical Bolster
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To protect an ally from harm, use this Ability to grant them 1 Block Token. While under the effects of this Block Token, the target’s Defense is raised by 2, up to a maximum of 9. Medical Bolster has a 2 hour cooldown, and does not stack.
| N/A
|-
| Medical Buff
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To expand upon an Ally’s strength, use this ability on an ally within range as a reaction to them gaining Attack or Defense. The user adds an additional +2 to the character’s Attack or Defense (depending on what was originally raised) for the next 4 turns, up to a maximum of 9. Medical Buff can be used out of turn, and has a 1 Hour Cooldown.
| N/A
|-
| Medical Canteen
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To share with an ally, use this Ability when affected by a beneficial Ability effect. When the user is targeted with an Ability by their Ally that is not Medical Canteen, the user may immediately grant a copy of the Ability they received to another Ally within range. Medical Canteen has a 1 hour cooldown.
| N/A
|-
| Medical Rescue
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To pull a target back to safety, use this Ability on an ally within range. Pulling the target to any block adjacent to the user, the target is granted 1 Block Token. Medical Rescue cannot be used as a reaction to an incoming attack, and has a cooldown of 2 hours.
| N/A
|-
| Medical Resist
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To reduce the harm an ally receives for a set amount of time, use this Ability on an Ally within range. For the next 10 minutes, the target only suffers minor wounds from any incoming damage that would affect them, or is reduced by 1 HP (but never to 0) in the Optional Combat System. Once ended, Medical Resist has a 2 hour cooldown, and does not stack.
| N/A
|-
| Medical Revive
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To bring back a fallen ally, use this Ability to try and bring them back into fighting shape. The user creates a Link Power between themselves and a downed target within range, remaining in that state for 5 minutes. If left unbroken, the target is immediately brought back on their last legs (or 2 HP in System Combat), and their Attack Stat reduced by 2 for the next 30 minutes.  This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Medical Revive has a 4 hour cooldown, regardless of if successful or not.
| N/A
|-
| Pinning Throw
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To pin down a foe, target enemy within range, instantly apply the Trapped Status Effect for up to 10 minutes. If the Target takes damage, remove the Trapped Early, but prevent them from taking the Move action for that turn only. Pinning Throw does Not Stack, and has a 30 Minute Cooldown once ended.
| N/A
|-
| Puretek Reload
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To save oneself in a pinch, choose one Puretek, Deadeye, or Ranger Ability that is currently on Cooldown, not being used actively, and instantly take that ability Off Cooldown. Puretek Reload can be used Once Per Combat.
| {{#simple-tooltip: N/A }}
|-
| Ranger Blur
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To hinder enemies, instantly apply the Blinded Status Effect to an enemy within range. Ranger Blur has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Ranger Cover
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To protect an ally's movement, use this ability as a Reaction to an ally taking the move action, which can be done out of Turn. The Ally is allowed to move through people, and if an Opportunity Attack is made against that Ally, the user gets to make an Attack Roll against the enemy making the Opportunity Attack. The user can attack as many times as there are enemies making Opportunity Attacks. Ranger Cover ends the moment the user’s ally stops moving, and has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Ranger Splash
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To explosively interfere with enemies, target an enemy within Range, and any characters within 2 blocks of them. Apply the Prone Status Effect to all characters affected by this Ability. Ranger Splash has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A}}
|-
| Ranger Tag
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To make it easier to hit your enemies, instantly apply the Marked Status to an enemy within Range, which lasts for 10 minutes, or until used. Ranger Tag has a 20 minute cooldown.
| {{#simple-tooltip: N/A }}
|-
|  Ranger Trap
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To keep enemies in place, target an enemy within range, and all enemies within 2 blocks of the Target. Instantly apply the Trapped Status to the Target and all enemies within range, which lasts for 2 Turns. Ranger Trap has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Ranger Wallop
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To create distance, the user fires a non-harming shot against a target within range that Displaces them backwards and away from the user by 10 blocks. This does not interrupt any ongoing actions. Ranger Wallop has a 20 minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Shield Bunker
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| In order to increase your defenses at the expense of damage output, enter a defensive stance temporarily. While this Technique is active, the user is immune to Displacements, but cannot take the Move action. Additionally, any damage the User deals is reduced by 1, but they gain 2 Block Tokens. If the user chooses to move, or these Tokens are expended, Shield Bunker goes on a 1 Hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Shield Command
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| When the user gains a Block Token (except from Armor), the user can choose a single Ally within range to grant an additional Block Token to. Shield Command can be used out of turn, does not take an action, and has no Cooldown, but can only be used once per Ally.
| {{#simple-tooltip: N/A }}
|-
| Shield Phalanx
| Instant Technique
| {{#simple-tooltip: 1 Block | 1 Block range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
|  In order to protect allies from harm, activate this ability to brace your defenses. For the next 30 minutes, any allies within range have their minimum defense roll raised by 2. If another ally within range also has Shield Phalanx, they are able to immediately activate it without spending a turn. For each additional ally using Shield Phalanx in a line, the minimum defense roll is raised by an additional 2, to a cap of 6. Once ended, Shield Phalanx has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Shield Taunt
| Instant Technique
| {{#simple-tooltip: 2 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To force an enemy to focus on you, apply the Warned Status to all enemies within Range. While Warned, the enemy must either choose to spend their next turn attacking you, or suffer the Marked Status. If a target cannot reasonably attack the user, then Shield Taunt fails. Shield Taunt does not Stack, and has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Shield Wall
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user holds up their defenses, protecting themselves and any character within a 3x3 block area behind them. While active, the user can’t perform Basic Attacks, but gains a new action that replaces their Attack. As a reaction to an ally within Shield Wall being targeted by an Attack Emote, the user can use this action to grant them +5 to the minimum result of their defense roll, and if they fail the defense roll, reduce any -HP damage by half (rounded up, minimum 0). If the triggering Basic Attack is a Ranged Emote Attack, this action does not consume the user's action, and they can use it again on a different attack in the same turn. Shield Wall can be held for a maximum of 20 minutes, and once ended has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Shrug Off
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To cleanse a Status Effect with Anger alone, instantly remove one Status Effect (choice, if multiple). But, apply -2 Attack Stat (can go into negatives) to the user’s next two Attacks. Shrug Off does not take an action, and has a 1 Hour Cooldown.
| N/A
|-
| Tank Rally
| Instant Technique
| {{#simple-tooltip: 7 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user rallies the battlefield around them, granting all allies +1 Attack Stat. Also, grant a +1 Attack Stat (breaks cap up to 11) when Allies make an Opportunity Attack roll, for that roll only. Tank Rally does not Stack, lasts for up to 30 Minutes, and has a 2 Hour Cooldown once ended.
| {{#simple-tooltip: N/A }}
|-
| Tank Slam
| Instant Technique
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user slams the ground with their shield, applying the Prone Status Effect onto enemies within range. Additionally, the user can choose one target, and also apply the Brittle Status Effect. Tank Slam has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Tank Switch
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| As a reaction to an enemy within Range Attacking an Ally, instantly Stagger the Attack. For the next turn only, if the Target attacks anyone other than the user, apply the Brittle Status Effect to them. Tank Switch does not use an Action. Tank Switch has a 1 Hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Tank Tremor
| Instant Technique
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| In order to pull enemies toward and disrupt their formation, displace all enemies within range 3 blocks towards the user. If any targets were Brittled, remove the Brittle Status Effect, and grant the user +1 Block Token per Brittle removed. Tank Tremor has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| style="width: 10%;" | Primal Realm I
| Tank Watch
| style="width: 8%;" | Primal Power
| Instant Technique
| style="width: 8%;" | Direct Touch
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Allows the user to transport themselves or one additional person while holding hands into the Conclave Realm, an alternate dimension. This requires a 10 Second Channel while holding the hand of the person. If they are knocked over or attacked, the Channel is cancelled. This Realm follows the same rules as normal reality, and wounds are transferred between them. Anyone can leave the Conclave Realm through the return portal, which transports them to the Dragon Temple. The teleport to the Conclave Realm is /tp PrimalRealm. It is not permitted to wander around OOC in the Conclave Realm.
| The user fortifies their defense, use this ability as a reaction to an enemy using a Movement Power or Technique targeting the user or an ally within Range. Reduce their distance moved by 5 Blocks, and apply the Brittle Status Effect to them. Tank Watch does not use an Action. Tank Watch has a 30 Minute Cooldown.  
| {{#simple-tooltip: N/A }}
|-
|-
| Primal Specter I
| Tech Auto
| Primal Power
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Instead of being killed, the user’s physical form disintegrates to a visible ghost. This ghost cannot interact with the world besides speaking and hovering around. After 2 hours, the ghost re-materializes its body. After the body has rematerialized, the user cannot use any Abilities for 22 hours. The Character can still be killed by Disease, Artifacts, or old age.
| To increase reliability, the user raises the minimum result on Attack rolls to 5 for the next 3 turns. During this time, the user’s damage from Attack rolls are reduced to 1 HP. Once ended, Tech Auto goes on a 30 minute cooldown.
| N/A
|-
|-
| Primal Shield I
| Tech Charge
| Primal Power
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can summon a Primal Shield the size of 3x3x3 (box, pyramid or dome), at target location within range, capable of containing up to 9 people closely pressed together. This shield blocks all Exist, Void, or Ordial Abilities (including Mundane objects affected by Abilities) from passing through to the people inside. Any person walking through the shield from the outside (not inside), breaks it, including the user themselves. This shield can be held up indefinitely, but breaks if leaving Emote Distance, or by will from the user. After the shield is broken through any means, this Ability is on a 2 minute cooldown.
| To empower an ally, grant a character within range +2 (breaks cap up to 11/9) to either their Attack or Defense for the next 30 minutes. For as long as Tech Charge is active, the user takes -2 from Attack or Defense (can go into negatives), depending on what was chosen. Tech Charge does not stack, and once ended, goes on a 1 Hour Cooldown.
| N/A
|-
|-
| Primal Reversal I
| Tech Exhaust
| Primal Power
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| While within Emote Distance of a target, the user can revert only the damage from one single (Mundane) attack or harming Ability that was inflicted on the target (or self), as long as the target was harmed by that attack or Ability, or as a direct consequence of that Ability (for example being knocked off a wall by an Ability and breaking an arm). Any additional effects (or non-harm effects like debuffs) are not removed or mitigated. The damage must have been applied in the last 24 hours. This Ability can be used twice per 24 hours. This Ability can be used on self.
| When the user is affected by a Status Effect that would negatively affect them (disables an Ability, Action, or movement that the character has), use this ability to set that Status Effect’s duration to 30 Minutes, and prevent its removal except by this ability. The user gains 1 Block Token Instantly, and sets their Movement Speed to 15 Blocks. Additionally, for the user’s Attack and Defense Rolls, their minimum roll is now 2, instead of 1. Tech Exhaust goes on cooldown once ended, and can only be used Once Per Combat.  
| N/A
|-
|-
| Primal Reversal II
| Tech Resist
| Primal Power
| Instant Technique
| Direct Touch
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| While within Direct Touch, the user can heal wounds on a target through a Primal Power that counts as a Immobile Channel. Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling with the target standing still, while deeper cuts and gashes take up to two minutes. Greater wounds like internal damage or severe bleeding require the target to be laying down, with the user healing deeper wounds over the timespan of 15 minutes. This Ability cannot be used on self.
| To specialize against a specific attack, choose either Melee, or Ranged and Deadeye. For the next 30 minutes, the user takes 1 HP less damage from the chosen attack type (never to 0), but deals 1HP less damage on their Attacks. Once ended, Tech Resist goes on a 2 hour cooldown.
| N/A
|-
|-
| Primal Divination I
| Weapon Throw
| Primal Power
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can, once per day, summon the location of a target, and keep that in mind so they can proceed in their direction. This divination will not give an exact location, but will give a rough distance and direction where the target is, and count the person as Tracked for just a second (in case they have Tracking Immunity, which will Counter this Ability). In order to divine someone, the user can only target Characters with Primal Powers (Primal oriented Abilities), and they must have seen that person within Emote Distance at least once. The target can still move after being divined, and the location will not update. This Ability can be used once per day, but does not telegraph its usage either on the user or target.
| To throw a side-weapon, use this Ability to make a Melee Attack against an enemy, with range of Emote Range. Also, make the roll with -2 to Attack Stat. Weapon Throw has a 30 minute cooldown.
| N/A
|-
|-
| Primal Defense I
| Primal Power
| Emote Distance
| The user can, if any Dragon Intendant, Dragon Benefactor, or the Matron of the Glass Spire is within Emote Distance, and they are being attacked or targeted by a (Mundane) attack or harming Ability, instantly leap towards them and intercept the (Mundane) attack or harming Ability. If the Ability has an Area of Effect or some sort of splash damage, the target also becomes immune to this radius damage, all of it transferring to the user instead. This Ability can only target one person per day, however after the first use on that person, this Ability can be reused up to 4 times within a 24 hour timespan on that person only, before it is reset and can be used on anyone again.
|}
|}


==Void Spells==
==Passive Techniques==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
|-
| style="width: 10%;" | Morrlond Gift I
| Breather
| style="width: 8%;" | Void Spell
| Passive Technique
| style="width: 8%;" | Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can use this Ability to cause their eyes to turn ink black, with ink streaks running from their eye sockets. While Morrlond’s Gift I is active, the Character has night vision, thus being able to see in low-light situations, while also being immune to any Ability or Mundane based Darkness or Blindness effects. This Ability acts like a Toggle Passive, meaning it can be enabled and disabled, with a 10 second cooldown after being disabled. Activating Morrlond’s Gift after Darkness or Blindness has been applied does not remove it. Morrlond’s Gift I, II and III may be active at the same time.
| To make the most of an ally healing you, this ability automatically activates once healed. Whenever receiving HP from an outside source, Breather grants the user an additional +1 HP before going on a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Morrlond Gift II
| Bruiser Agony
| Void Spell
| Passive Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can use this Ability to transform themselves, giving them webbed feet and fingers, as well as gills in their neck (also giving the ability to speak normally underwater), while hair is replaced by fins, with fins also appearing on arms and legs. While Morrlond’s Gift II is active, the user can breathe underwater, and swim equally as fast as Mai-Allar underwater. This Ability can be maintained indefinitely, but after cancelling it, has a 24 hour cooldown. Morrlond Gift I, II and III may be active at the same time.
| To heal on the edge of defeat, this ability activates automatically when the user is at 6 HP or less. The user's next successful Attack Emote heals the user by +2HP. If the attack upon the Target has a Block Token broken instead of losing HP, additionally apply the Brittle Status Effect. Bruiser Agony can only trigger once Per Combat.
| {{#simple-tooltip: N/A }}
|-
| Bruiser Rampage
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To keep the violence going, this Ability is always passively active once combat begins. For each successful attack the user lands upon a target, gain +1 Attack that breaks cap up to a maximum of 11 until they fail an Attack Roll, in which case the bonus resets to 0. If the user breaks a Block Token, gain +2 Attack instead. This effect can stack as many times as they are successful in landing hits.
| {{#simple-tooltip: N/A }}
|-
| Bulwark
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To punish people that try and rush behind you, this ability grants a +2 to the final result of the first Opportunity Attack the user makes before going on a 30 minute cooldown.
| {{#simple-tooltip: N/A }}
|-
| Careful Fighter
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To gain a benefit from restraint, when the user would make an Opportunity Attack on an enemy, instead choose between two options. Either make the attack as normal, or do not make the attack, and gain 1 Block Token instead. Careful Fighter goes on Cooldown if either option is chosen. Careful Fighter has a 1 Hour Cooldown.
| N/A
|-
| Chem Mend
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To mitigate toxins, when the user has collectively dealt -2HP damage to themselves with Abilities, grant 1 Block Token. Once per combat, If Chem Mend is on Cooldown when the User drops to 4 HP, take Chem Mend off cooldown. Chem Mend has a 1 Hour Cooldown.
| N/A
|-
| Combat Sight
| Passive Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To fight with all of one’s Senses, the Blinded Status Effect, when applied to the user, works differently. Blinded now reads: The user gains +2 Attack Stat (breaks cap up to 11), but can no longer Target anyone outside of Melee Range. The user automatically has the Blinded Status Effect applied to them when Combat Begins, and cannot remove it except with Abilities that remove Status Effects. If the user would have the Blinded Status Effect applied to them again, instead of totally ignoring it, reduce the user's Attack Stat by -2 for their next Attack Emote. Combat Sight has no Cooldown.
| N/A
|-
| Deadeye Overwatch
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To keep an enemy pinned down, Target an enemy within range, and instantly apply the Trapped Status to them, for up to 2 Turns, but the user themselves cannot take the Move action for 2 Turns either. This Ability cannot be used on the same target more than once per Combat Scene, even from different sources. This Ability does not consume a Turn, but cannot be used to Stagger an Attack Emote or Ability, and has a 30 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Debuff Endurance
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
|  When the user has a Status Effect applied to them, they gain a +1 Defense Stat for as long as the Status is applied to them. If the Status is Removed, the +1 is also removed. Debuff Endurance has no Cooldown, and can activate and de-activate multiple times.
| N/A
|-
| Fleet Footed
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
|  The user is quick on their feet, granting them an additional 2 blocks of movement each turn, provided they have not used an Ability that is not a Passive or made an Attack. Once doing either of these, Fleet Footed is disabled for the rest of combat.
| N/A
|-
| Puretek Blessing
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To protect oneself from the occult, automatically activate when an Attuned or Occult character applies a Status Effect to the user, without using an Action. Remove that Status Effect, and gain +1 Attack Stat (breaks cap up to 11) for the next Attack roll against Target Attuned/Occult. Puretek Blessing has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Rebound
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To get back on your feet, this ability passively activates on the first Prone Status applied to the user. The user gains +5 Blocks Movement on their next Move Action. This ability does not consume an Action. After Rebound is used, it goes on a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Morrlond Gift III
| Mounted Armory
| Void Spell
| Passive Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user may summon a melee weapon from any body of water (including a hip-flask). This weapon will materialize and still appear like rapidly flowing water, but be as tough as steel, even under water. The user may choose to make the weapon pass through certain people and not through others. This weapon may not leave the user’s hand, or be handed off to others. After the weapon has been Countered or un-summoned, it has a 10 second cooldown. If no open body of water is nearby, the user may as a last resort cut open their own hand and summon a weapon from their blood, otherwise it does not work. Morrlond Gift I, II and III may be active at the same time.
| To last longer on your mount, this Ability activates the moment the user is considered Mounted. When active, Mounted Armory grants an additional Block Token that cannot be regained until the end of Combat. Additionally, the user’s movement speed while mounted is reduced by 3 blocks, while they have this Block Token.
| N/A
|-
|-
|}
| Shield Cover
 
| Passive Technique
==Exist Spells==
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
{| class="wikitable"
| The user passively is able to increase their defenses against Ranged Attacks from Ranger and Deadeye Stance. When a character is targeted with a Ranged Attack Emote, their minimum Defense Roll is raised to 9 for Ranger Stance attacks, and 6 for Deadeye Stance attacks. Shield Cover does not consume an Action, and has no Cooldown.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| {{#simple-tooltip: N/A }}
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| style="width: 10%;" | Dravinda Gift III
| Thick Hide
| style="width: 8%;" | Exist Spell
| Passive Technique
| style="width: 8%;" | Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can summon a fire-lash (a whip that appears like normal fire but in the shape of a long lash) from their hand that has a range of 4 blocks. This fire-lash causes painful reddened spots when hit on bare skin, and makes metal armor heated and uncomfortable to wear, but does not cause permanent damage, or have the ability to ignite anything. The weapon derives Proficiency from the highest Melee Combat Proficiency had by the user. The weapon may be rolled up and attached to the hip, or unsummoned, it has indefinite use. Unsummoning however, sets it on a 10 second cooldown. Additionally, the user may throw the lash on the floor in front of them, causing a 1 block deep and 3 block wide wall of fire to erupt for 1 minute that cannot be passed through without setting the person on fire. If this ground-throw is used, the fire-lash cannot be re-summoned for 24 hours.
| To benefit from Armor without explicitly wearing it, Thick Hide allows the user to permanently count as wearing armor for the sake of Abilities and Mechanics. If an Ability is used that prevents the user from wearing Armor, this Ability is disabled until the effect ends.
| {{#simple-tooltip: N/A }}
|-
|-
| Sollerian Mist I
| Exist Spell
| 10x10 Blocks
| The user can deploy a low-hanging Sollerian Mist field in a 10 by 10 block area around their casting position. This mist is about knee high, and will not obscure vision, but gently dance around the movements of those inside of it. It does not affect others at all, however any Solvaan Altalar that is inside the Mist moves at the speed of an Asha, thus having the greatest running speed only matched by those just as fast as Asha, and not being weighed down by any armor worn. While Sollerian Mist is active in a 10x10 area after being cast, it cannot be re-cast until the last Mist dissipates in an area of 100x100 around the casting point. Additionally, this Ability can only be used once per day. The mist will remain for 1 hour, except if there are no Solvaan Altalar within Emote Distance of it, in which case it instantly dissipates.
|-
|}
|}


==Mythic Shifts==
==Link Techniques==
{| class="wikitable"  
{| class="wikitable"  
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
|-
| style="width: 10%;" | Slizzar Shift I
| Champion Command
| style="width: 8%;" | Mythic Shift
| Link Technique
| style="width: 8%;" | Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Slizzar has no legs, and a lower body in the shape of a snake tail that is 3 times as long as their body. With the snake tail, the Slizzar can at most run at jogging speed, but can swim faster than all races, except Mai-Allar. They can form pseudo-gills, allowing them to breathe underwater for up to 48 hours. They can un-fuse the snake-tail to gain humanoid legs to run, but can no longer swim at high speeds. This change can occur instantaneously, unless the Slizzar is being pursued. They can adjust various visual features in this form, but can never change the colors they were born with. Slizzar can also manifest some of their aesthetics in other Mythic Shifts, such as their Snake-like Lower Body, as well as patches of scales, Slizzar Eyes, and Hair.
| The user targets a single Ally, and attaches a Link. While this Link is active, the target adds any increases, even ones that don’t break cap, to their Attack or Defense to their minimum Attack and Defense Rolls respectively, but only up to a maximum of +6 for each. Once broken or removed, Champion Command goes on a 2 Hour Cooldown. If a target is affected by Overwhelm Command, Champion Command does nothing.
| {{#simple-tooltip: N/A }}
|-
|-
| Flux Shift I
| Chase Command
| Mythic Shift
| Link Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This Ability allows the user to seamlessly mimic the features of any Race, changing their own appearance to exactly match any Race, or even combine various visual aspects of races in a combination. This Ability cannot be used to create a copy of another person visually, they will always look off or distinguishably different from the original. This Ability has no Cooldown.
| As a reaction to an enemy using a Movement Ability, the user places a Link upon both an Ally and that Enemy. As long as it is upheld, the Ally copies all Movement Abilities used by the enemy, landing on the same destination, though not benefitting from additional mechanics (like attack Emotes, or Knockback effects) for the next 15 minutes. This does not use the Ally’s Move or Action. Chase Command has a 1 hour Cooldown once broken.
| {{#simple-tooltip: N/A }}
|-
|-
| Flux Shift II
| Defend Command
| Mythic Shift
| Link Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This Ability allows the user to change all visual aspects about themselves besides Race. This Includes: Sex-Coding, Hair Color, Eye Color, Skin Color, Body Shape, Body Fat, Body Height, Age Appearance. Hair Length, Hair Texture, Skin Markings, Tattoos, Scars, and Face Shape. Any of these changes occur instantaneously and seamlessly. This Ability has no Cooldown. <span style="color:red">'''This Ability cannot be used to appear younger than 18 years old, and can only be used at the age of 18 and onwards.'''</span>
| The user can target up to 2 Allies to divide +3 total Defense Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 2 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, Defend Command goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.  
| {{#simple-tooltip: N/A }}
|-
|-
| Flux Shift III
| Mobile Command
| Mythic Shift
| Link Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This Ability allows the user to create a perfect imitation of a target person, down to voice and even missing limbs. In order for this Ability to work, the user must be able to see the target within Emote Distance. This leaves the change in effect for 1 hour, after which it expires. If instead the user goes to an Event venue for a Calender-marked Event, the Ability will remain active for as long as the Event lasts and the user is at the Event. 5 minutes after leaving, the Ability will cease and they will return to normal. It is not possible to Mythic Shift or Racial Shift out of Flux Shift III, after use, it cannot be removed in any way besides letting it time out. This Ability can only be used once per day.
| To allow freedom of movement, place this Link on an Ally within range. This link lasts until broken, and grants the target an extra 2 Blocks of movement, as well as the ability to fight freely underwater. Lastly, once per usage of this Ability, the target can scale a wall using an Ender Pearl in-game. Once broken, Mobile Command has a 2 Hour Cooldown.  
| {{#simple-tooltip: N/A }}
|-
|-
| Flux Shift IV
| Overwhelm Command
| Mythic Shift
| Link Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This Ability allows the user to visually mimic any quantity of Mutations on their own body without actually acquiring these Mutations, or being infected with any Planar Essence that would manifest these Mutations. They can also be removed seamlessly and instantaneously. This Ability has no Cooldown.
| The user targets a single Ally, placing a Link upon them. While this Link is active, if the Ally has more than 3 enemies within Melee Range of them, the first Ability the Ally uses on each turn does not consume their Action. Once broken, Overwhelm Command has a 2 Hour Cooldown. If a target is affected by Champion Command, Overwhelm Command does nothing.
| {{#simple-tooltip: N/A }}
|-
|-
| Flux Shift V
| Puretek Burn
| Mythic Shift
| Link Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This Ability does two things. Firstly, with this Ability, a Constant Passive is active for the user, that allows their clothes to perfectly resize and change to fit whatever Mythic or Racial Shift they engage in except if they would somehow become quadrupedal or no longer humanoid, while also returning magically after Shifting back from any such non-humanoid Shifts. Secondly, with this Ability, the user is able to magically change the color, shape, material and appearance as well as layering of their clothing and foot and head wear, including removing and adding new pieces on the fly. This Ability acts instantly and seamlessly with no Cooldown. This Ability cannot create or emulate armor or any tough materials that add extra armoring, and materials cannot consist out of rare materials that require Abilities or Progressions to produce.
| To punish Mages, target Occult Enemy or Ally in range, and attach a Link to them. The next time the Target uses a Power or makes a Basic Attack with Magic, deal -1HP damage. If they do either of these things again, deal another -1HP damage. After dealing -2HP, Puretek Burn ends, and goes on Cooldown. If neither effect triggers, Puretek Burn can be upheld for a maximum of 20 Minutes. Puretek Burn does not Stack, and can be used Once Per Combat.
| N/A
|-
|-
| Flux Shift VI
| Tech Livewire
| Mythic Shift
| Link Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user is able to change their Body Shape, Body Fat, Sex and Body Hair (including top hair and facial hair: color, texture, shape and consistency) at any point, seamlessly and instantaneously.  
| To prevent Link Powers, the user places a Link Power of their own on a character within range. As long as this Link is upheld, both the user and the Target cannot be affected by Link Powers. Tech Livewire lasts for up to 30 minutes. Links applied before this ability remain. Tech Livewire does Not Stack, and once broken goes on a 2 Hour Cooldown.
| N/A
|-
|-
| Flux Shift VII
 
| Mythic Shift
| Self
| The user is able to shift races on themselves. Unlike Flux Shift I however, there is no flexibility to change individual aspects. Flux Shift VI simply translates the exact person as they look in their original race, to whatever race they have chosen, with all visual features that make them recognizable translating over to the new race’s equivalent features. Even if logic would dictate that a race shift from Ailor to Url would become unrecognizable, they still are. Their voice also remains the same.
|-
| Super Self I
| Mythic Shift
| Self
| Upon being physically harmed by any Mundane Attack or Ability, or upon hitting another person with any of these, the Character triggers a battle-state. When battle-state is activated, anyone within 2 blocks of the person is knocked over, while the person’s appearance may change with a wide variety of non-identity altering aesthetics including but not limited to: steaming skin, flaming eyes, electrified hair, increased vascularity, darkening of the eyes and sockets, shreddings skin, colored glow, and other visuals of rage and battle. While Super Self is active, the Character gains +5 Physical Stat.
|-
| Super Self II
| Mythic Shift
| Self
| The user can use Super Self II to instantly shift their feet or legs or ankles by either phasing, ghosting or re-shaping in such a way that any Rooting, Trapping or Snaring that is applied on them is instantly cancelled the moment it hits (all other effects of those Abilities or Mundane Techniques still apply). This Ability does not affect Abilities that apply Disabling effects to specific limbs or Paralysis.
|-
| Vampiric Form I
| Mythic Shift
| Self
| The Character is able to Mythic Shift into their Vampiric Form. While in Vampiric Form, the Character has access to all Abilities from the Abilities from their Bloodline Ability Kit. Shifting in and out of Vampiric Form is instant, cannot be Cancelled or Countered, and the player may design the Vampiric Form, with some ground rules. For the Ground Rules, refer to the Bloodline page, which will have an outline on the limitations and design choices for Vampiric Form. This Ability has no Cooldown
|-
| Vampiric Form II
| Mythic Shift
| Self
| This Ability grants the exact same functions as Vampiric Form I, thus allowing the Character to transform into a Vampiric Form, additionally, the Character is also able to use all of their Abilities from their Bloodline Ability Kit while outside of Vampiric Form, which is not possible for Vampiric Form I. This Ability has no Cooldown.
|-
|-
|}
|}


==Enchant Abilities==
==Counter Techniques==
{| class="wikitable"  
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
| Bruiser Feint
| Counter Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To interrupt an enemy’s attack, as a reaction, Stagger an enemy within range's Basic Attack or Instant Technique usage. Also, gain +2 Defense Stat (breaks cap up to 9) for the next 2 turns. If the target has any Block Tokens gained from Abilities, additionally apply the Brittle Status Effect. Bruiser Feint has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Bruiser Parry
| Counter Technique
|  {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| As a reaction to an Attack from Ranger or Deadeye Stance, the user is able to catch the incoming projectile. If Ranger, reduce the damage to 0, if Deadeye, -1HP. Additionally, the user throws the projectile back at their attacker, applying the Brittle Status Effect. Bruiser Parry can be used out of turn, does not take an Action, and has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| style="width: 10%;" | Home Enchant I
| Building Smash
| style="width: 8%;" | Region Enchant
| Counter Technique
| style="width: 8%;" | Player Region
|{{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user is able to use Home Enchant I inside any Player Region such as Rental House Region or Clandestine Base, to rapidly grow plants and flowers inside the boundaries of this base, creating the perfect environment also to grow any plant in any environment within the confines of this place. Additionally, aesthetic sounds of such an environment would follow, for example, many flowers and plants from a savannah would cause cricket sounds to be heard, while jungle trees evoke the songs of paradise birds. Finally, if the door or front gate of such a Region with Home Enchant I is knocked down, broken, or burned down, and the user of this Enchant is present, they may instantly regrow the door or gateway with roots and vines, but only once per 24 hours. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region should be filled with lots of plants and flowers.  
| This Technique can be used on a building, so long as another person is standing on its roof, or on some higher ledge like a roof trim or balcony or top of a tower. When used, the user smashes into a selected building causing it to shake and destabilize all characters standing on top of it. Anyone standing on a higher ledge of such a building will fall off the building, forward towards the user and causing 1HP of damage unless the user is immune to fall damage. All targets additionally are unable to use Movement Abilities for 10 minutes after landing. Building Smash has a 1 hour cooldown and ignores Displacement Immunity.
| N/A
|-
|-
| Home Enchant II
| Cheap Shot
| Region Enchant
| Counter Technique
| Player Region
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user is able to Home Enchant II inside any Player Region such as Rental House Region or Clandestine Base, to shield it from certain actions. While this Region Enchant is active, the Region is immune to Vandalism and is also immune from catching ablaze, if there is a fire in the area or district. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the block upon which the front door or gate rests, should be made of Emerald Block.
| To counter magic, use this ability out of turn in reaction to an enemy within range using a Power, but only if that Power Targets the user or an ally. Stagger them, and grant the user +1 Defense Stat (breaks cap up to 9) for their next Defense Roll only. If the target attempts to use the same Power on their subsequent turn, also grant the user 1 Block Token. Cheap Shot has a 1 Hour Cooldown.
| N/A
|-
|-
| Home Enchant III
| Chem Bang
| Region Enchant
| Counter Technique
| Player Region
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user is able to Home Enchant III inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects to certain Proficiencies used by the user inside the Region (and only the user). While inside the region where this Enchant is active, the user gains +5 Proficiency Points for the use of any Musical Skill, Visual Art, Craft Art, Household Art, or Culinary Art Proficiencies actively being used. Additionally, various items in the household will proceed to come alive, and visualize this effect by assisting the user, for example potted plants might aid in seasoning a stew, while flying books might blow extra air into a glass-blower to aid with crafting. If however the user is doing one of these activities together with 1 other person, that person is also aided, and gains the same Boost. No visualization is needed for this Enchant, but the user may only have one active at any given time.
| To test a foe, toss an explosive charge at the Target. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 5 Blocks for the next 30 Minutes. If the Target was not Mounted, apply the Weakened Status Effect for their next 3 actions. Chem Bang has a 2 Hour Cooldown.
| N/A
|-
|-
| Home Enchant IV
| Chem Purge
| Region Enchant
| Counter Technique
| Player Region
| {{#simple-tooltip: Self Range | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to Home Enchant IV inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects. While the region is Enchanted, floating candles, orbs of light, or a general gaze of light may fill the building. This has a number of effects. Firstly, the building itself and all rooms there-in are completely immune to any Darkness being cast into it with an Ability, or being cast from inside of it. Secondly, anyone with the Ability Light Mend III can use the interior as if they are standing outside with an uninterrupted line to the sky. Thirdly, the building or region denies entry to Mindless Dimenthist Creatures, such as Void Ghasts, and other Lesser Void Demons that are commonly seen during Events where monsters appear through Veil tears, creating a safehouse of sorts. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region’s ceiling should have several glowstone blocks on it, or floating in the air.  
| To protect from Status Effects at a cost, cleanse all Status Effects and become immune to future Status Effect applications for the duration, but, set Defense Stat to 2 (cannot be raised) for the duration of Chem Purge. Chem Purge does not consume an action, and can be used out of turn. Chem Purge lasts for 20 Minutes, and cannot be ended early. Chem Purge has a 2 Hour Cooldown.  
| N/A
|-
|-
| Home Enchant V
| Close Save
| Region Enchant
| Counter Technique
| Player Region
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user is able to Home Enchant V inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects. Within the Region, the user may infuse certain creepy or horror elements into the house. These may include but are not limited to random footsteps on upper floors while nobody is there, eyes on paintings that seem to follow people across rooms, shadows shifting in peripheral view, clothing hangers that appear like people, a dreadful feeling of being watched, doors that close on themselves, et cetera, anything that can be thought of to make the house feel like a haunted house. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. No visualization is needed for this Enchant, however users are encouraged to place signs to help others immerse into the creep factor of the Region.
| To push an ally out of harm’s way, use Close Save as a reaction to a Ranger or Deadeye Point Buy attack or Instant Technique. The ally is knocked back by 1 block, avoiding any damage, but not any extra effects. Close Save has a 2 hour cooldown.
| N/A
|-
|-
| Element Brand I
| Cutthroat Backstab
| Object Enchant
| Counter Technique
| Self
| Melee Range
| This Ability allows the user to Enchant their melee weapon with an Ice or Water enchant that makes the weapon watery and dripping or dusting with frost and white. Additionally, anyone struck with this weapon becomes unable to move at a speed greater than walking speed. Parrying does not count as being hit, while being hit on the armor does. The effect lasts for 1 minute, and while being hit multiple times does not stack this effect, it does refresh every time the opponent is hit. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.  
| This ability can only be used against someone that has not made an Attack or used an Ability that is not a Passive yet in a scene. The user makes a swift attack on a target within range, dealing a guaranteed 4 HP of damage to them that bypasses Block Tokens. Cutthroat Backstab has a 4 hour cooldown, and cannot affect the same target more than once in a current scene.
| {{#simple-tooltip: N/A }}
|-
|-
| Element Brand II
| Cutthroat Reversal
| Object Enchant
| Counter Technique
| Self
| Self
| This Ability allows the user to Enchant their melee weapon with a Nature or Wind enchant that makes the weapon either root-like or ethereal like a gust of mist. While this Enchant is active the user becomes immune to all Ranged Combat Category Mundane Techniques, except Power Shot, Percussion Shot and Overload Shot. Additionally, the weapon also becomes immune to any Ability that would decay, destroy or diminish the weapon’s quality. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.  
| This ability requires Cutthroat Stance to be active. As a reaction to being displaced, the user can choose to change the direction they are moving to some other place. The user is still required to move the set distance, and cannot increase or decrease this distance outside of other Ability mechanics. Cutthroat Reversal has a 30 minute cooldown.  
| {{#simple-tooltip: N/A }}
|-
|-
| Element Brand III
| Deadeye Crit
| Object Enchant
| Counter Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This Ability allows the user to Enchant their melee weapon with a Fire or Storm enchant that makes the weapon either ablaze, or giving off sparks of lightning while appearing white-hot from the forge. Hits with this Enchant do additional harm to the target, causing greater pain, such as searing edges and longer lasting sharp pain that can compound to make combat more difficult, though it does not actually do more damage. This Enchant also cannot set anything on fire and feels cold to the touch to the user. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.
| In order to focus on a target and deal a heavy amount of damage, use this ability to charge a guaranteed hit. The user picks a target that they can see within range, charging their weapon for 10 minutes whilst becoming entirely immobilized. If the user is hit with any Ability or Basic attack, or the target leaves their range, this Ability is interrupted and put on a 30 minute cooldown. If left uninterrupted, the user fires a projectile that deals 4 HP worth of damage to the target. Deadeye Crit  cannot be Staggered, or avoided once completed, and has a cooldown of 2 hours.
| {{#simple-tooltip: N/A }}
|-
|-
| Element Brand IV
| Deadeye Doubletap
| Object Enchant
| Counter Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This Ability allows the user to Enchant their melee weapon with an Earth or Magma enchant that makes the weapon either out of stone, or dripping magma. Firstly, while this Enchant is active, the user is immune to any Ability that would remove their weapon from their hand, or displace it. Additionally, the weapon may be wielded from a distance of 3 blocks to slash and shoot a hail or pebbles or magma pumice at a person, which does a fraction of the damage of an actual hit, but is still painful and causing various cuts to exposed skin like a hail of razor blades would. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.
| This Ability can be used out of turn. Target any person in Range who has just Revived after hitting 0 HP. This Ability cannot have its Target changed. The user performs a Double Tap, allowing the Target one turn, but instantly KO-ing them after. This Ability cannot have its Target changed. Deadeye Doubletap can be used once per Combat Scene.
| {{#simple-tooltip: N/A }}
|-
|-
| Element Brand V
| Deadeye Puffshot
| Object Enchant
| Counter Technique
| Self
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This Ability allows the user to Enchant their melee weapon with a Metal or Flesh enchant that makes the weapon either have small shards of metal floating around it, or made of flesh and meat. Deflecting, Blocking or Parrying any attack made by a weapon with this Enchant unless done with a Shield, becomes less effective. When Deflected, Blocked or Parried, this weapon causes a hail or metal shards or flesh tendrils whipping out at the target, thus doing a small amount of damage each time an actual hit fails to land. Full hits however do normal damage. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.
| This Ability has two different uses, depending on whether it is used during a Turn, or out of Turn. If used in Turn, Target an Enemy in Emote Range, and applies the Prone Status Effect to them. If used out of Turn, this Ability can only be used to reduce the damage of an incoming Melee Range Attack Emote on the user by 1 HP. If either function is used, the Ability goes on Cooldown. Deadeye Puffshot has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Order Brand I
| Degrading Command
| Object Enchant
| Counter Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This Ability allows the user to Enchant their melee weapon with the Order Brand Enchant. While active, the weapon glows a faint color. When striking any weapon that has any number of active Enchants on it, all those Enchants are instantly Cancelled, and any additional effects the user would receive from the Enchant hitting them or being Deflected or Parried or Blocked by the user are Prevented. This Enchant lasts for 30 minutes, or until it cleanses its first weapon after which it is disabled. If it cleanses a weapon within the 30 minute duration, Order Brand I can be used a second time with a mere slap on the blade, though it still respects the same 30 minute timer of the first Enchant. After the second Enchant does its job, or the original 30 minutes expire, this Ability goes on a 10 minute cooldown. This Enchant can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. While Order Brand I is used on a weapon with a pre-existing Object Enchant that is not another type of Order Brand (II or III for example), this Enchant is Cancelled, and any future application made impossible so long as Order Brand I remains active.
| To punish the enemy for tactical play, use this Ability as a reaction to an enemy breaking one of the User’s Links, and without using an Action. The target gains -2 to their Attack for the next 15 minutes. Degrading Command has a 30 minute cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Dueling Brand I
| Dirty Fighter
| Object Enchant
| Counter Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user can use the Duelling Brand I Enchant on their melee weapon to enhance their duelling experiences. Duelling Brand I Enchant disables all previously placed Enchants, and prevents any other Enchants from being placed on the same weapon for the duration. This Ability can be used at the beginning or before a Duel, and remains active for however long the Duel lasts, and has no Cooldown beyond that. Firstly, when applied, any hits that this weapon lands on will be automatically healed in a matter of seconds, even deep cuts and dismemberment, quickly re-stitching body parts back together before they even have a chance to hit the ground. This still causes all the pain, but none of the long term damage as even scars disappear in a matter of minutes. Additionally, attacks made by this weapon into the arena itself (such as the walls or floor) cause exaggerated effects, like splitting the earth open or causing a large rock to jut out of the ground to jump from. These dramatic effects are limited to whatever the Duelling Arena is, and will instantly revert when the Duel is over. Additionally, the weapon can change into any other type of melee weapon, translating the user’s Proficiency along with it to that weapon, and finally, gravity can be optionally ignored when jumping, thus allowing much greater jumps and feats. The user may enchant two weapons, and hand one off to another duellist, however duels involving more than two duellists require more than one user of this Ability. The Enchant effects only occur when the Enchant is able to detect a Duel with another person wielding a weapon with the same Enchant, the moment a third party enters, the Enchants all disable.
| To quickly react with a hidden firearm after being attacked, use this ability to instantly Blind whoever attacked the user, as long as they are within range. Dirty Fighter has a 2 Hour Cooldown. Dirty Fighter does not Stack.
| N/A
|-
|-
| Sustenance Gift I
| Faithwall Prayer
| Object Enchant
| Counter Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character is able to enchant a single dinner table or food-shop stall, once per day. When used, all foods and drinks on this table taste and provide satisfaction to a similar degree as 10 Points in Culinary Arts Proficiency would. If the food and drinks were made with someone who has equal to or more than 10 Culinary Arts, the quality would instead be 20 Points in Culinary Arts (even if the limit is 15, thus tasting ecstatic). Additionally, anyone who has consumed these food or drinks, will be unable to detect the Vampire feeding on them for 1 hour after their first bite or sip from the food or drinks. If the Vampire were to feed on them, their awareness and memory would simply lapse and not record the event, leaving them with a vague interaction memory, but nothing hostile or strange having happened. This Enchant is not telegraphed, meaning that the Character’s eyes will not turn red, and the Enchant on the table and its food and drinks only lasts for 2 hours, with a 24 hour Cooldown. This qualifies as enchanted food in reference to Blood Curse I.
| As a reaction, and without using an Action, Silence a target who uses a Power from Theurgy, Shaman, Paladin, or Cleric Point Buy that targets the user, if that Ability is used by someone of a different faith for the next 2 turns. Faithwall Prayer can be used Once Per Combat.
| N/A
|-
|-
|}
|Interception
 
| Counter Technique
==Magic Spells==
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
{| class="wikitable"
| In order to prevent your allies from coming to harm, use this ability to step in the way of attacks. As a reaction to an Attack, the user can dive in and protect a target within 3 + CON Stat blocks from them from incoming harm. The user immediately moves in front of the target, becoming the target. The user cannot nullify or avoid the attack. Once this effect ends, it goes on a 30 Minute Cooldown.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| {{#simple-tooltip: N/A }}
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| style="width: 10%;" | Arcane Mastery I
| Kneeling Prayer
| style="width: 8%;" | Magic Spell
| Counter Technique
| style="width: 8%;" | Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to control aesthetic Arcane functions, such as letting a broom brush the floor by itself, letting dishes wash themselves, opening curtains with the wave of a hand, lighting candles with the flick of a finger, opening (unlocked) doors with the flick of a wrist and more. None of these functions may be involved in Combat Roleplay, but there is no limit to the amount that may be running at any given time, and there is no cooldown.
| This Ability can only be used to react to a Melee Attack Emote being used on the user. Instantly Stagger that attack, without using an Action. Kneeling Prayer has a 2 Hour Cooldown.
| N/A
|-
|-
| Magic Bolt I
| Puretek Antimagi
| Magic Spell
| Counter Technique
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can produce a magical projectile traveling in a linear path from their casting point to their target. One projectile per cast can be produced, and all projectiles are the same in terms of their size, appearing about the size of a baseball, speed, and functionality. The orb will hit its intended target if the Sorcerer rolls above an 5 on a /dice 20. This spell can only be cast once every 30 seconds. Magic Bolt I does the same amount of damage as a sword slash or stab (similar to Heavy Bow). The aesthetics of this Ability are not limited to elements, they may also extend to blood, flesh, metal, wood and more. Two users of Magic Bolt I using the Ability at roughly the same time at each other enter a Spell Duel, in which their Bolt becomes more like a constant stream of bolts, Channeled where the users wrestle for power. Each must do /dice 0 20 per round with the highest number winning that round causing the stream to be pushed more towards the enemy. The first to win 3 rounds in a row wins, causing both Magic Bolts to hit the loser for double damage, and Knocking them back by 3 blocks. Prematurely leaving the Channel also counts as losing. Both are still able to walk at a slow-walking pace while Channeling, but must remain aimed towards each other, with their arms channeling a stream of Magic Bolt I at each other.
|  To negate Magic, use this Ability in reaction to a Magic Point Buy Ability being used by an Attuned or Occult Character. If Default/Radiant version: Stagger the Ability, and grant +2 Attack to the user if they use another Power within 3 turns. If Sinistral Version: Additionally apply the Marked Status Effect to the Target.Puretek Antimagi has a 1 Hour Cooldown.
| N/A
|-
|-
| Element Control I
| Puretek Sanction
| Magic Spell
| Counter Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user gains a number of utility functions. They may remove all water from their clothing and themselves, instantly drying them. They may walk on water as if it is merely the road. They may also use the Water as a trampoline, allowing them to jump 6 blocks high while standing on the water. They may also super-cool any lukewarm or warmed up drink and become immune to the slowing (but not rooting) effects of any Ability that uses frost, snow or ice to slow down movement. None of these smaller functions have Cooldowns.
| To counteract magic, use this ability as a reaction to a non-Mundane character using a Power. Instantly apply the Warned Status Effect, and make the target choose: Use Magic, or Stop. If Use Magic: the Target can continue to cast, but the next time they use a Power, deal -1HP of Damage to them. If Stop: apply the Silenced Status Effect for 10 minutes. Puretek Sanction does not Stack, and has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Element Control II
| Puretek Wrath
| Magic Spell
| Counter Technique
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user gains a number of utility functions. They may use localized gusts of wind to push people (though never so far to Knockback them or Knock them over) or prank their clothing or hair. They may have plants, twigs and flowers growing from their body or clothing (though never so far to look like a Yanar). They may move while levitating half a foot off the ground, and become completely immune to any Knockback or Knockover effects from any Ability (though other damage or effects besides those are still applied). None of these smaller functions have Cooldowns.
| To retaliate instantly, use this ability as a reaction to taking damage from a Basic Attack, immediately apply the Blinded Status Effect to the enemy that made the Basic Attack. This does not consume an Action. Puretek Wrath has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Element Control III
| Rage Counter
| Magic Spell
| Counter Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| The user gains a number of utility functions. They may clap their hands to produce Emote Range wide sounding thunder claps, they may use fire or lightning in their hand to light up an Emote wide area and become Immune to Darkness effects caused by Abilities. They may snap their fingers to ignite or douse candles, torches and fire places, and can Channel while inside a building to either remove or prevent fire from spreading into it. None of these smaller functions have Cooldowns.
| In order to return fire on a well-protected opponent, as a Reaction to taking damage, the user is able to immediately make a guaranteed strike against the Target (within Range) that attacked them before reacting to the attack they were targeted with themselves, but, deal -1HP Damage to self. This can be used out of Turn, but does consume an Action. This Technique cannot be used if the triggering effect was countered, cancelled, or ignored. Rage Counter has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Element Control IV
| Ranger Bola
| Magic Spell
| Counter Technique
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user gains a number of utility functions. Their hands (and hands only) become immune to damage, meaning normal weapons can no longer cut, pierce or slash them (Artifacts and Mythics still can). Additionally, they may grab hold of a weapon and Curse the weapon with brittle-ness or melt the sharp edges, which only has the effect of halving the damage done. This is an Object Curse that will last for 30 seconds and cannot be stacked but can be refreshed. None of these smaller functions have Cooldowns.
| To slow an enemy down, target an enemy within Range. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 7 Blocks for the next 20 Minutes. If the target is not Mounted, reduce their Movement Speed by 3 Blocks for the next 10 Minutes. Ranger Bola cannot be used while Mounted, has a 1 hour cooldown once ended.
| {{#simple-tooltip: N/A }}
|-
|-
| Element Control V
| Ranger Cut
| Magic Spell
| Counter Technique
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user gains a number of utility functions. They may reshape their own arm from the elbow down into any weapon or tool shape desired, whether it be made of metal or flesh, and using it will not hurt the user. They may also remove any rusting that has occurred on metallic objects, as well as removing any rotting or putrefaction that has occurred on any flesh or organic matter. None of these smaller functions have Cooldowns.
| To weaken empowered enemies, target an enemy within Range. Instantly apply the Weakened Status to them for their next 2 Actions, and, if the Target has any Link Powers attached, choose 1 to end. Ranger Cut has a 30 minute cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Element Control VI
| Resist Command
| Magic Spell
| Counter Technique
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can enchant any person’s outfit (not armor) with the Element Control VI Enchant that lasts for up to an hour. When cast on an outfit, this counts as an Enchant on the outfit. While enchanted, the clothing may manifest any elemental aesthetic including but not limited to: frayed singing edges, sashes made of watery silk, frost crystalline formations in cotton, magmous seams or gently flickering static, or any combination and frequency of these and more. All these visual changes are merely aesthetic though and add no functions. Additionally, while their clothes have this Enchant on them, they will gently float and never fall at terminal velocity while moving downwards, thus never falling to their death. The user may Enchant up to 10 outfits per day, but removal of even a single piece of clothing after the Enchant is made will break the Enchant. If the Enchant is used on the user’s own clothing, it instead lasts for 24 hours, instead of 1 hour, but they can also end it prematurely.  
| Target an ally in Emote range that has just lost a Defensive dice roll. The next 4 times the target loses a Defensive dice roll, any damage the target takes is reduced by 1, including the triggering attack. Once ended, Resist Command has a 1 Hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Element Control VII
| Soft Landing
| Magic Spell
| Counter Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to turn themselves into a magical barrier by holding their arm wide. For as wide as their arms go, and as tall as they are, they produce a rectangular see-through magical shield made out of any element. This Shield is maintained for as long as the user maintains their stance. It is wide enough for others to hide behind them, and be covered by the shield also, and should be large enough to cover a single door sized doorway while standing inside of it. This shield blocks all Magical and Mundane projectiles and acts as an Impassable Obstacle for other Abilities that are stopped by obstacles. This Ability has a 10 second cooldown after it is cancelled, either by moving the user or the user dropping their arms. The user can still talk and turn their head, but not do anything else while using this Ability.  
| To avoid falling damage, as an action before the user jumps off a ledge or height, prepare to fall safely, and take 0HP falling Damage. If the user lands next to an Enemy, they can immediately make a Melee Attack. As a reaction to the user being forced to fall off a ledge, reduce Falling Damage by -1HP. If either function is used, 1 Hour Cooldown.
| N/A
|-
|-
| Light Mend I
| Sharp Reflexes
| Magic Spell
| Counter Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| While within Emote Distance of a target, the user can utilize healing light to heal only the damage from one single (Mundane) attack or harming Ability that was inflicted on the target (or self), as long as the target was harmed by that attack or Ability, or as a direct consequence of that Ability (for example being knocked off a wall by an Ability and breaking an arm). Any additional effects (or non-harm effects like debuffs) are not removed or mitigated. The damage must have been applied in the last 24 hours. This Ability can be used twice per 24 hours. This Ability can be used on self.
| To dodge a dangerous attack, this ability can be used as a reaction to an attack targeting the user. The user adds +2 to their final roll, but must declare this before rolling. If the user is hit regardless, they're able to move up to 5 blocks in any direction. Sharp Reflexes can only be used if the user has a Dexterity Stat of at least 6. Sharp Reflexes has a 1 hour cooldown.
| N/A
|-
|-
| Light Mend II
| Shield Block
| Magic Spell
| Counter Technique
| Direct Touch
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| While within Direct Touch, the user can heal wounds on a target through this Magic Spell that counts as a Immobile Channel, using healing light. Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling with the target standing still, while deeper cuts and gashes take up to two minutes. Greater wounds like internal damage or severe bleeding require the target to be laying down, with the user healing deeper wounds over the timespan of 15 minutes. This Ability cannot be used on self. Maims classified as Aesthetic maims can be healed with this Ability through the Greater wounds specification. Regular maims such as removed limbs or eyes, maims that detriment a character cannot be recovered through this Ability.  
| In order to last longer in melee combat, use this Ability reactively to instantly reduce Damage from a single Melee Attack to 0. This does not consume an Action. Guard Block has a 30 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Light Mend III
| Shield Brace
| Magic Spell
| Counter Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user feeds and gains strength from sunlight or moonlight. Either moonlight or sunlight are capable of feeding the user much like normal food would, thus making drinking and eating redundant for them (though they still can). Additionally, while standing outside (with no block that interrupts a direct line from the player model to the open sky, including leaf blocks), the Character has +5 Physical Stat, and can choose to absorb strength from the moon or sun and increase Body Shape by one additional step.
| To avoid falling damage, as an action before the user jumps off a ledge or height, prepare to fall safely, and take 0HP falling Damage. If the user lands next to an Enemy, they can immediately make a Melee Attack. As a reaction to the user being forced to fall off a ledge, reduce Falling Damage by -1HP. If either function is used, 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Casting Light I
| Shield Deflect
| Magic Spell
| Counter Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| This Ability only affects Vampires, Void Mages, Void Sorcerers, Void Silven, and Crimson Witches. The user is able to hold up one hand with the palm facing a person, causing a blinding light and orchestral song to erupt on the Target. This has two effects. Firstly, the Target can only Slow-walk towards the user. They can still run back, or sideways, but moving towards the user becomes a struggle. Secondly, they cannot physically see the user because of the light, thus any Ability that requires line of sight of the Target cannot be used on them. The user also cannot run, but can use their other arm and the rest of their body to do any action, as only the single hand must be upheld. This Ability has no Cooldown, though if knocked out of it by being knocked over, gains a 10 second Cooldown.  
| To delay an enemy, use this ability as a reaction to an enemy within Range making an Attack, or using a Technique targeting either the user or an Ally. Immediately Stagger their action, and gain +1 Defense Stat (breaks cap up to 9) for the next two Attacks made against the user only. Shield Deflect has a 2 Hour Cooldown.  
| {{#simple-tooltip: N/A }}
|-
|-
| Cursing Light I
| Shield Snare
| Magic Spell
| Counter Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability only affects Werebeasts, Exist Mages, Exist Sorcerers, Exist Silven, and Capradeim. The user is able to hold up one hand with the palm facing a person, causing an agonizing eye-pain when gazing at the user and cacophony of agony screams to erupt on the Target. This has two effects. Firstly, the Target can only Slow-walk towards the user. They can still run back, or sideways, but moving towards the user becomes a struggle. Secondly, they cannot physically see the user because of the pain in their eyes, thus any Ability that requires line of sight of the Target cannot be used on them. The user also cannot run, but can use their other arm and the rest of their body to do any action, as only the single hand must be upheld. This Ability has no Cooldown, though if knocked out of it by being knocked over, gains a 10 second Cooldown.  
| To catch an enemy's arrow or avoid their bullet, use this ability as a reaction to an enemy's Ranged Attack from Ranger or Deadeye Stance that would hit the user. If Ranger Stance, reduce the Damage to 0, if Deadeye Stance, -1HP. Additionally, force an Attack Roll against the enemy's Defense. If successful, throw the enemy's attack back at them, but only for 1HP damage. Shield Snare can be used out of turn, but does consume an Action. Shield Snare has a 1 Hour Cooldown.  
| {{#simple-tooltip: N/A }}
|-
|-
| Darkness I
| Steady Body
| Magic Spell
| Counter Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can use this Magic Spell to summon three orbs of darkness in their hand. They may then choose up to three persons within Emote Distance, after which these Darkness orbs shoot towards them as long as they have line of sight. These orbs cannot be dodged or deflected, and will cause the Target to be affected by Darkness. Darkness makes these Targets unable to see beyond 2 blocks away from them, but does not inhibit them in any other way. The effect lasts for 10 minutes, and if the same person is targeted twice or three times, it does not stack the Orbs, and they also cannot be saved up for later use. This Ability can be used once every 12 hours, and if cast, cannot be re-cast by another for a full hour, within the same Emote Distance.  
| The user braces themselves against (or avoids) a single Displacement or Trapped Status Effect, rendering them immune to the Displacement or Trapped Status Effect only. The Ability that would apply it is still used as normal, and any other effects activate. After using this Technique, the user can perform a basic attack directly after. Steady Body has a 3 hour cooldown.
| N/A
|-
|-
| Darkness II
| Tangle Strike
| Magic Spell
| Counter Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user can cast this Magic spell at a Target with a projectile that is a guaranteed hit as long as there is line of sight. When hit, the Target becomes affected with Magical Blindness (requiring the player to use /trait add Blindness) for the duration of 30 minutes. Only one Darkness II may be active at any time, and when the effect is broken on the first target, only then does the Ability go on a 2 hour cooldown. If Darkness II was cast, another user may not cast Darkness II in the same Emote Area as the first for a full hour.  
| To knock an enemy off balance, use this ability on an enemy within range. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 5 Blocks for the next Hour. If the Target was not Mounted, instead apply the Fleeting Status Effect for 30 Minutes. Tangle Strike cannot be used while Mounted, and has a 2 Hour Cooldown.
| N/A
|-
|-
| Darkness III
| Tech Assimilate
| Magic Spell
| Counter Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can cast this Magic spell at a Target with a projectile that is a guaranteed hit as long as there is line of sight. The Target will sink to their knees into the ground into a 2x2 puddle of Darkness that forms around their feet, and travels with them as they wade around, thus not allowing them to step out of it. The Target can still use their upper body outside of the puddle, however they cannot move faster than a slow walking pace. This Ability starts tapering off after having been in effect for 5 minutes, during which the person can step out of the pond slowly as it stops moving. This Ability can only be used once every 5 minutes, and the same person can only be affected with this Ability (even from different sources) once per hour.
| To protect the user from harm, the user instantly loses -9 HP (cannot be reduced) and gains 5 Block Tokens that can exceed the limit. For the duration of this ability, any amount of damage causes the user to lose a single Block Token and the user cannot benefit from HP threshold mechanics while active. Tech Assimilate ends when the last Block Token is broken, but has no cooldown.
| N/A
|-
|-
| Glitter Control I
| Technique Parry
| Magic Spell
| Counter Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to eject streams, puffs or balls of non-harmful colored and/or glowing glitter up to Emote Distance. Once shot out, they can also steer this glitter through the air like a cloud anywhere in Emote Distance. The aesthetic effects of this Spell have no limitations in terms of quantity of glitter or Cooldowns. It can also get into people’s clothing, hair, or dust onto them like snowflakes. Additionally, users of this Ability may Object Curse an object to act like a glitter bomb, expelling forth a plume of glitter, though it will only remain functional while the user is within Emote Distance. Finally, the user may congest all their Glitter Magic between their hands and push it violently into the ground, causing an Emote wide massive explosion of glitter and colored chalk dust that not only colors everything in the area, but also makes visibility impossible for 10 seconds while all the glitter drifts to the ground. If this glitter bomb is used, the ability goes on a 24 hour cooldown.  
| To defend against an attack, use this Ability as a reaction to protect the user only from the effects of an Instant or Movement Technique from Melee, Bruiser, or Cutthroat Point Buy. Technique parry does not use an Action. Technique Parry has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}


==Target Curses==
==Movement Techniques==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
Line 725: Line 1,180:
! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
| Brawl Stampede
| Movement Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To drag a target with you, use this ability to grab ahold of a character within melee range. Stampeding forward by 10 blocks, both the user and the target are forcibly moved the full range. Brawl Stampede can move through people, and does not trigger Opportunity Attacks on the Target only. The user and target cannot use Movement Techniques/Powers for 10 minutes after using Brawl Stampede. Brawl Stampede counts as a Displacement in the case of Ability counters, and has a 2 hour cooldown.
| N/A
|-
| Bruiser Slam
| Movement Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To close the distance with a foe, leap to target Enemy within Range, without passing through people. If the Target has a Block Token, the Block Token is immediately broken and the Brittle Status Effect is applied. If the Target has no Block Tokens, apply both the Prone and Brittle Status Effects. Bruiser Slam as a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Building Scale
| Movement Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
|  The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof. Building Scale has a 3 Hour Cooldown.
| N/A
|-
|-
| style="width: 10%;" | Power Curse I
| Cutthroat Dodge
| style="width: 8%;" | Target Curse
| Movement Technique
| style="width: 8%;" | Emote Distance
| Self
| The user is able to apply a curse on one person every 12 hours that exchanges their Physical Stat and Body Shape. This applies to both reducing and increasing the Physical Stat of the user of this Ability. This Curse lasts for 1 hour, unless Target Curses can be cleansed, in which case the change is reverted for both parties.  
| As a reaction to being hit by a basic attack of any kind, the user can quickly dodge to negate any damage they would have suffered, but still be affected by secondary effects. Additionally, the user is able to immediately move up to 10 blocks horizontally in any direction. After using this technique, the user can also perform a basic attack directly after. Cutthroat Dodge has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Power Curse II
| Cutthroat Tears
| Target Curse
| Movement Technique
| Emote Distance
| Melee Range
| The user has the Power Curse II enabled on themselves permanently, however it has only one charge every 12 hours. The charge is triggered when any Knockdown or Knockback effect is imparted on the user. The effect is instead Countered, and the Character that used an Ability or Technique that caused the Knockdown or Knockback is affected by the effect instead. Other effects, damage and mechanics from Abilities causing Knockback and Knockdown still apply to the user.  
| Upon being hit by a Basic Attack, the user can fall prone and perfectly feign defeat. At any time afterward, or as a reaction to them being attacked or targeted by an Ability, they are able to stagger any characters within range and immediately move 10 blocks horizontally in any direction. Once used, Cutthroat Tears goes on a 4 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Power Curse III
| Diving Tackle
| Target Curse
| Movement Technique
| Emote Distance
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user can cast Power Curse III once per hour on a single individual. When affected, the Target’s left or right arm (depending on the choice of the user) becomes constricted by some form of constraint. This constraint lasts for 30 seconds, and completely disables the use of that limb for the duration as it remains rigid and unmoveable. After the 30 seconds are over, the limb is usable again and the constraints melt away.
| To quickly move across the battlefield, use this ability to immediately move up to 10 blocks in a chosen direction horizontally, not moving through people, but also not triggering Move Reactions. If the user lands beside an enemy, apply the Prone Status Effect to one enemy, and make an Attack Emote on that enemy in the same turn this ability was used. Diving Tackle has a 2 Hour Cooldown.
| N/A
|-
|-
| Astral Being I
| Mounted Getaway
| Target Curse
| Movement Technique
| Direct Touch
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| The user can curse a Target with the Astral Being I Curse that marks them with a glyph on the back of their neck. This Target Curse grants the target immunity to Tracking Abilities. Additionally, the user can manifest a see-through ghost-like astral projection of themselves that can be seen by all but not interact with anything within 5 blocks of the Target at any point in time, and may converse and observe the area around them, but only move proportional to the movement of the person who was Cursed. These astral projections may only last for up to 5 minutes, and may only be done thrice per day. This Curse lasts for 72 hours, and may only be used on one person at a time, and if prematurely ended, must still obey the 72 hour cooldown. While astrally projecting, the real body of the user goes catatonic.
| To make a swift escape with a friend, use this Ability to target an ally within Range. Picking them up and placing them on the mount the user is on, both characters are moved up to 10 blocks in a chosen direction before the Target is placed back upon the ground. Mounted Getaway does not use the target’s turn, and has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Astral Being II
| Hook Shot
| Target Curse
| Movement Technique
| Direct Touch
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user can curse a Target with the Astral Being II Curse that marks them with a glyph on the front of their neck. This Target Curse grants the target the ability to telepathically call out to the user, though this calling never contains words, only a mental alert that they are being called. The user may also mute this alert, if they so desire. While called, the user may answer the call by manifesting an astral projection of themselves, a ghost-like see through version in front of the caller. Unlike Astral Being I, the user cannot move while astrally projecting to the Target, and is stuck in place, there is no time limit to how long they may astrally project, though they may only use it once per day. This Curse lasts for 1 week but may also be active on up to 3 Characters at any given time. It cannot be ended prematurely, though as long as slots are available, has no cooldown.
| To get around quickly, the user instantly fires a grappling hook to propel themselves to anywhere within range, Horizontally or Vertically, with limits. This can be shot upwards whilst directly beneath a block, allowing the user to climb to the top of it. Additionally, this can be shot across a horizontal gap to establish a zip-line that can be slid down to cross to the other side, but the use of this ability must always be fired downwards by at least a single block. Hook Shot has a 4 hour cooldown. If Hook Shot is used outside of Combat, it has a Range of Emote Range.
| {{#simple-tooltip: N/A }}
|-
|-
| Spirit Curse I
| Puretek Evade
| Target Curse
| Movement Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user can curse a Target with Spirit Curse I only if they have an Ability that manifests a familiar, or some type of non-Player Character pet. Once Cursed, the pet is freed from the Target’s control and goes berserk, attacking the original owner for 30 seconds. While attacked, the Target is unable to flee or use Abilities or dismiss the Familiar, but can still use Mundane Attacks, speak and perceive things around them, albeit while constantly being clawed or bit or stung. After 30 seconds, the Familiar dissipates, and goes on whatever Cooldown is native to that Familiar’s Ability Source as if it was killed.  
| To dodge lethal harm, use this Ability as a reaction to being targeted by a Melee Attack by an Enemy within Range. Instead of Rolling Defense, automatically succeed in Defense, and move anywhere horizontally within 10 Blocks, ignoring Opportunity Attacks. However, at the end of the Movement, apply the Prone Status Effect to the User. Puretek Evade has a 2 Hour Cooldown.  
| {{#simple-tooltip: N/A }}
|-
|-
| Dark Curse I
| Shield Slam
| Target Curse
| Movement Technique
| Direct Touch
| {{#simple-tooltip: 10 Blocks | 10 Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user can Curse a person with Dark Curse I to make them forget the faces and voices of people they have heard for the past 24 hours. In order to use this Ability, the Target must be restrained or knocked out, and be unable to resist or fight back. Once applied, for a full 24 hours (or shorter, if desired by the user), the Target will forget all faces and voices of the people they interacted with before the use of the Ability. If they try to remember, all the silhouettes and faces of the people they interacted with will appear like black shadows, and their voices will sound monstrous and warped, though they will still remember what was said, what the areas they visited looked like, and other visual aspects. Even though this is a Curse, its effect is applied immediately, and cannot be reversed afterwards in any way. Those with Target Curse Immunity or Memory Altering Prevention are Immune to the effects of this Ability.
| In order to close distances and repel an opponent, use this ability to charge up to 10 blocks in a chosen direction. Once ended, the User can choose any target within melee range and knock them back 5 blocks, also applying the Prone Status. Shield Slam has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Dark Curse II
| Tank Charge
| Target Curse
| Movement Technique
| Emote Distance
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user can Target any individual in Emote Distance, causing the Target Curse to take instant effect. The Target’s mouth becomes filled with shadows, leaking out of the corners of their mouth and their nose if they try to open their mouth. This Curse makes them unable to speak, only garbled noises and warped sounds will come from their mouth. This Curse remains active for 24 hours, and has a 24 hour Cooldown also.  
| The user dashes at a target enemy within range, displacing them backwards 10 blocks. If the target hits a wall or person, apply the Brittle Status Effect. Tank Charge has a 30 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Soul Burden I
| Tank Hero
| Target Curse
| Movement Technique
| City-Wide
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character is able to curse two non-Affliction affected individuals with the Bodyswap curse. This requires any amount of fresh blood from either person before using. When used, both will be Target Cursed to swap bodies, their souls transferring into each other’s body. This Curse lasts for 5 days and cannot be repeated in the same month on the same victims. Proficiencies transfer between body swaps, but Abilities do not, and the characters may only use Racial Abilities of the body they have. Damage inflicted during body swap also transfers back to the soul’s proper body upon the end of the Curse. This Target Curse can only be removed if both Targets are Exorcized at the same time within Emote Distance of each other.  
| To protect an ally, use this as a reaction to an Ally within Range being targeted by an Attack Emote or Ability. Dash to target ally, without provoking Opportunity Attacks, but not through people, and re-direct the Attack or Ability to target the user instead. Also, displace all enemies within Melee Range of landing backwards by 5 blocks away from the user. If the original Attacker is within Range, also apply the Brittle Status Effect to them. Tank Hero has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Vile Vine I
| Tank Rush
| Target Curse
| Movement Technique
| Emote Distance
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character can throw or whip a Vile Vine from their arm or hand at a target once per day, which will wrap around any body part of the Target, and then sink into skin, through clothes and armor. While Vile Vine I is active on a person, despite not having any Abilities or Affliction status, the person gives off Aberrant status to any Aberrant Detection mechanisms or Abilities available. This Curse lasts for a week, unless removed with Exorcism I.
| The user charges forwards with their shield, moving in any direction for minimum 5, maximum 10 blocks. The user can move through enemies, and does not trigger Opportunity Attacks. If the user passes through any enemies, displace them away from the user to the left or right (user choice) by 5 blocks. Also, choose one target, and apply the Brittle Status Effect. If any targets are already Brittled, also apply the Prone Status Effect to them specifically. Tank Rush has a 4 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Tech Exchange
| Movement Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To reposition an ally, target an ally within range to trade positions with them. This movement can be used through other characters, does not trigger Opportunity Attacks, but the user is given the Trapped Status Effect for the next turn. Tech Exchange has a 1 hour cooldown.
| N/A
|-
|-
|}
|}


==Object Curses==
 
==Mount Techniques==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
|-
| style="width: 10%;" | Shadow Curse I
| Carriage Summon
| style="width: 8%;" | Object Curse
| Mount Technique
| style="width: 8%;" | Direct Touch
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can Curse an object with the Shadow Curse I to swallow it into Shadows. While this Curse is active, the object is entirely shrouded in shadows, only its outline still being visible with wispy shadows leaking from it. This Object will remain cursed indefinitely until the Object Curse is removed. The user may Curse one object per day, but there is no upper limit to the amount of objects cursed. The user can still see through the Curse, meaning, if a book was cursed, all pages will appear ink black with shadows, but the user can still read the book. While moved, the object also leaves behind a trail of shadowy smoke, and this Ability can also be used on articles of clothing.  
| The user may hop onto a carriage and become the driver of it, "summoning" it through some contrivance of it being hidden or driven in by someone else. From this point onwards, the user is Mounted, and anyone else who hops into the carriage is also Mounted. While Mounted, the user gains an additional 5 blocks of movement each turn. During Combat, additional riders in the Carriage do not gain this movement benefit, unless they also have the Carriage Summon or Cavalry Summon Ability. If a Carriage has 1 Character that does not have the Ability, the Carriage moves at Normal Speed. Carriage Summon has a 30 minute cooldown, once exited.
| N/A
|-
|-
| Binge Curse I
| Cavalry Summon
| Object Curse
| Mount Technique
| Direct Touch
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can Target Curse any article of food or drink with the Binge Curse I. Binge Curse I requires the user to envisage or recall a memory, which is then inserted into the Object Curse and placed on the object. After this, if the object is drunk or eaten, the person eating or drinking it will experience a vivid hallucination of the person’s memory that was inserted, in complete color and sound, as if they are there themselves, except through the eyes of the user.
| The user may whistle or shoot a flare or other method of summoning, to call their Mount to them. The user may then use the Pets plugin to summon a pet, and mount it, as if their Mount has arrived on the scene and they are able to mount it. From this point onwards, the user is Mounted. While Mounted, the user gains an additional 5 blocks of movement each turn. Cavalry Summon has a 30 minute cooldown, once exited.
| N/A
|-
|-
|}
|}


==Target Illusions==
==Stance Techniques==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
| Bruiser Stance
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| During Bruiser Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Bruiser Stance, the user cannot have their Attack reduced by outside forces. Bruiser Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended, Bruiser Stance goes on a 20 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Chem Bolts
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To throw (or shoot with some contraption) alchemical bombs, poisons, or vials, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with some alchemy/technology, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can deal -1HP damage to themselves, and grant +5 to the final result of their next Attack Roll. Chem Bolts can be upheld indefinitely, but has a 20 minute cooldown once ended.
| {{#simple-tooltip: N/A }}
|-
|-
| style="width: 10%;" | Illuviation I
| Command Stance
| style="width: 8%;" | Target Illusion
| Stance Technique
| style="width: 8%;" | Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability can only be used while outside of combat, the moment the Character is attacked or enters combat, or tries to utilize the illusions in a combat scenario, all Illusions break. This Ability grants the Character far-reaching Illusion capabilities, capable of creating small illusions that are indistinguishable from reality, or large reality-replacing illusions that change the environment the Target is in. Illusions come with sound, smell, taste, sense, sight and hearing, and can even give off warmth or cold to the touch, even if it is not real. The Character can change targets flawlessly, and can also switch from single-Target to group-Target effects, however only a maximum of up to 3 people can be affected at any given time. This Ability does not telegraph, meaning that if the Character is for example a Vampire with Blood Eyes I, then Blood Eyes I’s iris color function does not activate on the usage of this Ability. It additionally has no Cooldowns.  
| During Command Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. When entering Command Stance, the user may also not perform Attack Emotes. Additionally, in place of a basic attack the user may target another character within Emote Range and add 4 to the minimal result of either their next Attack or Defense roll (/roll 5 17 as an example). This does not Stack with itself, or with other bonuses that raise the minimum result. Finally, any Link Abilities used by the user while in Command Stance remain active so long as they remain in Viewing Range, rather than breaking when leaving Emote Range. Command Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Command Stance goes on a 20 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Cutthroat Stance
| Stance Technique
| Self
| Cutthroat Stance can be activated without consuming a turn. During Cutthroat Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Cutthroat Stance, the user is unable to be targeted by Opportunity Attacks. Cutthroat Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Cutthroat Stance goes on a 20 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Deadeye Stance
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| During Deadeye Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. They also cannot use Movement Powers, nor can they be affected by Movement Powers used on them by Allies. Finally, the user's Basic Attack Emotes become Emote Ranged, but if they try to attack someone within 4 Blocks, that attack automatically misses. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Hex Stance
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| During Hex Stance, the user cannot use Abilities from the following categories: Shielding Point Buy. While in Combat, the user is able to spend 1HP from their own health to Upcast, which alters their Theurgy Point Buy Abilities. When the user reaches 4 HP, they are able to pull HP from any (even unwilling) Ally within Emote Range to Upcast. Stances are indefinite, but can be ended any time for a 20 minute Cooldown.
| N/A
|-
|  Magic Bolts
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To cast with magic, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with magic, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can re-roll one failed Ranged Attack made with Magic Bolts. Magic Bolts can be upheld indefinitely, but has a 20 minute cooldown once ended. Sinistral Usage: the User gains +2 Attack Stat, that breaks cap up to 11, while using Magic Bolts. 
| {{#simple-tooltip: N/A }}
|-
| Medical Stance
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| During Medical Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. While in Medical Stance, the user’s Basic Attacks are replaced entirely, allowing them to heal 1 HP on a target within Melee range with a /dice 1 4 roll where anything above a 1 is a success. Medical Stance can be maintained indefinitely and can only be voluntarily ended by the user, though when ended Medical Stance goes on a 20 minute cooldown. When entering Medical Stance, the user’s HP is capped to 8 for the rest of the fight.
| {{#simple-tooltip: N/A }}
|-
| Divine Stance
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| During Paladin Stance, the user cannot use any Abilities from the following categories: Roguery Point Buy. While in Combat, the user treats all Enemies who are not of the same Religion as the user as Heretics, which alters their Paladin Point Buy Abilities. Afflicted Characters and Atheists are always considered Heretics, regardless of Religion. When the user reaches 4 HP, all Enemies, regardless of Religion, are considered Heretics. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.
| N/A
|-
|  Ranger Stance
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Ranger Stance can be Activated without consuming a Turn. During Ranger Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. The user's Basic Attack Emotes become Emote Ranged, but if they try to attack someone within 4 blocks, the user suffers a -3 penalty to their Attack Stat for that attack only. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Shaman Stance
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| During Shaman Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Combat, the user gains additional benefits from a Corpse Count, meaning the next Shaman Ability used is altered in some way once 2 enemies have been defeated, after which Corpse Count must be regained. When the user reaches 4 HP, they always benefit from Corpse Count until combat ends or they are healed past 4 HP. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.
| N/A
|-
| Tank Stance
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| During Tank Stance, the user cannot use any Abilities from the following Categories: Melee Point Buy. They also cannot perform attacks or Abilities that deal damage, but can intercept any attack within 3 blocks of them, taking the hit instead for 1 HP less damage while also being able to use Block Tokens (or other similar Abilities) to negate the damage. Also, the user is immune to the Brittle Status Effect. Additionally, the user can remove 1 Status Effect once per combat scene, and has their Max Defense Stat from Proficiencies raised to 7 from 5 in System Combat. Tank Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Tank Stance goes on a 20 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
 
==Custom Kit Abilities==
==Channel Abilities==
These Abilities are not available to all players, they are specific only to certain Players, through the [https://forums.massivecraft.com/threads/roleplay-custom-kit-applications.99283/ Custom Kit System.] They are just here so players can use them in the plugin and understand them easier.
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
|-
| style="width: 10%;" | Body Tether I
| Penitent Martyr
| style="width: 8%;" | Immobile Channel
| Passive Power
| style="width: 8%;" | Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character can target another Character they can clearly see within Emote Distance, and attach a ghostly Tether to them. While tethered, the Target cannot leave Emote Distance, but can move freely anywhere within that range. If the Character channeling is attacked, this Ability ends. A Character can only be affected by this Body Tether I  once every Hour. Body Tether I can only be cast once within Emote Distance per 30 minutes.  
| Bahmboozled Custom Kit. Anytime an Ally in Emote Distance receives a point of Damage, Drulailmon can choose to absorb this Damage instead. Doing so grants Drulailmon 1 Stack of Penitence. Additionally, Drulailmon’s Turn Order is moved forward after choosing to do so, meaning Drulailmon can take an Action immediately after using Penitent Martyr and taking 2 Damage. No Cooldown.
| N/A
|-
|-
| Monster Mend I
| Penitent Watch
| Immobile Channel
| Passive Power
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| With both hands touching the Target, the Character can heal only the damage from one single (Mundane) attack or harming Ability that was inflicted on the target, as long as the target was harmed by that attack or Ability, or as a direct consequence of that Ability (for example being knocked off a wall by an Ability and breaking an arm). Any additional effects (or non-harm effects like debuffs) are not removed or mitigated. The damage must have been applied in the last 24 hours. This Ability can be used twice per 24 hours. The Aesthetics of this Ability are Limited to Blood, Corrupted Plants, Shadows, or Void Light.
| Bahmboozled Custom Kit. Anytime an Enemy in Emote Range uses a Movement Ability, they must make a choice: Either their Movement Ability is Staggered and Drulailmon displaces them 3 blocks in a direction of her choosing, or their Movement Ability executes as intended, but Drulailmon gains 1 Stack of Penitence. This Ability is permanently active.
| N/A
|-
|-
| Monster Mend II
| Penitent Guard
| Immobile Channel
| Passive Power
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| While within Direct Touch, the user can heal wounds on a target. Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling with the target standing still, while deeper cuts and gashes take up to two minutes. Greater wounds like internal damage or severe bleeding require the target to be laying down, with the user healing deeper wounds over the timespan of 15 minutes. This Ability cannot be used on self. Maims classified as Aesthetic maims can be healed with this Ability through the Greater wounds specification. Regular maims such as removed limbs or eyes, maims that detriment a character cannot be recovered through this Ability.
| Bahmboozled Custom Kit. This Ability activates automatically when Drulailmon reaches 4 HP. If Drulailmon has any Block Tokens, they are automatically consumed and heal her for +1 HP per token, and she cannot gain more Tokens Until Drulailmon is KO’d, any Damage she takes is reduced to 1, but her Attack Stat is set to 4 and cannot be raised. Once per Combat.
| N/A
|-
|-
| Monster Mend III
| Penitent Bearer
| Immobile Channel
| Passive Power
| 1 Block Range
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| While standing next to a Target, the Character can take a Limb or Body Part (excluding the head) from a deceased animal or person and attach it to a Vampire who is missing a body part lost via a Maim. This Ability takes 10 minutes to complete. Regardless of the source of the Limb or eye, the body part will transform into a monstrous and corrupted appearance. Mutations and Abilities cannot override this, except in the case of Blood Eyes, which will always appear first. If the Vampire is cured, the Body Part will wither away, leaving them unharmed (unless that body part was mandatory for survival), but without it. This Ability cannot be used in Combat. This Ability cannot be used on Self.  
| Bahmboozled Custom Kit. Whenever an Enemy has the Prone Status Effect applied to them in Melee Range, Drulailmon gains an automatic Move Reaction against them out of Turn as if they tried to move. This Ability is permanently active.
| N/A
|-
| Penitent Soldier
| Passive Power
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Bahmboozled Custom Kit. Drulailmon, whenever being on the receiving end of a Move Reaction, forces the attacker to make a Choice: Either ignore the Move Reaction and let Drulailmon pass, or perform the Attack Emote. If the Attack Emote applies Damage to Drulailmon, Drulailmon generates 1 Block Token after taking Damage, while also gaining 1 Stack of Penitence. No Cooldown.
| N/A
|-
| Penitent Ultimate
| N/A
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Bahmboozled Custom Kit. This Ability activates automatically (and repeatedly) on the Cost threshold. Count the amount of Allies and Enemies in Combat. If there are more Enemies, Drulailmon heals for 2 HP. If there are more Allies, Drulailmon Heals an Ally for 2 HP. If there are more Enemies, Drulailmon applies the Marked Status Effect to an enemy, and can make an attack without an action. If Equal, choose. 3 Stacks of Penitence Cost.
| N/A
|-
| Prideful Charge
| Movement Power
| {{#simple-tooltip: 20 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Okanara Custom Kit. Signe launches herself up to 20 blocks, following any path, but not diagonal. She passes through Enemies, and can end the path early in Melee Range of an Enemy. Each Enemy passed through will be unable to use Move during their next Turn. When landing, Signe immediately follows up with two Attack Emotes with +2 Attack Stat. For each hit, gain 1 Stack of Prideheart. 1 Hour Cooldown.
| N/A
|-
| Prideful Mirror
| Dispel Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Okanara Custom Kit. This Ability can be used to react out of turn to a Void Aligned Ability or Exist Aligned Ability used in Emote Distance. If Exist, Signe can Dispel the Ability. If Void, Signe instead copies the Ability and immediately uses it. This Ability can copy Abilities that rely on Stances, and function without them. Signe can also consume the Void Ability and not use it for 2 Stacks of Prideheart. 1 Hour Cooldown.
| N/A
|-
| Prideful Hound
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Okanara Custom Kit. Signe summons a Thirun Hellhound from a magical portal that pounces on a Target in Emote Range. The Target has the Status Effect Trapped applied to them until they consume an entire turn to push the Hellhound away from them. The Target must also choose: Give Signe one Stack of Prideheart, or take another Status Effect of Cursed for the next 20 Minutes. 1 Hour Cooldown.
| N/A
|-
| Prideful Strings
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Okanara Custom Kit. Signe Targets an Ally or Enemy in Emote Range with 0 HP, and forces a Thirun Hellhound to control their body in the fight on her side with 4 HP and halved (rounded down) Attack and Defence Stat that can only Attack Emote. A person affected by Prideful Strings cannot be Magic Revived until dead. Each time such a Hellhound Puppet dies, Signe gains 1 Stack of Prideheart. 2 Charges per 2 Hours.
| N/A
|-
| Prideful Haunt
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Okanara Custom Kit. Signe is too prideful to die, and cannot be Targeted by Revival Abilities. If she hits 0 HP, she can forcibly take HP from Allies even if that would KO them to top herself up 2 HP at a time. If she decides to stay KO, her Soul departs, and merges with an Ally, from which she can take their turns to keep using her Custom Kit Abilities only, including Stack gains and usage of Ultimate. 
| N/A
|-
| Prideful Ultimate
| N/A
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Okanara Custom Kit. Signe summons Pride’s Bone Saw from a Hell Portal, and can move up to 10 Blocks towards a Target, slashing them. This Knocks them prone, and immediately does 3 HP Damage. After completing this Ability, Signe can jump, or stay, while the sword returns to Hell. If there is a Justice Arkenborn in the fight, open Combat with Prideful Ultimate free of charge but only once. No Cooldown, but 3 Stacks of Prideheart Cost.
| N/A
|-
| Firebrand Soar
| Movement Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Lizmun Custom Kit. Heishan flies with Elytra to the sky and Targets an enemy in Emote Range. Heishan then lands on the Target, applying the Status Effect Prone, an can use an Attack Emote. Failing to do damage, or getting Dispelled gives 1 Stack of Ragefire. This Ability can be used as a Combat opener without going off Cooldown. If this Ability is copied, Range is 10 Blocks instead. 1 Hour Cooldown.
| N/A
|-
| Firebrand Chase
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Lizmun Custom Kit. Whenever Heishan is dealt at least -2 HP Damage, Heishan screams in rage in response, gaining +1 Attack Stat for the next Attack Emote (break Cap up to 11) Heishan does against the source Target, but only for the next Turn. If Heishan cannot reach the Target this does nothing. Additionally Heishan generates 1 Stack of Ragefire. No Cooldown.
| N/A
|-
| Firebrand Fates
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Lizmun Custom Kit. If Heishan fights without any other Archon Allies in a fight, Heishan gains +1 Attack Stat (breaking Cap up to 11). If Heishan is with at least 1 Archon Ally, Heishan gains 1 Stack of Ragefire each time any Archon Ally has lost at least 6 HP, counting only once per Ally. Additionally Heishan owns the Firescar Cave, a unique House Region that can move across the City.
| N/A
|-
| Firebrand Punisher
| Passive Power
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Lizmun Custom Kit. Heishan cannot be fled from without a cost. Whenever an Enemy uses a Move to walk out of Heishan’s Melee Range, or uses a Movement Power to move out of Heishan's Melee Range, Heishan gains a Move Reaction (Opportunity Attack). If this Opportunity Attack fails to do any Damage, Heishan gains 1 Stack of Ragefire. This only applies once per Target.
| N/A
|-
| Firebrand Demise
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Lizmun Custom Kit. Heishan cannot be Targeted by Revival Abilities. Once Heishan hits 0 HP, she is temporarily held from death by rage, and can perform 2 Attack Emotes before going KO. If Heishan was standing on Dragonfire Ground when she hit 0 HP, instead of those 2 Attack Emotes, all Dragonfire Ground erupts and does -2 HP Damage to all Allies and Enemies standing on any block of it.
| N/A
|-
| Firebrand Ultimate
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Lizmun Custom Kit. Heishan erupts the ground (//cyl 20%crying_obsidian,80%coal_block 5 -1). Enemies standing on a Crying Obsidian Block when created takes -1 HP Damage. The area is now classified as Dragonfire Ground. While on Dragonfire Ground Heishan cannot be damaged by Ranged Attack Emotes from outside it. This Ability can be re-used to expand Dragonfire Ground. 4 Stacks of Ragefire Cost.
| N/A
|-
| Blackwood Leap
| Movement Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Beetrootsalad Custom Kit. Erwin uses a Grappling Hook to relocate anywhere in Emote Range, capable of going up or down, across gaps, so long as he lands somewhere people can stand on. However, while in movement, this Ability counts as a Move, meaning it will trigger Move Reactions (Opportunity Attacks). This Grappling Hook can be used infinitely and without Cooldown out of Combat. 30 Minute Cooldown.
| N/A
|-
| Blackwood Misery
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Beetrootsalad Custom Kit. The first Attack Emote or Ability of Erwin that gets Staggered passes through despite the Stagger. Additionally, he is given an extended Turn in which he can use Abilities, but not perform Attacks. For every Ability or Attack of Erwin that gets Staggered, or has a Counter Ability used in response, he gains 1 Stack of Desperation (including the one that triggers this Ability). Once Per Combat.
| N/A
|-
| Blackwood Ammo
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Beetrootsalad Custom Kit. This Ability does not consume turn, functions (not Status effects) are active until end of Combat. Gain 1 Stack of Desperation. High Faith: Erwin applies the Status Effect Marked to Self. He can now Attack Emote through Cover without Line of Sight. Low Faith: Erwin heals +2 HP, then applies Status Effects Bloody and Cursed to Self, and increases total HP to 12. Once per Combat.
| N/A
|-
| Blackwood Prayer
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Beetrootsalad Custom Kit. This Ability does not consume Turn. When this Ability is activated, Erwin gains 1 Stack of Desperation. High Faith: Erwin performs a Prayer to Glanzia, and is granted one Block Token. Erwin can have more Block Tokens than 3. Low Faith: Erwin takes 1 Damage as his prayer is unanswered. His next 2 successful Attack Emotes do +1 Damage each. 1 Hour Cooldown.
| N/A
|-
| Blackwood Mending
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Beetrootsalad Custom Kit. This Ability does not consume Turn. When this Ability is activated, Erwin gains 1 Stack of Desperation. High Faith: Erwin has the Status Effect Trapped. Next 2 Turns, Heal +1 each, and +2 on the Third, then Cleanse Trapped. Low Faith: Erwin heals +1 HP and chooses up to two 2 Status Effects to remove from Self.
| N/A
|-
| Blackwood Ultimate
| N/A
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Beetrootsalad Custom Kit. Erwin Targets all Enemies in Emote Range, and performs an Attack Emote for each, shooting in rapid succession in Deadeye fashion. However, each Attack Emote rolls at half (rounded up) Attack Stat, and only does -1 HP Damage if it lands. If none of the shots land, Erwin instantly gains 4 Stacks of Desperation and can use this Ability in the same Turn again, until at least one hits. 4 Stacks of Desperation.
| N/A
|-
| Quick Blades
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Mantarey Custom Kit. Vexes can invest in both Ranger Stance and Cutthroat Stance, ignoring Stance purchasing limits. When Vexes swaps Stances, they gain a benefit depending on Stance. Ranger to Cutthroat: Vexes gains +5 Blocks Movement on their next Move Action. Cutthroat to Ranger: Vexes first Ranger Ability gains -10 Minute CD. When Swapping, gain 2 Stacks of Finesse.
| N/A
|-
| Quick Snipe
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Mantarey Custom Kit. Vexes can apply the Trapped Status Effect to themselves for three turns, and while they have that Status, gain Bonuses to their Attack Rolls. Turn 1’s Attack gains +1 to the Final Result, Turn 2’s gains +2 to the Final Result, and Turn 3’s gains +3 to the Final Result. If at least one of these Attacks hits, Vexes gains 1 Stack of Finesse. 30 Minutes, after 3rd Attack.
| N/A
|-
| Quick Reposition
| Movement Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Mantarey Custom Kit. Vexes, when out of combat and not being chased, has no cooldown on the Hook Shot Ability. Vexes can target one spot within 10 Blocks of themselves, and instantly move there, including vertical distances. Vexes can move through people, and ignores Opportunity Attacks. If Vexes moved past (Move Reaction) or through at least two enemies, gains 1 Stack of Finesse. 1 Hour Cooldown.
| N/A
|-
| Quick Bomb
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Mantarey Custom Kit. Vexes targets an enemy they can see within Emote Range, and lobs a smoke grenade at them, and anyone within 2 blocks of Target. All Enemies suffer the Blinded Status Effect, and if they remove it with an action, Vexes gains 1 Stack of Finesse (Max 3 Finesse per usage), if they remove it with an Ability, Vexes gains no stacks.2 Charges Per 2 Hours.
| N/A
|-
| Quick Garrote
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Mantarey Custom Kit. Vexes can only use this Ability when they are behind an Enemy. Target one enemy in Melee Range, and apply the Silenced or Weakened Status Effect (Vexes’ Choice) for the next 3 Turns. If the Status Effect is removed early, also deal -1HP damage to the Target. If the Status Effect is not removed early, Vexes gains 1 Stack of Finesse. 1 Hour Cooldown.
| N/A
|-
| Quick Ultimate
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Mantarey Custom Kit. Vexes has reached peak Finesse, they no longer trigger Move Reactions on their Move (Opportunity Attacks), allowing them to move in any direction without worry of being attacked, while permanently adding +5 Block Movement on all Move Actions. Each subsequent use of this Ability adds +5 Block Movement on all future Move Actions. This Ability does not consume Turn. 4 Stacks of Finesse.
| N/A
|-
| Redmane Familiar
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Booette Custom Kit. Necalli’s Familiar is constantly present on the battlefield, and cannot be Targeted by enemies. However, if Necalli would take damage that reduces him to 0 HP, he can choose to have the Familiar take the damage instead, leaving him at 1 HP, but “killing” the Familiar (can be revived later) and granting him 2 Stacks of Plumage, but disabling This Ability and Redmane Maul. Once Per Combat use.
| N/A
|-
| Redmane Maul
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Booette Custom Kit. As a reaction to an enemy within Emote Range using an Instant Technique or Instant Power, Stagger the Technique, and Dispel the Power, by sending Necalli’s Familiar at the enemy. Also, the Enemy suffers the Bloody Status Effect for the next 20 Minutes, and gives Necalli 1 stack of Plumage.1 Hour Cooldown.
| N/A
|-
| Redmane Covershot
| Link Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Booette Custom Kit. Necalli applies a Link to an ally within Emote Range. Every time that Ally rolls Attack or Defense, Necalli can grant a +2 to the Minimum of the Roll, by spending his action (not for each, can be 1 Action for both attack/defense in a turn), by offering covering fire. When the Ally succeeds 2 Rolls with Necalli’s help, gain 1 Stack of Plumage, repeating.30 Minutes Cooldown when Ended.
| N/A
|-
| Redmane Greatshot
| Instant Technique
| {{#simple-tooltip: 15 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Booette Custom Kit. Necalli loads up an unusually sized arrow, targeting an enemy within 15 Blocks. Necalli suffers -2HP, but, his next Attack Emote automatically succeeds, and applies the Brittle Status to the enemy. When the Brittle Status is triggered, grant Necalli 2 Stacks of  Plumage. 2 Charges per 1 Hour.
| N/A
|-
| Redmane Starshot
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Booette Custom Kit. Necalli fires an explosive arrow at an enemy within Emote Range, which explodes on impact, applying the Blinded Status Effect to the Target and everyone within 3 Blocks of the Target. Also, one turn after, it explodes again, applying the Prone Status Effect to anyone still within Range of the initial impact zone. If at least 1 Target has Prone applied, grant 2 Stacks of Plumage. 2 Hour Cooldown.
| N/A
|-
| Redmane Ultimate
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Booette Custom Kit. Necalli bunkers down and focuses fully on attacking his enemies, gaining +3 Attack Stat (breaks cap up to 11), and setting his Minimum Attack Dice to 3. But, Necalli can no longer take the Move Action, and has his minimum Defense Roll set to -5. Also, Necalli’s Basic Attacks deal 3 Damage instead of 2. If Redmane Ultimate is cast again, it is just turned off. 5 Stacks of Plumage.
| N/A
|-
| Tempest Gathering
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Stellarix Custom Kit. Asim cannot trigger Brittle applied by either himself or allies with Basic Attacks. Instead, successfully Basic Attacking a Brittle Enemy generates one stack of Petrichor, a resource used in this kit, while not consuming the Brittle. Additionally, once every hour, Asim can upon a successful Basic Attack choose to automatically generate one stack of Petrichor.
| N/A
|-
| Tempest Smite
| Instant Power
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Stellarix Custom Kit. Asim gambles his very life force on the power of his next blow. Asim can spend X HP of his own to raise the minimum roll of his next attack by 4 times the amount of HP spent, additionally dealing 2 HP extra damage if the attack is successful, but generating one stack of Petrichor as a consolation prize if he misses or if damage from the attack is negated/ignored. 1 Hour Cooldown.
| N/A
|-
| Tempest Savior
| Movement Power
|  {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Stellarix Custom Kit. Asim spreads his arms out and throws himself in front of an ally, taking a Basic Attack for them. This Ability can be used out of turn and does not consume an Action. Tempest Savior allows Asim to dash to any ally in a 10 Block Range (if there is a path that does not go through obstacles or people) and take the strike for them, then gaining one stack of Petrichor immediately after. 2 Hour Cooldown.
| N/A
|-
| Tempest Rally
| Counter Power
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Stellarix Custom Kit. Asim shores up both himself and allies. When Asim or any allies in a 5 Block Range are targeted by a Displacement, he can use Tempest Rally to Dispel the Displacement entirely and instead subject the enemy who used it to the same Displacement in the opposite direction. This can be used out of turn. This also grants one stack of Petrichor. 1 Hour Cooldown.
| N/A
|-
| Tempest Rampage
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Stellarix Custom Kit. Every time Asim would gain +1 Main Combat Stat but does not because it would take him over cap (from Magic Bolster or Bruiser Rampage, for example), Asim instead raises the lower bound of his attack by the same value for the duration of the effect. For example, gaining +2 Main Combat Stat, but being capped at 7, would result in /roll 3 17 instead of /roll 1 17. No Cooldown.
| N/A
|-
| Tempest Ultimate
| N/A
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Stellarix Custom Kit. Asim strikes an enemy in a thunderous blast of power with lightning arcing around him, striking with an overhand blow of his greataxe that heals more than it harms. Tempest Ultimate always does 1 HP of guaranteed damage to the enemy targeted, but also heals Asim 1 HP for every stack of Petrichor he has built up, consuming them in the process. X (Min. 2) Stacks of Petrichor
| N/A
|-
| Furious Opener
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Patsie Custom Kit. Siobhan’s first action in combat is enhanced, depending on if it was an Attack or Ability. If Siobhan Attacks first: Set the minimum Dice Roll to 3 for that attack, and grant 1 Stack of Rage if the attack Hits, 2 if it Misses. If Siobhan uses an Ability first: Also have the Ability apply the Bloody Status Effect for 5 Turns, and grant 2 Stacks of Rage if Staggered/Ignored/Avoided. Once per Combat.
| N/A
|-
| Furious Eviscerate
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Patsie Custom Kit. Siobhan targets an enemy within Melee Range, and applies the Bloody Status Effect to them. While they have the Bloody Status Effect, Siobhan gains +2 Attack Stat (breaks cap up to 11) while attacking them. Once Siobhan deals 4 Damage to them, the Bloody Status is removed. If this ability removes Bloody, grant 1 Stack of Rage, if the enemy removes Bloody, grant 2. 1 Hour Cooldown after Status Effect Removal.
| N/A
|-
| Furious Resistance
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Patsie Custom Kit. When Siobhan reaches certain HP thresholds, she gains bonuses. 4HP: +2 Defense (breaks cap up to 9), and removes one Status Effect. 2HP: +2 Attack & +2 Defense (breaks cap up to 11/9), and +1 Block Token to Siobhan. Thresholds activate only once, even if healed, and don’t stack with each other. When Siobhan reaches each threshold, gain 1 Stack of Rage.
| N/A
|-
| Furious Execution
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Patsie Custom Kit. Siobhan targets an enemy within Melee Range that has 3 or less HP. Siobhan makes an Attack against them, with the minimum Dice Roll set to 3. If the Attack Hits, it deals -3HP damage. If it Misses, grant 2 Stacks of Rage. If this KO’s the target, grant 1 Stack of Rage, and if the target Revives, Siobhan makes another Attack Emote on them, out of turn and without using an Action. 1 Hour Cooldown.
| N/A
|-
| Furious Endurance
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Patsie Custom Kit. Siobhan cannot be targeted by Revival Abilities. When Siobhan reaches 0HP, she can no longer use Abilities, but cannot be KO’d until she succeeds in one Attack Emote. When Siobhan wins this final Attack roll, also apply the Bloody Status Effect to the Target for 5 Turns, and KO her.
| N/A
|-
| Furious Ultimate
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Patsie Custom Kit. This Ability activates automatically on the Cost Threshold. Siobhan removes her Cap on Attack Stat, allowing any bonuses to break Cap, with no limit. Also, for each enemy within 3 Blocks of Siobhan, grant +1 Attack Stat. But, reduce Siobhan’s Defense Stat by Half that (rounded down, minimum 1), which can go into Negatives. 4 Stacks of Rage.
| N/A
|-
| Oceanic Sumberged
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| KitchenRefugee Custom Kit. Violeana gains bonuses when she is “Submerged:” a character must be fighting in Water completely surrounded by it, even if they can’t swim or breathe. While Submerged, Violeana gains +1 Attack Stat (breaks cap up to 11), and gains 1 Stack of Torrent when using an Ability from this Kit.
| N/A
|-
| Oceanic Riptide
| Instant Power
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| KitchenRefugee Custom Kit. Violeana targets all enemies within a 4 Block Radius around her. She chooses: Displace all enemies backwards and away from her 5 Blocks, and gain 1 Stack of Torrent per 3 Enemies,  or Displace all enemies towards her, landing as best as they can within 1 Block, and grant 2 Stacks of Torrent regardless of enemies. 1 Hour Cooldown.
| N/A
|-
| Oceanic Frenzy
| Instant Power
| {{#simple-tooltip: 1 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| KitchenRefugee Custom Kit. Violena targets everyone within a 1 Block Radius around her. She deals -1HP Damage to all targets, but applies the Brittle Status Effect to herself. Violeana Heals +HP equal to Half Damage, rounded Down. If Submerged, Violeana targets everyone within a 4 Block Radius, but has max 8 Targets. Gain 1 Stack of Torrent if this Ability Damages 2 Targets. Once per Combat.
| N/A
|-
| Oceanic Suffocate
| Movement Power
|  {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| KitchenRefugee Custom Kit. Violeana targets one enemy in Emote Range, applies the Trapped and Silenced Status for the next 3 Turns, or lets them choose to end it early for free. If the Target chooses to end it early, Violeana teleports to any block next to them, without triggering any Move Actions and regardless of Distance, and gains 1 Stack of Torrent. 1 Hour Cooldown.
| N/A
|-
| Oceanic Flood
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| KitchenRefugee Custom Kit. Anytime Violeana or an Ally Displaces an enemy within Emote Range (except through this Kit), Violeana can, as a reaction, and without using her Action, increase that Displacement by 5 Blocks. If the target is Submerged, 10 Blocks. If this additional Displacement would cause the enemy to hit a Wall or Person, gain 1 Stack of Torrent. No Cooldown.
| N/A
|-
| Oceanic Ultimate
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| KitchenRefugee Custom Kit. Violeana transforms into an Aquatic Monster Form until combat ends, gaining +1/+1 Attack & Defense Stat (breaks cap 11/9), and the Ability Weapon Throw, with a 5 Minute Cooldown. If Submerged, Violeana gains +2/+2 instead. Using Oceanic Ultimate again applies it to an Ally Violeana can Touch, but they are Mind Controlled by her and can no longer ignore her Orders. 3 Stacks of Torrent.
| N/A
|-
| Flutter Heart
| Instant Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Sapphomancy Custom Kit. When an ally would have a Status Effect applied to them within a 10 Block Range, Nadine can choose to take this Status Effect for them, with the limit removed on multiple Status Effects of the same type for her. If the Status Effect triggers or activates, grant Nadine 1 Stack of Forgiveness. 20 Minutes.
| N/A
|-
| Flutter Blessing
| Buff Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Sapphomancy Custom Kit. Nadine targets an ally that has less than 8HP, and no Status Effects, and grants them 1 Block Token. When the Block Token is removed, apply the Weakened Status Effect for two turns to the Enemy that removed it, and grant the ally +1 Attack Stat for their next 2 Attack Emotes. 1 Hour Cooldown, after Block Token is removed.
| N/A
|-
| Flutter Burden
| Buff Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Sapphomancy Custom Kit. Nadine applies a -3 to the final result of her next Dice Roll, but grants an ally within Emote Range a +3 to the minimum result of their next roll. Nadine can apply this -3 multiple times to herself, stacking (-6,-9,etc), but can only give +3 to one ally at a time. If Nadine fails a roll with a -3 (or more) from this Ability, grant 1 Stack of Forgiveness. No Cooldown.
| N/A
|-
| Flutter Healing
| Buff Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Sapphomancy Custom Kit. Nadine applies the Prone Status Effect to herself, kneeling in prayer. While Prone this way, Nadine can use her action to target an ally within 10 Blocks, and Heal them for +1HP, or +2HP if they are below 5HP. Once Nadine has healed for a total of 4HP with this Ability, end it, and grant 1 Stacks of Forgiveness. 1 Hour Cooldown, once ended.
| N/A
|-
| Flutter Amnesty
| Buff Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Sapphomancy Custom Kit. Nadine targets an Enemy within Emote Range that has 5 or less HP. She offers them a choice: surrender, healing them to full HP, and preventing further damage. If they refuse, she gains 2 Stacks of Forgiveness. If they surrender, but attack again, the damage protection is removed, and they have the Cursed Status Effect applied until they are K.O.’d which cannot be removed. Once Per Combat.
| N/A
|-
| Flutter Ultimate
| N/A
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Sapphomancy Custom Kit. Nadine targets all allies within Emote Range, with extra effects depending on the Cost Threshold. 4 Forgiveness: Heal +1HP each to the Allies with the Lowest HP. 6 Forgiveness: Heal +1HP each to 3 Allies with the Lowest HP, and grant +1 Block Token to the Ally with the Lowest HP. 8 Forgiveness: Heal +2HP each to 4 Allies with the Lowest HP, but K.O. Nadine.
| N/A
|-
| Scorched Ignition
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| ChapterDeath Custom Kit. When applying any Status Effect to a target, Jhavartal gains a stack of Burn. Status Effects applied in this way can be cleansed early by the target, spending their action to remove it at the cost of -1HP. No Cooldown.
| N/A
|-
| Scorched Command
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| ChapterDeath Custom Kit. Jhavartal spreads flames to two allies within Emote Range, allowing them to make an attack emote out of turn without expending their action. If an ally targeted with this ability was a Suvial or Spirit Mystech, Jhavartal gains a stack of Burn for each affected ally. 2 Hour Cooldown.
| N/A
|-
| Scorched Path
| Movement Power
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| ChapterDeath Custom Kit. Jhavartal sets his weapon ablaze, charging in a 5 Block straight line that ignores attacks of opportunity and can go through characters. For each enemy he passes by, Jhavartal gains one stack of Burn. There is no upper limit on how many enemies Jhavartal can affect with this Ability. Jhavartal can make an Attack Emote at the end of his charge. 1 Hour Cooldown.
| N/A
|-
| Scorched Bombardment
| Movement Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| ChapterDeath Custom Kit.  Jhavartal selects up to 2 allies within Melee Range. Launching himself and both allies at a target within a 10 block range, all three characters are allowed to make an attack after landing, but with -3 Main Attack Stat, and this consumes the actions of the Allies, and counts as them using a Movement Power. For each successful attack that lands, Jhavartal gains a stack of Burn. 1 Hour Cooldown.
| N/A
|-
| Scorched Fatigue
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| ChapterDeath Custom Kit. Jhavartal casts out a heatwave to a target within Emote Range that is affected by a Status Effect. The Status Effect is immediately removed, but after 2 Emotes the target takes -1HP of damage. After another 2 emotes pass, another -1 HP of damage is dealt. If the target is a Spirit Mystech, Jhavartal also gains a stack of Burn. 30 Minute Cooldown
| N/A
|-
| Scorched Ultimate
| N/A
| {{#simple-tooltip: X Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| ChapterDeath Custom Kit. Jhavartal collects the heat in the area, and erupts. Expending all Burn stacks, Jhavartal releases a fireball centered on himself with a block radius of however many stacks of Burn were expended. Any enemy caught within the blast is immediately knocked prone, and dealt -1HP of damage. Jhavartal must have a minimum of 3 Burn Stacks to use Scorched Earth. X Stacks of Burn.
| N/A
|-
| Tranquil Martyr
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Sneakylinguine Custom Kit. Anytime an Ally in Emote Range reduces the damage Aeda would take (by absorbing it, taking the damage themselves for her, or using an Ability that reduces damage) Aeda gains 1 Stack of Altruism. Additionally, once per ally, the next time Aeda’lyn would heal the Ally that took damage for her, grant +1HP in healing. No Cooldown.
| N/A
|-
| Tranquil Blossom
| Buff Power
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Sneakylinguine Custom Kit. Aeda conjures and blooms a magical flower, targeting 3 allies within 5 Blocks of her. One ally is healed for +2HP, and the other two for +1HP. If Aeda is standing on a snow block, or if there is snow around her and/or in Regalia, this ability heals for +1HP to each, instead. 1 Hour Cooldown.
| N/A
|-
| Tranquil Bonds
| Link Power
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Sneakylinguine Custom Kit. Aeda targets two allies within 10 Blocks of her, and applies a Link Power to each for 30 Minutes. While Linked, anytime one of the allies is healed, the healing is duplicated on the other ally, but halved (minimum 1). If one Link is broken, grant the other Ally +2 Attack Stat (breaks cap up to 11) for the remainder of the duration. If both are Broken, grant 2 Stacks of Altruism. 2 Hour Cooldown, once ended.
| N/A
|-
| Tranquil Pathway
| Buff Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Sneakylinguine Custom Kit. Aeda targets an ally in Emote Range, and grants them +4 Blocks to their next Move Action. This does not consume an action.If the ally is Found: Also, the ally can ignore Move Reactions for that Move, and gain 1 Stack of Altruism. If the ally is Lost: Instead, reduce it by -4 Blocks, but grant them 1 Block Token. 30 Minute Cooldown.
| N/A
|-
| Tranquil Transfuse
| Buff Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Sneakylinguine Custom Kit. Aeda targets two allies in Emote Range, and takes -1HP from one, to give +2HP to the other. Aeda gains 1 Stack of Altruism. If the -1HP ally is Found: Grant them +2 Defense Stat (breaks cap up to 9) for the next 3 Defense Rolls. If the -1HP ally is Lost: Take -2HP instead, but grant them +3 Attack Stat (breaks cap up to 11) for their next 3 Attack Rolls. 1 Hour Cooldown.
| N/A
|-
| Tranquil Ultimate
| N/A
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Sneakylinguine Custom Kit. Aeda targets all allies in Emote Range and adds all of their current HP together. After adding, she divides it equally (rounded up). If the final HP is less than 4, Aeda can choose one ally and heal them +HP to match her HP, or heal herself to match theirs. If the final HP number is higher than 6, Aeda applies the Bloody Status Effect to all allies for the next instance of Healing only. 9 Stacks of Altruism.
| N/A
|-
| Wicked Stride
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Compass_Box Custom Kit. In Combat, Anetheron can utilize the Jump 2 Trait and Ender Pearls to climb and traverse, but only while he is above 8 HP, or below 4HP, but never in the same Emote/Turn he makes an Attack. Additionally, Anetheron can take 2 Move Actions in one Turn, but cannot Attack in the same Emote. He can still use Abilities. No Cooldown.
| N/A
|-
| Wicked Bylaws
| Constant Passive
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Compass_Box Custom Kit. When Anetheron initiates Combat, meaning he makes the first Attack Emote or uses the first Ability, he can also apply the Weakened or Silence Status Effect  (his choice) to the Target for 2 Turns, also he gains 1 Stack of Power. If an enemy initiates Combat on Anetheron, he gains +2 Attack Stat (breaks cap up to 11) until he reaches 2HP, and gains 2 Stacks of Power. No Cooldown.
| N/A
|-
| Wicked Siphon
| Dispel Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Compass_Box Custom Kit. As a reaction to an enemy within 10 Blocks using a Power, Technique, or Moving, Anetheron grants a boon depending on what was used. Power: Heal +1HP. Technique: +2 to Minimum result of Anetheron’s next Attack Roll. Move Action: Anetheron can make a Move Reaction attack, regardless of range. Also, gain 1 Stack of Power for Powers/Techniques, and 2 for Move Actions.
| N/A
|-
| Wicked Bloodlust
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Compass_Box Custom Kit. Anetheron targets an enemy in Emote Range, and forces them to choose: either they make an Attack Emote on their nearest ally (moving if needed), with +4 added to the Minimum Result, and grant Anetheron 1 Stack of Power , or they grant Anetheron +4 to the Minimum Result of the next attack roll he makes against them, and grant him 2 Stacks of Power. 1 Hour Cooldown, but only once per Enemy.
| N/A
|-
| Wicked Cleave
| Instant Technique
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Compass_Box Custom Kit. Anetheron sweeps his weapon around him, making an attack on one Target within 4 Blocks of him, with +2 Attack Stat (breaks cap up to 11). Any other targets within 4 Blocks of him are displaced backwards away from him by 5 blocks. If Wicked Cleave was the last Ability Anetheron used, it also applies Brittle to one of the displaced targets, and grants him 1 Stack of Power. 5 Minute Cooldown.
| N/A
|-
| Wicked Ultimate
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Compass_Box Custom Kit. Anetheron releases the restrictions on his body, and increases in size, durability, and power. His Attack Range increases to 4 Blocks, he heals for +2 HP, and the first Ability he uses each turn does not consume his Action. Subsequent uses of Wicked Ultimate do nothing, but if he reaches 10 Stacks of Power after using this Ability, his Attacks do -4HP Damage instead of -2HP. Costs 6 Stacks of Power.
| N/A
|-
| Noble Warden
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Waterdruppel Custom Kit. Rhain is considered Armored at all times, and can Summon a weapon at the beginning of any fight. Attack Emotes made by Rhain with his Summoned weapon against enemies with Block Tokens from Abilities have +4 added to their minimum result. Also, when Rhain rolls defense while he has a  Block Token from Abilities, he adds +4 to the minimum result. No Cooldown.
| N/A
|-
| Noble Chains
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Waterdruppel Custom Kit. Rhain applies the Trapped Status Effect to an enemy in Emote Range, for two turns. If the Target uses Magic, add an extra turn to the duration, and gain one Stack of Gaze. If the Status ends normally or is removed mundanely, Rhain gains one stack of Gaze. If the Status is removed with Magic, Rhain gains two stacks of Gaze. 1 Hour Cooldown.
| N/A
|-
| Noble Hammer
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Waterdruppel Custom Kit. Rhain targets an ally in Emote Range, Summoning a copy of his weapon in their hand. As long as Rhain and his ally remain within Melee Range of each other, they both gain +1 to their Attack (breaks cap up to 11). When Rhain’s ally takes 4 HP of damage (or equivalent in Block Tokens, or in combination), the bonus dissipates and Rhain gains one stack of Gaze. 1 Hour cooldown, once ended.
| N/A
|-
| Noble Hunter
| Dispel Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Waterdruppel Custom Kit. This Ability can be used out of turn to react to a Sinistral Magic ability from Magic Point Buy used in Emote Range targeting an ally. Rhain forces the Ability to target him, and then must make a choice. He can either do nothing and gain two stacks of Gaze, or he can weaken the Ability (see Magic Reduce) and grant himself +2 Attack (breaks cap) for his next Attack Only. 2 Hours Cooldown.
| N/A
|-
| Noble Obligation
| Passive Power
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Waterdruppel Custom Kit. This Ability can be used out of turn, and does not consume a turn. Any time an ally in Melee Range takes Damage, Rhain can choose to absorb this Damage instead. Doing so grants Rhain one stack of Gaze. Rhain can also choose to absorb Abilities that his Ally is the target of. If the Ability was Sinistral, then doing so grants Rhain one stack of Gaze. No Cooldown.
| N/A
|-
| Noble Ultimate
| N/A
| N/A
| Waterdruppel Custom Kit. Rhain targets an enemy he can see (extending even past Emote Range). Firing a thunderous blast of plasma from his eyes, the enemy suffers -2HP damage, and loses all Attack and/or Defense Stat bonuses that were gained from Magic Abilities or as a result of fighting him (except Hex Apocalypse). The Abilities that granted these bonuses have half their cooldown refunded. 5 Stacks of Gaze.
| N/A
|-
|-
| Summon Wall I
| Linked Channel
| 5 Block Range
| The Character can stand still and Channel for 30 seconds to summon a 2x3 (of either orientation) sized Wall in an unoccupied space within 5 blocks of them made of material determined by the source of this Ability. This Wall can be made in between doorways, or independent of any other structures, but cannot be placed over existing structures or people. Once created, the Character must remain within 5 Blocks of the Wall, or else it will disappear. The Wall can be broken naturally as if it was made of mundane wooden materials through a minute of uninterrupted effort. Once the Wall is created, the Character is no longer considered as Channeling for the purpose of counters. Summon Wall I cannot be cast again within Emote Distance of an already existing Summon Wall I wall. In order to place a Wall, use an in-game ticket to ask Lore Staff or World Staff for help. The Wall can be made of any legal blocks, with a sign that states “Summon Wall I.” This Ability can only be used once every 30 minutes.
|}
|}


==Consent Based Abilities==
==Status Effects==
<span style="color:red">'''WARNING: These Abilities are powerful, but require absolute OOC written consent from the other party that can be provable by either a screenshot, or by having the player declare their consent on-server chat either in DM or OOC chat the very same day that any of these Abilities are used, as all forms of Consent expire after 24 hours. If you suspect mis-use or there is a conflict, consult Lore Staff immediately. Consent for these Abilities can also be revoked at any time, after which both parties must have the Abilities conclude or be removed in a reasonable way within 24 OOC hours, from an NPC using some form of Ability Removal if need be.'''</span>
These "Abilities" are not actually Abilities, but the Status Effects described on the [[Abilities]] Page. They are just listed here so players can easily link and reference them in-game, for ease of use and access.
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
Line 855: Line 1,898:
! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
| Trapped
| N/A
| N/A
| When Trapped, you cannot move, but can still use Abilities and fight on spot.
| N/A
|-
| Silenced
| N/A
| N/A
| When Silenced, you cannot use Powers. Dispel & Passive Powers are unaffected.
| N/A
|-
| Weakened
| N/A
| N/A
| When Weakened, you cannot use Instant Techniques and Mount Techniques.
| N/A
|-
| Confused
| N/A
| N/A
| When Confused, you cannot Target the person who Confused you.
| N/A
|-
| Blinded
| N/A
| N/A
| When Blinded, you cannot Target anyone. You can spend a turn to end the Effect.
| N/A
|-
| Marked
| N/A
| N/A
| When Marked, you will be automatically hit on next Attack, then the Effect ends.
| N/A
|-
| Bloody
| N/A
| N/A
| When Bloody, any healing you receive is reduced by 1, to a minimum of 0.
| N/A
|-
| Warned
| N/A
| N/A
| When Warned, you must choose between two negative outcomes, then the Effect ends.
| N/A
|-
| Brittle
| N/A
| N/A
| When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
| N/A
|-
|-
| style="width: 10%;" | Puppet Control I
| Cursed
| style="width: 8%;" | Control Power
| N/A
| style="width: 8%;" | Direct Touch
| N/A
| This Ability allows the user to target another person, and establish complete Control over their actions and thoughts. After Direct Touch, the user creates a Control Power link with the Target that allows them to issue any command, which the Target must explicitly follow to the letter, even if the user of this Ability is no longer within Emote Distance of the Target. This Ability also allows the user to change the thought process or ideas of the target, and make them forget things that happened in the last hour so as to alter their perception. The Target is not incapable of independent actions or thoughts, but can at any point in time from any distance be overridden by the user of the Ability, and have their thoughts altered. The Target is unaware that they are being Controlled, and even after Control is removed, will be unable to fathom why they thought or did certain things. They will also be fiercely defensive of the user of the Ability on them for as long as Control remains, and not engage in any actions that would be detrimental to the user of this Ability. This Ability can be broken by the user at any time from any distance, or removed from the target with any Possession removal or Exorcism mechanic or Ability. While Control Power Immunity blocks this Ability from being used, the user may propose this level of control over the Target, and if the Target consents in Roleplay, then Control Power Immunity no longer applies. After this Ability is broken off, it cannot be re-used within 7 days. A maximum of 3 people can be targeted by this Ability at any time.
| When Cursed, enemy Healers can target you, and Healing does Damage instead.
| N/A
|-
|-
| Cursed Draw I
| Prone
| Control Power
| N/A
| Consumption
| N/A
| This Ability allows the user to add any quantity of their blood into a recipe whether drink or food with the specific intent to make this food Bloodcursed. While Bloodcursed, it can no longer infect someone with Vampirism. However, when consumed fully, it causes an addition in the victim to have more Bloodcursed food or drink from the user. The severity and duration of the addition is completely up to OOC consent between the user and victim, and whether or not a Character becomes addicted to Bloodcursed food or drinks is up to OOC consent from the victim. To cure this addiction, the victim either needs to go without consuming any Bloodcursed food or drinks for a week and go through withdrawal of which the severity can be determined by the victim, or have Exorcism II used on them.
| When Prone, any Attack Emote you make has its maximum result reduced by 2. Spend a turn to end the Effect. Also, you cannot use Movement Powers, but can use Move during a Turn, however only at max 5 Blocks.
| N/A
|-
|-
| Symbiosis II
| Fleeting
| Trigger Passive
| N/A
| Direct Touch
| N/A
| The Character can force a hostile Symbiosis on a Target as long as both the user and the Target are out of combat, and the Target is restrained and unable to fight back. Hostile Symbiosis turns the Character into an Url for at least 5 days. After 5 days or any length of time, the Character can reject the Oorl worm and return to their normal self. While they are Url, they gain all Url Racial Abilities and lose all their previous Racial Abilities as well as Sorcery or Magic. When returning to normal, all Abilities are returned. If the Target had any missing limbs or body parts, they are reformed during Symbiosis, and lost when Symbiosis is reverted. There is no deadline before which Symbiosis must be rejected before it becomes final, it can be a week, a month, a year, whichever, only the first 5 days are mandatory. Rejecting the Oorl will also not result in this Ability no longer being usable on the Target in the future. Url do however look down on people who trivialize Symbiosis and treat Symbiosis like a new fashion topic to own for a week and then discard. Url can accept others' rejection of Symbiosis and sympathize to their reasons, as long as they feel the reasons are grounded and valid. Symbiosis II does not work on Characters who have an Affliction present. It does work on all other forms of Aberrancy however.  
| When Fleeting, if using a Movement Power, become Prone instead, then the Effect ends.
| N/A
|-
|-
|}
|}

Revision as of 21:02, 28 April 2024

The Ability and Proficiency System
This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page.

This page is just an indexed list of all Abilities, which helps the Ability Plugin function.

Instant Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Divine Burn Instant Power Melee Range

To overwhelmingly harm foes, use this ability as a reaction to the user winning an Attack Dice Roll versus an Enemy by a margin of at least 5. In 2 turns, deal an extra 1HP of Damage to that Enemy. Divine Burn does not Stack, and has a 1 Hour Cooldown. If the target is a Heretic: Also deal another 1HP of Damage, another 2 turns after the first instance of extra Damage. N/A
Divine Revive Instant Power Self

This Ability can only be used when the user reaches 0 HP, and has no function before that. When the user reaches 0HP activate this ability, and wait 5 minutes. At the end of the 5 minutes, the user immediately Revives with 2HP. If another Revive Ability (Sacred Revive, Chem Revive, etc). targets the user, it instead adds +2HP to Divine Revive for each other Revive used. Divine Revive has a 2 Hour Cooldown. If the target is a Heretic: If the enemy who KO’d the user is a Heretic, revive with +1 Attack Stat (breaks cap up to 11). N/A
Divine Smite Instant Power 5 Blocks

To cast away foes, use this Ability on an Enemy within Range. Displace the target away from the user by 5 Blocks, and apply the Brittle Status to them. Divine Smite has a 2 Hour Cooldown. If the target is a Heretic:Also apply the Prone Status to the Target. N/A
Hex Apocalypse Instant Power Self

To go all out, use this Ability to put all available Abilities, from Point Buy and/or Custom Kits, on a forced 4 Hour Cooldown, regardless of the actual Cooldown, even Passive Abilities which do not usually have Cooldowns. For every ability placed on Cooldown, the user gains +1 Attack and Defense up to a total maximum of 9. Finally, after 3 turns the user begins to take 1 HP of Damage at the start of every turn. Hex Apocalypse ends once the user is downed, and has a cooldown of 1 Hour, and if Dispelled reverts the Cooldowns on Abilities. To upcast, spend 1 HP when it triggers to do the following: Add an additional 3 turns before the user begins to take 1 HP of damage every turn. N/A
Hex Bloodlet Instant Power Self

As a reaction to landing a successful attack against a target, use this Ability to drain the blood of the Target as well. The target has the Weakened Status Effect applied to them for the next 2 turns, and the user gains 1 HP. Once used, Hex Bloodlet goes on a 1 Hour cooldown, and does not take an action. To upcast, spend 1 HP when it triggers to do the following::The user does not gain any HP, instead applying the Brittle Status Effect.}} N/A
Hex Guide Instant Power Emote Range

To help an ally in a fight, use this ability as a reaction to an ally missing an attack roll. For their next two attacks, grant the ally +1 Attack Stat that breaks cap up to 11. Hex Guide does not stack, and has a 1 hour cooldown. To upcast, spend 1 HP when it triggers to do the following::The ally instead gains +2 to their Attack and Defense for the next two turns. N/A
Hex Madness Instant Power Emote Range

To cause an uproar on the enemy team, use this Ability to target an enemy, without expending their turn, the Target makes an attack on any one of their allies within range. Hex Madness is considered Hidden, and has a 2 hour cooldown once used. To upcast, spend 1 HP when it triggers to do the following::Instead of making one attack, the cursed target makes two attacks against different targets within range. N/A
Hex Parasite Instant Power Emote Range

To steal the benefits of an Ability from an Enemy, use this in response to a Character using an Ability from Medical, Cleric, or Magic Point Buy. The user counts as one extra target for that Ability, gaining any benefits it might grant while ignoring any targeting limitations. If the Ability was a Link Power, it cannot be willingly ended prematurely. Hex Parasite has a 2 hour cooldown. To upcast, spend 1 HP when it triggers to do the following::The target also has the Confused Status Effect applied for the next ten minutes. N/A
Magic Cleanse Instant Power Self

To protect Self or an Ally from a harmful Status Effect, instantly remove one Status Effect (choose one, if multiple) from Self or an Ally within Range. Magic Cleanse has a 2 Hour Cooldown. Sinistral Usage: Instead of removing the Status Effect, transfer it to an Enemy within Emote Range.
Magic Curse Instant Power Emote Range

To make an enemy choose between two weakening effects, instantly apply the Warned Status to an Enemy within Range. The Enemy must choose between -1 Attack Stat or -1 Defense Stat. This Stat Reduction lasts for 15 Minutes, after which Magic Curse's Cooldown begins. Magic Curse does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: Stat Reductions become -2, instead of -1. Also, target another Enemy within Range. Whichever option the first enemy does not choose, apply that -2 to the second enemy.
Magic Disengage Instant Power 10 Blocks

To help an Ally, or oneself, escape a bad situation, use this Ability as a reaction to an Ally taking a Move action, or when the User takes a Move action. That Ally can move through people, and does not trigger Opportunity Attacks, but, apply the Fleeting Status to the Target for 10 Minutes. Magic Disengage does not consume an Action. Magic Disengage can be used Once Per Combat Scene. Sinistral Usage:Cannot be used on Ally, no longer applies Fleeting. Instead, if the user would walk through someone, enemy or ally, apply the Prone Status Effect to that Target. Maximum 5 Targets.
Magic Distort Instant Power 4 Blocks

To disrupt enemies around the user, apply the Confused Status to everyone within Range of the user, including Self. The user, while Confused, cannot target enemies they applied the Confused Status to. The Confused Status lasts for one turn. Magic Distort does not Stack, and can only be used Once Per Combat Scene. Sinistral Usage:No longer Confuses Self, instead Deals 1 HP Damage to Self, and 1 HP Damage to one Target within Range.
Magic Isolate Instant Power Emote Range

To isolate an Enemy from their Allies and Buffs, target an enemy within Range, and Link Break the most recently applied Link Power. Additionally, if they have any Block Tokens (from Abilities, not from Armor), remove 1 Block Token. Magic Isolate has a 2 Hour Cooldown. Break 2 Link Powers, and if the enemy has no Link Powers and no Block Tokens, instead apply the Marked Status.
Magic Shove Instant Power Emote Range

To move an Enemy, instantly Displace a Target 5 Blocks in any direction, meaning further away from the user, or closer, anywhere along a horizontal direction, but never vertically or diagonally up or down. Magic Shove has a 30 Minute Cooldown. Target up to two enemies, sending them in the same or different directions, and apply the Prone Status at the end of the shove.
Magic Smog Instant Power Emote Range

To disrupt enemies' vision, instantly apply the Blinded Status on a Target within Range. Magic Smog can be used as a Reaction, but only to a Basic Attack that would hit the user or an ally, thus causing that Attack to miss. Magic Smog does not stack, and has a 2 Hour Cooldown. Sinistral Usage: Cannot be used as a Reaction, but instead applies the Blinded Status to everyone within Range, including allies, but not the user. Instead, the user is Silenced for 10 Minutes.
Magic Snare Instant Power Emote Range

To prevent any enemy from moving, instantly apply the Trapped Status to an enemy within Range, which lasts for 3 Turns. At the end of the 3rd Turn, if the Target is still Trapped, additionally deal 1 Damage. Magic Snare does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: The Trapped Status lasts for 4 turns, but if they are still trapped on Turn 2, deal 1 Damage, and then 1 Damage again on turn 4.
Magic Summon Instant Power Self

To never be without weapons and armor, instantly summon any combination of armor, shields, weapons (ranged or melee) for the user and up to two willing allies within Range. This does not re-fresh Block Tokens from Armor, but grants them if the user did not already have them. Additionally, if the user (and allies) wear this equipment for 20 minutes, also grant +1 Attack or +1 Defense for the duration. Magic Summon does not Stack,has no Cooldown, but once it grants +Stats, it lasts for up to 1 Hour. Sinistral Usage: If Equipment is granted to anyone other than the user, after 10 Minutes, it suddenly changes to a curse, applying a -2 Attack and -1 Defense Stat reduction, and cannot be removed, except by Abilities that Dispel magic, or by KOing the user.
Magic Trip Instant Power 10 Blocks

To prevent enemies from approaching you, target two enemies who are within 3 Blocks of each other. Apply the Fleeting Status to both of them, which lasts until one of them suffers the effect of the Fleeting Status, which causes both Fleeting Statuses to end. Magic Trip does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: Target up to Three Enemies, and apply the Brittle Status Effect to the two Enemies who are not knocked Prone.
Sacred Bleed Instant Power Self

To prevent an enemy from healing, deal -1HP damage to self, target an enemy within range, and apply the Bloody Status Effect to them for the next 15 minutes. If the Bloody Status is removed early, reduce this Ability’s cooldown by 30 minutes. Sacred Bleed has a 1 Hour Cooldown. N/A
Sacred Burn Instant Power Melee Range

To harm an enemy at cost to oneself, deal 1HP damage to self, and apply a -1 Defense Stat to an enemy within Range for the next 15 minutes. After 10 Minutes, deal -1HP damage to the target enemy. Sacred Burn does not Stack, and has a 2 Hour Cooldown. N/A
Sacred Judgement Instant Power Emote Range

To hinder an enemy sinistral user, use this ability as a reaction to an enemy using Sinistral Magic, which does not consume the user’s action. Apply a -2 to the final result of their next Attack or Defend roll. Sacred Judgement does not Stack, and has a 30 Minute Cooldown. N/A
Shaman Brutality Instant Power Self

To brutalize an opponent, this Ability can be triggered automatically when landing an attack on an Enemy with a Status Effect. The target is displaced 5 blocks, with an additional 1HP of damage being dealt to them. Shaman Brutality has a 2 hour cooldown. If the user has a Corpse Count when triggered:: Also apply the Fleeting Status to the Target. N/A
Shaman Earth Instant Power Emote Range

To protect an ally, this Ability can be used to grant an ally within range +1 Block Token. This Ability can be used as a reaction to an ally being attacked, allowing them to instantly use the Block Token to protect themselves. Shaman Earth has a 2 Hour Cooldown. If the user has a Corpse Count when triggered:: The target is considered immune to Status Effects until the Block Token is broken. N/A

Passive Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Divine Aura Passive Power 6 Blocks

To reinforce one’s allies, Divine Aura is a constant effect radiating Holy energy around the user. The first time a Status Effect (except Blinded) would be applied to any Allies, or self, within Range, ignore that application, and instead apply the Blinded Status Effect, as the Aura’s radiance protects. Divine Aura can be maintained indefinitely, or it can be detonated, applying the Blinded Status Effect to all enemies within 2 Blocks of the User. If detonated, Divine Aura has a 4 Hour Cooldown. If the target is a Heretic: When detonated, choose one Heretic enemy, also apply Brittle Status Effect to them. N/A
Hex Aura Passive Power 5 Blocks

To debilitate one’s enemies, Hex Aura is a constant effect radiating ominous whispers around the user. The first time an Ability used by the user or an Ally is staggered or dispelled by a character within range, they have the Confused Status Effect applied to them for the next two turns as unwanted knowledge fills their mind. Hex Aura can be maintained indefinitely, but can only target a specific character once per Combat Scene. To upcast, spend 1 HP when it triggers to do the following::When a target triggers the Aura’s effects, they are instead Confused for 3 turns instead of 2, and can trigger the Aura again if another Ability is Countered or Dispelled. N/A
Hex Plot Passive Power Self

To upcast more often, this Ability activates automatically when the user has Upcast an ability three times, healing the user by 2 HP. Hex Plot can trigger multiple times, and has no cooldown. To upcast, spend 1 HP to do the following: When triggered, additionally gain +2 Defense (breaks cap up to 9) for the next two turns. N/A
Shaman Ancestor Passive Power Self

This Ability summons the Spirit of an Ancestor, guiding for the remainder of combat. The first time the user wins a Defense roll against an enemy, they are able to apply the Marked Status Effect upon them without expending a turn as the spirits of their ancestors surround their foe. The same target can only be Marked in this way once per Combat Encounter. Shaman Ancestor lasts until the end of combat, and has a 4 hour cooldown once ended. If the user has a Corpse Count when triggered:: The first target to be Marked is additionally given the Trapped Status Effect for the next 10 minutes. This only takes effect once. N/A
Shaman Aura Passive Power 6 Blocks

To encourage your allies to charge ahead, Shaman Aura is a constant effect sounding war drums to those nearby. The first time an ally within range is given the Trapped, Fleeting, or Prone Status Effects, ignore that application and instead grant all allies within range an additional 2 blocks of movement on their next turn. Shaman Aura can be maintained indefinitely, or it can be detonated, applying +1 Attack up to a maximum of 9 to all allies within range for the next 30 minutes. If detonated, Shaman Aura has a 4 hour cooldown. If the user has a Corpse Count when triggered:: When detonated, all allies on their next turn gain 2 blocks of movement. N/A
Shaman Exchange Passive Power Emote Range

The user can, without expending their turn, transfer any Block Tokens from themselves to allies, even in response to attack Emotes hitting them, thus consuming the Block Token and preventing damage. Additionally, any Faith Proficiency (base and buffs) can be granted from themselves to an Ally instead, granting them a bonus to Defense up to a cap of 9. Block Tokens and Stats handed away cannot be taken back until the end of Combat. Shaman Exchange has a 15 Minute Cooldown. If the user has a Corpse Count when triggered::The user does not lose any Block Tokens or Faith Proficiency when giving them to an ally, instead making a copy to hand away. N/A
Shaman Fury Passive Power Self

As a reaction to losing an attack roll, the user can throw themselves into a frenzy. Applying the Marked Status to themselves, the user gains +2 Attack for the next 30 minutes. Shaman Fury has a 30 minute cooldown once ended. If the user has a Corpse Count when triggered:: The user has the Brittle Status applied instead, also granting +1 to their Defense (breaks cap up to 9) for the next 30 minutes. N/A

Dispel Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Divine Antimagi Dispel Power Emote Range

To weaken Magic, use this Ability as a reaction to a Sinistral Magic Ability being used. That Magic Ability loses its Sinistral function, and becomes its non-Sinistral version, instead. Paladin Antimagi has a 2 Hour Cooldown. If the target is a Heretic: Also, apply the Silenced Status to the target for 2 rounds.
Divine Savior Dispel Power Emote Range

To protect an Ally, use this Ability as a reaction to an ally taking damage from an Enemy. The Ally gains 1 Block Token, and Heals +1 HP. Paladin Savior does not Stack, and has a 4 Hour Cooldown. If the target is a Heretic: If the attacking Enemy was a Heretic, heal +1 HP more to the Ally, and grant +1 Attack Stat (breaks cap up to 11) for the next 2 Attack Emotes.
Magic Reduce Dispel Power Emote Range

To punish an enemy Mage, use this Ability as a Reaction to a character within Range using a Power that affects the user or an Ally. The Power used by the target is weakened in some way, any damage done being reduced by 1 (to a minimum of 0), any status effects applied by the Power having its duration reduced by half, rounded down, or any distance or duration reduced by half, rounded down. Magic Reduce has a 2 Hour Cooldown. Sinistral Usage: The user or Ally being protected also gains +2 to their Defense for the next 3 turns, breaking the proficiency cap up to 9.
Magic Revenge Dispel Power Emote Range

If the user reaches 0 HP, they are allowed one final emote to use any Magic Ability, or Magic Attack Emote (ignoring range even in Melee), but can only Target the person that reduced their HP to 0. If this Attack or Ability involves an Attack Stat Dice Roll, they can add +2 to the final result of that dice roll. Sinistral Usage: If the Attack or Ability involves a Dice Roll, that Dice Roll automatically succeeds, regardless of Defense Rolls.
Sacred Siphon Dispel Power Emote Range

To punish an enemy caster, as a reaction to an enemy within Range using a Power, grant +2 Defense that can break cap up to 9 to two allies within Range for the next 3 turns. Sacred Siphon has a 30 Minute Cooldown. N/A
Sacred Rebuke Dispel Power Emote Range

To interfere with an enemy, the user can, as a reaction to an enemy from another Religion using a Power from the Faith Point Buy Category, immediately apply the Brittle Status to them. The target also suffers a -1 Defense Stat reduction for the next 20 minutes. Sacred Rebuke does not Stack, and has a 2 hour cooldown. N/A

Link Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Hex Doom Link Power Emote Range

To bring someone down with you, place a Link Power on an Enemy within range. While this link is upheld, both the user and the target have the Cursed Status Effect applied to them for the next 30 minutes. Once ended or broken, Hex Doom goes on a 1 Hour cooldown. To upcast, spend 1 HP when it triggers to do the following: A 2nd Link Power can be established on a different Enemy within range. N/A
Magic Barrier Link Power Emote Range

To protect an ally from Ranged Attacks, attach a Link to an Ally within Range, but never Self. For the duration, that Ally has increased defenses against Ranged Attacks from Ranger and Deadeye Stance. When the ally is targeted with a Ranged Attack Emote, their minimum Defense Roll is raised to 9 for Ranger Stance attacks, and 6 for Deadeye Stance attacks. Magic Barrier lasts for as long as the Link is upheld, after which it has a 2 Hour Cooldown. If Magic Barrier is Link Broken, grant the Target 1 Block Token. Sinistral Usage: Additionally, if the User would take Damage, they can fully transfer that Damage to their Linked Ally, even against the Ally's will, meaning the user suffers no damage, and the Ally suffers all of it.
Magic Lifebind Link Power 10 Blocks

To tie your health to an ally's, target an Ally within Range, and establish a Link Power on them. For the Duration, whenever the user or the Ally is Healed, the other Linked Target also heals for the same amount. However, whenever the user or the Ally takes Damage, the other Linked Target takes that Damage, -1 (but never to 0). Magic Lifebind does not trigger on Damage it inflicts, or self-inflicted Damage. Magic Lifebind lasts for as long as the Link is upheld, up to a maximum of 30 Minutes, after which it has a 2 Hour Cooldown. If Link Broken, Heal the Ally only 1 HP. Magic Lifebind does not Stack. Sinistral Usage: Target Enemy instead of Ally. Enemy has the Bloody Status applied for the duration, and when the user or Enemy takes Damage, the other Linked Target takes that Damage, -1 (but never to 0).

Buff Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Divine Aggro Buff Power Melee Range

To draw aggression from allies, use this Ability to target all Enemies within Range. If the targeted Enemies attack anyone other than the user, the user can grant 1 Block Token to any Ally within Emote Range. If the targeted Enemies only attack the user, the user gains +2 Defense Stat (breaks cap up to 9) for the next 2 rolls. Divine Aggro has a 2 Hour Cooldown. If the target is a Heretic: Grant 2 Block Tokens, given to one Ally or spread between two Allies. If +2 Defense Stat, gain +3 instead, for the next 3 rolls. N/A
Magic Bolster Buff Power 5 Blocks

To empower oneself with Magic, grant +2 Attack Stat, or +2 Defense Stat. Alternatively, grant the user +1, and an Ally within Range +1 too. Either way, the +Stat lasts for 20 Minutes, after which Magic Bolster's cooldown begins. Magic Bolster does not Stack, and has a 1 Hour Cooldown. Sinistral Usage:Can no longer grant Stats to Ally, but instead grants +2 Attack and +2 Defense at the same time, that break cap up to 11/9.
Magic Feather Buff Power Emote Range

To protect from falling, as a Action before the user or an Ally would jump off a ledge or great height, use magic to cushion their fall, reducing the Fall Damage to 0 HP. As a reaction to the user or an Ally taking Fall Damage, reduce the Damage by -1HP. Or, on Allies, only reduce by -2HP, but the user suffers -2HP. If any function is used, except Sinistral, Magic Feather has a 1 Hour Cooldown. Sinistral Usage: When an Enemy would take Fall Damage, deal +1 HP extra Damage to them.
Magic Resist Buff Power Emote Range

To reduce the damage the user or an ally takes, target Self or an Ally within Range as a reaction to taking any Damage. Reduce that Damage by 1 HP, but never to 0. Magic Resist can be used out of Turn. Magic Resist has a 1 Hour Cooldown. Sinistral Usage:Also deal 1 HP Damage to whoever applied the Damage.
Magic Revive Buff Power 10 Block

To bring an Ally back into the fight, Target an Ally at 0 HP. they are given a choice: Revive with 4 HP and half (rounded down) Attack Stat, or 4 HP and half (rounded down) Defense Stat. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Magic Revive has a 2 Hour Cooldown. Sinistral Usage: Ignore limit on Revive Abilities, and Target an Enemy at 0 HP, and forcibly Revive them, making them fight for the user. However, Target Enemy can only make Basic Attacks, cannot use any Abilities, and has their Attack and Defense Stat Halved (cannot be raised). If an enemy Targets the revived Enemy with another Revive Ability, the target is dealt 2 HP of damage. N/A
Sacred Circle Buff Power 3 Blocks

To kneel and pray before your god, grant yourself the Prone Status Effect. For as long as you are Prone, all allies within range are cleansed of a single Status Effect on their turn. Once ended, Sacred Circle has a 2 hour cooldown. N/A
Sacred Feather Buff Power Viewing Distance

To protect from falling, as a Action before the user or an Ally would jump off a ledge or great height, use magic to cushion their fall, reducing the Fall Damage to 0 HP. As a reaction to the user or an Ally taking Fall Damage, reduce the Damage by -1HP. Or, on Allies, only reduce by -2HP, but the user suffers -2HP. If any function is used, 1 Hour Cooldown. N/A
Sacred Gear Buff Power 5 Blocks

To bless the equipment and enhance the defenses of allies, the user targets up to 3 allies within range. The targets gain +1 Defense Stat, that breaks cap up to 9. If the ally worships the same religion as the user, they also gain +1 Attack Stat that breaks cap up to 11. Sacred Gear lasts for 30 minutes, does not stack, and has a 4 hour cooldown. N/A
Sacred Healing Buff Power Emote Range

To heal allies over time, the user applies a Link Power to an ally within Range. For as long as the Link is active, the target heals 2 HP every 10 minutes. This healing occurs at the end of the 10 minute timer. Sacred Healing can only be upheld for a maximum of 20 Minutes, but if the user deals damage through any means while it is active, it instantly ends and any healing done is reverted. Once ended, Sacred Healing goes on a 2 hour cooldown, and does not Stack. N/A
Sacred Portent Buff Power Self

To divinely guide oneself or one’s allies, consume the user’s action and roll /dice 0-6. Add whatever is rolled to the final result of the next Attack or Defend Roll the user or an ally within Range makes. Sacred Portent does not stack, and has a 1 Hour Cooldown. N/A
Sacred Revive Buff Power Self

To revive an ally that is currently KO'd, the user can sacrifice 1 HP of their own, which cannot be blocked or reduced in any way, to revive that ally with 2 HP. Sacred Revive has no cooldown, and can be used as much as the user has HP, but the same person cannot be affected by more than one Revive Ability (Sacred Revive, Chem Revive, etc) per Combat scene. N/A

Movement Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Divine Rescue Movement Power 10 Blocks

To save an Ally from a dire situation, pick up an Ally within 4 blocks of the user, and charge in any direction horizontally within Range. This movement does not trigger Opportunity Attacks, and does not count as using the Ally’s movement. At the end of the Movement, also grant the Ally 1 Block Token. Divine Rescue has a 2 Hour Cooldown. If the target is a Heretic:No Heretic Function, only Targets Allies. N/A
Magic Warp Movement Power 10 Blocks

To move yourself or an ally, use this ability to relocate them forcibly anywhere else in range, even on higher ledges up to 10 blocks in height. This ability is instantaneous, and does not use an ally's action if used on them. Magic Warp cannot be used to circumvent fortifications like gates or teleport through doors, and has a 1 Hour Cooldown. Sinistral Usage: If used on Self, instantly make an Attack Emote on an Enemy within Range, in the same turn, with +2 Attack Stat (cap break up to 11) for that Attack Emote only. N/A
Sacred Martyr Movement Power 10 Blocks

To protect an ally from harm, use this ability when an Ally within Range would take damage. The user instantly dashes to the ally, taking the damage instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would KO the user, the ally gains +1 Attack Stat and +1 Defense Stat, which break caps up to 11 and 9, and cleanses any Status Effects currently applied to them. If the user is revived in any way, the bonuses from Sacred Martyr end. Sacred Martyr does not Stack, and has a cooldown of 4 hours. N/A
Shaman Darkness Movement Power 10 Blocks

This Ability can only be used if one or more enemies are within 3 Blocks of the user. When used, the user can choose anywhere within range (on a horizontal surface) to relocate to. Additionally, any enemies within 3 Blocks of the position they relocate from, have the Blindness Debuff applied to them. Shaman Darkness has a 2 Hour Cooldown. If the user has a Corpse Count when triggered:: The user can make an attack with +2 Attack after moving. N/A
Shaman Pounce Movement Power 10 Blocks

To get where you shouldn’t, target an opponent that is out of reach, whether by elevation or behind cover. The user immediately propels themselves toward the target, passing through obstacles, and not triggering opportunity attacks, allowing them to make an attack after landing. Shaman Pounce has a 1 hour cooldown. If the user has a Corpse Count when triggered:: Additionally apply the Confused Status to all enemies within 3 blocks for the next turn after landing. N/A

Instant Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Attack Command Instant Technique Emote Range

The user points to an Ally within range, immediately instructing them to make an attack. Without using their action, the target makes an attack out of turn against an enemy of the user’s choosing, as long as that enemy is within range of the ally’s attacks. Attack Command has a 30 Minute Cooldown once used.
Break Down Instant Technique Melee Range

To tear down enemy barricades, use this ability to target any 1 block thick stone or wood wall, gate, or doorway. Physically smashing through, the user additionally knocks back anyone on the opposite side of the wall by 3 blocks. Break Down has no Cooldown. N/A
Bruiser Flurry Instant Technique Melee Range

To disrupt the battlefield, instantly displace all characters within range by 5 blocks backwards. If any Enemies within range had Block Tokens gained by Abilities, they are lost and given to the User instead. Bruiser Flurry has a 1 Hour cooldown.
Bruiser Ruin Instant Technique Melee Range

Target an enemy within range, and begin charging an attack without making any other Action or Move this turn. While charging, the user takes -1HP less Damage from any source to a minimum of 0, and cannot be Staggered or Displaced. If targeted with an attack within Melee Range, Bruiser Ruin ends after calculating damage. If the user passes another Turn, taking no Action or Move Action, they immediately deal a guaranteed Attack that deals -4HP to the target. If the target has the Brittle Status Effect, -6HP instead. If it ends early, Bruiser Ruin goes on a 10 Minute Cooldown, otherwise Bruiser Ruin has a 2 Hour cooldown. Bruiser Ruin cannot be canceled or reduced by any effect once successful.
Bruiser Tackle Instant Technique Melee Range

To use an enemy as a weapon, target an enemy within range, displace them backwards 5 Blocks and apply the Brittle Status Effect. If the target already has the Brittle Status Effect, deal a guaranteed Attack, and displace them 10 blocks. In either case, if the target hits another character before moving the full distance, also apply Brittle to that character. Bruiser Tackle has a 2 hour cooldown.
Bruising Strike Instant Technique Melee Range

To beat down upon an enemy, use this ability to bash a target enemy within range to give them the Brittle Status Effect. Bruising Strike can be used without taking up an action, but only after making an attack, not before. Bruising Strike has a 30 minute cooldown.
Building Scale Instant Technique Melee Range

The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof. Building Scale has a 3 Hour Cooldown, and counts as a Movement Power in the context of counters. N/A
Chem Berserk Instant Technique Self

To become a glass cannon in combat, use this Ability to add an additional 1 HP of damage to Melee Attacks, but the user also takes an additional 1 HP of damage from Attacks targeting them in turn. Also, remove all Block Tokens and prevent the user from gaining any for the duration. Chem Berserk lasts until the end of Combat, and can be used Once Per Combat. N/A
Chem Bloodboil Instant Technique Self

To make the user’s blood caustic, immediately deal -2HP damage to self, but automatically deal 1HP damage to Target enemy the next 3 times the user takes damage from Target enemy’s Attack Emote, which can be multiple Enemies. However, if only one Enemy, maximum -2HP to Enemy. Chem Bloodboil can be used Once Per Combat. N/A
Chem Cleanse Instant Technique Self

To remove Status Effects from self, use this Ability to instantly remove one (choice, if multiple) Status Effects from the user, but deal 1HP Damage to self. Chem Cleanse has a 15 Minute Cooldown. N/A
Chem Hyperfocus Instant Technique Self

To become good at one thing only, choose Attack Stat or Defense Stat. Raise the chosen Stat by +2 (breaks cap up to 11 or 9), and lower the other stat by -3 (can go into minus). This effect remains active until the end of Combat. This Ability does not use an Action. This Ability cannot be re-used until the effect has ended. N/A
Chem Revive Instant Technique Emote Range

To bring an ally back, target Ally at 0HP within range. Immediately revive the Ally with 4HP, and force their next 2 actions to be Attack Emotes. If either of these Attack Emotes reduce an enemy to 0HP, heal the Ally +2HP more. If neither Attack Emotes do, deal -3HP damage to the Ally. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Chem Revive has a 2 Hour Cooldown. N/A
Concussive Blow Instant Technique Melee Range

To disrupt focus, target Enemy or Ally within Range, and immediately Link Break one Link Power (newest, if Multiple). If Target is the caster of a Link Power, also deal -1HP damage. If the Target has no Link Powers, instead apply the Confused Status Effect for one turn. Concussive Blow has a 1 Hour Cooldown. N/A
Cutthroat Evasion Instant Technique Self The user boosts their adrenaline, allowing them to move an additional 5 blocks after making an attack for the next 30 minutes. Once ended, Cutthroat Evasion goes on a 2 hour cooldown.
Cutthroat Flank Instant Technique Melee Range The user strikes at a target that is currently surrounded by two or more enemies, which can include the user. This attack does no damage, but the Prone Status Effect as they’re tripped up by the user. If the target is already Prone, this instead deals a guaranteed hit. Cutthroat Flank has a 2 hour cooldown, and a 30 minute internal cooldown.
Cutthroat Flash Instant Technique 10 Block Range The user launches a makeshift explosive at a target, affecting them and anyone within a 3 block radius. On use, any affected characters are given the Blinded Status effect until cleared manually. Once used, Cutthroat Flash has a 2 hour cooldown.
Cutthroat Target Instant Technique 10 Blocks The user throws a harmless projectile onto the target, dealing no damage to them but applying the Marked Status Effect to them for the next ten minutes. Cutthroat Target has a 1 hour cooldown.
Deadeye Barrage Instant Technique Self

When activating this Ability, the user becomes completely immobilized. This does not consume the Turn, but the user must perform 4 Attack Emotes over the present Turn and next 3. The next 4 Attack Emotes gain +1 Attack Stat (breaks cap up to 11) to their roll, and the 4th shot, if it hits, does +1HP Damage. If the user moves, willingly or unwillingly, Deadeye Barrage ends early, and has a 4 Hour Cooldown.
Deadeye Focus Instant Technique Self

This Ability does not consume Turn when used, but only allows an Attack Emote if used in the same Turn. The user must have a Status Effect that is not Marked applied to them in order to use this Ability. When used, any Status Effect the user is affected by is removed, and instead, the user has the Marked Status Effect applied to them. Additionally, they gain +2 Main Combat Stat (breaks Cap up to 11) for their next Attack Emote. Deadeye Focus has a 1 Hour Cooldown.
Deadeye Luckshot Instant Technique Self

This Ability does not consume Turn, but improves the next Attack Emote that hits. When the attack succeeds, do not apply Damage, and instead roll a /dice 0 4. If the dice lands on 0, the Attack Emote is Staggered. If it lands on any other number, that number is now the HP Damage. If the Target takes 3-4 Damage, they can choose to transfer up to 2 damage to Allies in Emote Range. This Ability cannot be Staggered. Deadeye Luckshot has a 2 Hour Cooldown.
Deadeye Pinshot Instant Technique Emote Range

This Ability can only Target a Character affected by the Marked Status Effect. If Targeting an Enemy, this Ability counts as an Attack Emote, applies +1HP Damage, and removes the Marked Status Effect from the Target. Afterwards, choose a new Enemy Target to apply the Marked Status Effect to. Deadeye Pinshot has a 2 Hour Cooldown.
Deadeye Venom Instant Technique Self

The user sets their Maximum HP to 6 upon activating this Ability. For the remainder of Combat, the user's Attack Emotes on singular Targets, when successful, apply a 1 Turn lasting Confused Status Effect onto the Target that only applies to their next Turn. This Ability does not consume a Turn. This Ability cannot be Staggered, nor can a Block Token be used to prevent its Damage to the User.
Desperate Prayer Instant Technique Self

This Ability can only be used when the user has 4 HP left, though it can be used out of Turn, and without using an Action. When used, the user must choose between +2 Attack Stat or +2 Defense Stat (breaks cap up to 11/9), for the remainder of the fight. Desperate Prayer can be used Once Per Combat. N/A
Disrupt Prayer Instant Technique Emote Range

The user prays to their God to appear to the Target enemy in Emote Range, Link Breaking one Link Power they are using or have applied to them(choose if multiple). Disrupt Prayer has a 1 Hour Cooldown. N/A
Escape Artist Instant Technique Self

The user is able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold a player down. This also allows them to lockpick doors and gates ingame, letting them escape or break into cells or prisons without immediate notice. Additionally, while in combat the user is able to cleanse themselves of the Trapped Status Effect before Escape Artist goes on a 1 hour cooldown. While out of combat, Escape Artist has no cooldown. N/A
Familiar Disrupt Instant Technique 5 Blocks

The user is born near, finds in childhood, (religiously) manifests, or magically creates a familiar that is life-linked with them and grows old with them. This familiar can be sampled from any domesticated animal no larger than a domestic dog. This pet can accompany the user, and aesthetically interact with the environment and other people. To hinder an enemy, the user targets one enemy within range, and knocks them Prone with their Familiar. Familiar Disrupt has a 4 Hour Cooldown. N/A
Force Toss Instant Technique Melee Range

In order to forcibly move a target, use this ability to grapple a character within range and instantly hurl them anywhere within a 10 block range. If the target is an ally, the user can additionally throw them up to 5 blocks vertically to a higher ledge. The target doesn’t take damage from this, but has the Prone Status Effect applied upon landing. Force Toss has a 1 Hour Cooldown, and a 30 Minute Internal Cooldown. N/A
Guidance Prayer Instant Technique Emote Range

Target an opponent in Emote Range, applying the Marked Status Effect to them, and optionally instantly make an Attack Emote (if within Range) to trigger the Marked, in the same turn. The Marked STatus Effect can only be triggered by the user, not their Allies, and lasts for 10 Minutes. Guidance Prayer has a 2 Hour Cooldown. N/A
Gut Punch Instant Technique Melee Range

In place of making an Opportunity Attack, use this ability to strike a weak point in a target passing by the user. This does no damage, but applies the Prone Status Effect to the target. Gut Punch has a cooldown of 1 Hour. N/A
Harming Prayer Instant Technique Emote Range

The user targets an opponent in Emote Range, and prays for their God to weaken them, applying the Bloody Status Effect to them. The Bloody Status lasts for 3 Turns. Harming Prayer has a 1 Hour Cooldown. N/A
Mounted Evasion Instant Technique Self

To quickly move across the battlefield, use this ability immediately after landing a successful attack on a target, which does not consume an action. Once used, the user moves up to 5 blocks in a chosen direction before stopping and going on a 1 Hour cooldown.
Knockback Sweep Instant Technique Melee Range

To create distance, target either one enemy within range, or everyone within 3 blocks in front of the user (not beside/behind). If one enemy, Displace target backwards by 10 Blocks. If everyone, displace targets backwards by 5 blocks. If any target(s) hit a wall, or are Trapped or Prone, deal -1HP Damage to them. Knockback Sweep has a 2 Hour Cooldown..
Mounted Lancer Instant Technique Self

To extend ones reach, toggle this Ability while mounted for the next 30 minutes. While active, Mounted Lancer extends the range of Melee range attacks to 5 blocks, while granting a -2 to Attack Stat in turn. Once ended, Mounted Lancer goes on a 2 hour cooldown.
Medical Barrier Instant Technique Self

To protect allies, use this Ability to create a temporary shield from danger. The user creates a mobile barrier, protecting themselves and any character within 2 blocks behind them from Abilities or Attacks targeting them from the front. While active, the user can’t use other Abilities or perform Attacks, but is able to move while Medical Barrier is in use. Medical Barrier can be held for a maximum of 20 minutes, and once ended is put on a 30 minute cooldown. N/A
Medical Bolster Instant Technique 10 Blocks

To protect an ally from harm, use this Ability to grant them 1 Block Token. While under the effects of this Block Token, the target’s Defense is raised by 2, up to a maximum of 9. Medical Bolster has a 2 hour cooldown, and does not stack. N/A
Medical Buff Instant Technique Emote Range

To expand upon an Ally’s strength, use this ability on an ally within range as a reaction to them gaining Attack or Defense. The user adds an additional +2 to the character’s Attack or Defense (depending on what was originally raised) for the next 4 turns, up to a maximum of 9. Medical Buff can be used out of turn, and has a 1 Hour Cooldown. N/A
Medical Canteen Instant Technique 5 Blocks

To share with an ally, use this Ability when affected by a beneficial Ability effect. When the user is targeted with an Ability by their Ally that is not Medical Canteen, the user may immediately grant a copy of the Ability they received to another Ally within range. Medical Canteen has a 1 hour cooldown. N/A
Medical Rescue Instant Technique 10 Blocks

To pull a target back to safety, use this Ability on an ally within range. Pulling the target to any block adjacent to the user, the target is granted 1 Block Token. Medical Rescue cannot be used as a reaction to an incoming attack, and has a cooldown of 2 hours. N/A
Medical Resist Instant Technique 10 Blocks

To reduce the harm an ally receives for a set amount of time, use this Ability on an Ally within range. For the next 10 minutes, the target only suffers minor wounds from any incoming damage that would affect them, or is reduced by 1 HP (but never to 0) in the Optional Combat System. Once ended, Medical Resist has a 2 hour cooldown, and does not stack. N/A
Medical Revive Instant Technique Melee Range

To bring back a fallen ally, use this Ability to try and bring them back into fighting shape. The user creates a Link Power between themselves and a downed target within range, remaining in that state for 5 minutes. If left unbroken, the target is immediately brought back on their last legs (or 2 HP in System Combat), and their Attack Stat reduced by 2 for the next 30 minutes. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Medical Revive has a 4 hour cooldown, regardless of if successful or not. N/A
Pinning Throw Instant Technique Emote Range

To pin down a foe, target enemy within range, instantly apply the Trapped Status Effect for up to 10 minutes. If the Target takes damage, remove the Trapped Early, but prevent them from taking the Move action for that turn only. Pinning Throw does Not Stack, and has a 30 Minute Cooldown once ended. N/A
Puretek Reload Instant Technique Self

To save oneself in a pinch, choose one Puretek, Deadeye, or Ranger Ability that is currently on Cooldown, not being used actively, and instantly take that ability Off Cooldown. Puretek Reload can be used Once Per Combat.
Ranger Blur Instant Technique Emote Range

To hinder enemies, instantly apply the Blinded Status Effect to an enemy within range. Ranger Blur has a 2 hour cooldown.
Ranger Cover Instant Technique Emote Range

To protect an ally's movement, use this ability as a Reaction to an ally taking the move action, which can be done out of Turn. The Ally is allowed to move through people, and if an Opportunity Attack is made against that Ally, the user gets to make an Attack Roll against the enemy making the Opportunity Attack. The user can attack as many times as there are enemies making Opportunity Attacks. Ranger Cover ends the moment the user’s ally stops moving, and has a 2 hour cooldown.
Ranger Splash Instant Technique 10 Blocks

To explosively interfere with enemies, target an enemy within Range, and any characters within 2 blocks of them. Apply the Prone Status Effect to all characters affected by this Ability. Ranger Splash has a 2 Hour Cooldown.
Ranger Tag Instant Technique Emote Range

To make it easier to hit your enemies, instantly apply the Marked Status to an enemy within Range, which lasts for 10 minutes, or until used. Ranger Tag has a 20 minute cooldown.
Ranger Trap Instant Technique Emote Range

To keep enemies in place, target an enemy within range, and all enemies within 2 blocks of the Target. Instantly apply the Trapped Status to the Target and all enemies within range, which lasts for 2 Turns. Ranger Trap has a 1 Hour Cooldown.
Ranger Wallop Instant Technique Emote Range

To create distance, the user fires a non-harming shot against a target within range that Displaces them backwards and away from the user by 10 blocks. This does not interrupt any ongoing actions. Ranger Wallop has a 20 minute Cooldown.
Shield Bunker Instant Technique Self

In order to increase your defenses at the expense of damage output, enter a defensive stance temporarily. While this Technique is active, the user is immune to Displacements, but cannot take the Move action. Additionally, any damage the User deals is reduced by 1, but they gain 2 Block Tokens. If the user chooses to move, or these Tokens are expended, Shield Bunker goes on a 1 Hour cooldown.
Shield Command Instant Technique Emote Range

When the user gains a Block Token (except from Armor), the user can choose a single Ally within range to grant an additional Block Token to. Shield Command can be used out of turn, does not take an action, and has no Cooldown, but can only be used once per Ally.
Shield Phalanx Instant Technique 1 Block

In order to protect allies from harm, activate this ability to brace your defenses. For the next 30 minutes, any allies within range have their minimum defense roll raised by 2. If another ally within range also has Shield Phalanx, they are able to immediately activate it without spending a turn. For each additional ally using Shield Phalanx in a line, the minimum defense roll is raised by an additional 2, to a cap of 6. Once ended, Shield Phalanx has a 2 Hour Cooldown.
Shield Taunt Instant Technique 2 Blocks

To force an enemy to focus on you, apply the Warned Status to all enemies within Range. While Warned, the enemy must either choose to spend their next turn attacking you, or suffer the Marked Status. If a target cannot reasonably attack the user, then Shield Taunt fails. Shield Taunt does not Stack, and has a 1 hour cooldown.
Shield Wall Instant Technique Self

The user holds up their defenses, protecting themselves and any character within a 3x3 block area behind them. While active, the user can’t perform Basic Attacks, but gains a new action that replaces their Attack. As a reaction to an ally within Shield Wall being targeted by an Attack Emote, the user can use this action to grant them +5 to the minimum result of their defense roll, and if they fail the defense roll, reduce any -HP damage by half (rounded up, minimum 0). If the triggering Basic Attack is a Ranged Emote Attack, this action does not consume the user's action, and they can use it again on a different attack in the same turn. Shield Wall can be held for a maximum of 20 minutes, and once ended has a 1 Hour Cooldown.
Shrug Off Instant Technique Self

To cleanse a Status Effect with Anger alone, instantly remove one Status Effect (choice, if multiple). But, apply -2 Attack Stat (can go into negatives) to the user’s next two Attacks. Shrug Off does not take an action, and has a 1 Hour Cooldown. N/A
Tank Rally Instant Technique 7 Blocks

The user rallies the battlefield around them, granting all allies +1 Attack Stat. Also, grant a +1 Attack Stat (breaks cap up to 11) when Allies make an Opportunity Attack roll, for that roll only. Tank Rally does not Stack, lasts for up to 30 Minutes, and has a 2 Hour Cooldown once ended.
Tank Slam Instant Technique 3 Blocks

The user slams the ground with their shield, applying the Prone Status Effect onto enemies within range. Additionally, the user can choose one target, and also apply the Brittle Status Effect. Tank Slam has a 1 hour cooldown.
Tank Switch Instant Technique Melee Range

As a reaction to an enemy within Range Attacking an Ally, instantly Stagger the Attack. For the next turn only, if the Target attacks anyone other than the user, apply the Brittle Status Effect to them. Tank Switch does not use an Action. Tank Switch has a 1 Hour cooldown.
Tank Tremor Instant Technique 3 Blocks

In order to pull enemies toward and disrupt their formation, displace all enemies within range 3 blocks towards the user. If any targets were Brittled, remove the Brittle Status Effect, and grant the user +1 Block Token per Brittle removed. Tank Tremor has a 2 hour cooldown.
Tank Watch Instant Technique 5 Blocks

The user fortifies their defense, use this ability as a reaction to an enemy using a Movement Power or Technique targeting the user or an ally within Range. Reduce their distance moved by 5 Blocks, and apply the Brittle Status Effect to them. Tank Watch does not use an Action. Tank Watch has a 30 Minute Cooldown.
Tech Auto Instant Technique Self

To increase reliability, the user raises the minimum result on Attack rolls to 5 for the next 3 turns. During this time, the user’s damage from Attack rolls are reduced to 1 HP. Once ended, Tech Auto goes on a 30 minute cooldown. N/A
Tech Charge Instant Technique Emote Range

To empower an ally, grant a character within range +2 (breaks cap up to 11/9) to either their Attack or Defense for the next 30 minutes. For as long as Tech Charge is active, the user takes -2 from Attack or Defense (can go into negatives), depending on what was chosen. Tech Charge does not stack, and once ended, goes on a 1 Hour Cooldown. N/A
Tech Exhaust Instant Technique Self

When the user is affected by a Status Effect that would negatively affect them (disables an Ability, Action, or movement that the character has), use this ability to set that Status Effect’s duration to 30 Minutes, and prevent its removal except by this ability. The user gains 1 Block Token Instantly, and sets their Movement Speed to 15 Blocks. Additionally, for the user’s Attack and Defense Rolls, their minimum roll is now 2, instead of 1. Tech Exhaust goes on cooldown once ended, and can only be used Once Per Combat. N/A
Tech Resist Instant Technique Self

To specialize against a specific attack, choose either Melee, or Ranged and Deadeye. For the next 30 minutes, the user takes 1 HP less damage from the chosen attack type (never to 0), but deals 1HP less damage on their Attacks. Once ended, Tech Resist goes on a 2 hour cooldown. N/A
Weapon Throw Instant Technique Emote Range

To throw a side-weapon, use this Ability to make a Melee Attack against an enemy, with range of Emote Range. Also, make the roll with -2 to Attack Stat. Weapon Throw has a 30 minute cooldown. N/A

Passive Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Breather Passive Technique Self

To make the most of an ally healing you, this ability automatically activates once healed. Whenever receiving HP from an outside source, Breather grants the user an additional +1 HP before going on a 1 hour cooldown.
Bruiser Agony Passive Technique Self

To heal on the edge of defeat, this ability activates automatically when the user is at 6 HP or less. The user's next successful Attack Emote heals the user by +2HP. If the attack upon the Target has a Block Token broken instead of losing HP, additionally apply the Brittle Status Effect. Bruiser Agony can only trigger once Per Combat.
Bruiser Rampage Passive Technique Self

To keep the violence going, this Ability is always passively active once combat begins. For each successful attack the user lands upon a target, gain +1 Attack that breaks cap up to a maximum of 11 until they fail an Attack Roll, in which case the bonus resets to 0. If the user breaks a Block Token, gain +2 Attack instead. This effect can stack as many times as they are successful in landing hits.
Bulwark Passive Technique Self

To punish people that try and rush behind you, this ability grants a +2 to the final result of the first Opportunity Attack the user makes before going on a 30 minute cooldown.
Careful Fighter Passive Technique Self

To gain a benefit from restraint, when the user would make an Opportunity Attack on an enemy, instead choose between two options. Either make the attack as normal, or do not make the attack, and gain 1 Block Token instead. Careful Fighter goes on Cooldown if either option is chosen. Careful Fighter has a 1 Hour Cooldown. N/A
Chem Mend Passive Technique Self

To mitigate toxins, when the user has collectively dealt -2HP damage to themselves with Abilities, grant 1 Block Token. Once per combat, If Chem Mend is on Cooldown when the User drops to 4 HP, take Chem Mend off cooldown. Chem Mend has a 1 Hour Cooldown. N/A
Combat Sight Passive Technique Melee Range

To fight with all of one’s Senses, the Blinded Status Effect, when applied to the user, works differently. Blinded now reads: The user gains +2 Attack Stat (breaks cap up to 11), but can no longer Target anyone outside of Melee Range. The user automatically has the Blinded Status Effect applied to them when Combat Begins, and cannot remove it except with Abilities that remove Status Effects. If the user would have the Blinded Status Effect applied to them again, instead of totally ignoring it, reduce the user's Attack Stat by -2 for their next Attack Emote. Combat Sight has no Cooldown. N/A
Deadeye Overwatch Passive Technique Emote Range

To keep an enemy pinned down, Target an enemy within range, and instantly apply the Trapped Status to them, for up to 2 Turns, but the user themselves cannot take the Move action for 2 Turns either. This Ability cannot be used on the same target more than once per Combat Scene, even from different sources. This Ability does not consume a Turn, but cannot be used to Stagger an Attack Emote or Ability, and has a 30 Minute Cooldown.
Debuff Endurance Passive Technique Self

When the user has a Status Effect applied to them, they gain a +1 Defense Stat for as long as the Status is applied to them. If the Status is Removed, the +1 is also removed. Debuff Endurance has no Cooldown, and can activate and de-activate multiple times. N/A
Fleet Footed Passive Technique Self

The user is quick on their feet, granting them an additional 2 blocks of movement each turn, provided they have not used an Ability that is not a Passive or made an Attack. Once doing either of these, Fleet Footed is disabled for the rest of combat. N/A
Puretek Blessing Passive Technique Self

To protect oneself from the occult, automatically activate when an Attuned or Occult character applies a Status Effect to the user, without using an Action. Remove that Status Effect, and gain +1 Attack Stat (breaks cap up to 11) for the next Attack roll against Target Attuned/Occult. Puretek Blessing has a 1 Hour Cooldown.
Rebound Passive Technique Self

To get back on your feet, this ability passively activates on the first Prone Status applied to the user. The user gains +5 Blocks Movement on their next Move Action. This ability does not consume an Action. After Rebound is used, it goes on a 2 hour cooldown.
Mounted Armory Passive Technique Self

To last longer on your mount, this Ability activates the moment the user is considered Mounted. When active, Mounted Armory grants an additional Block Token that cannot be regained until the end of Combat. Additionally, the user’s movement speed while mounted is reduced by 3 blocks, while they have this Block Token. N/A
Shield Cover Passive Technique Emote Range

The user passively is able to increase their defenses against Ranged Attacks from Ranger and Deadeye Stance. When a character is targeted with a Ranged Attack Emote, their minimum Defense Roll is raised to 9 for Ranger Stance attacks, and 6 for Deadeye Stance attacks. Shield Cover does not consume an Action, and has no Cooldown.
Thick Hide Passive Technique Self

To benefit from Armor without explicitly wearing it, Thick Hide allows the user to permanently count as wearing armor for the sake of Abilities and Mechanics. If an Ability is used that prevents the user from wearing Armor, this Ability is disabled until the effect ends.

Link Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Champion Command Link Technique Emote Range

The user targets a single Ally, and attaches a Link. While this Link is active, the target adds any increases, even ones that don’t break cap, to their Attack or Defense to their minimum Attack and Defense Rolls respectively, but only up to a maximum of +6 for each. Once broken or removed, Champion Command goes on a 2 Hour Cooldown. If a target is affected by Overwhelm Command, Champion Command does nothing.
Chase Command Link Technique Emote Range

As a reaction to an enemy using a Movement Ability, the user places a Link upon both an Ally and that Enemy. As long as it is upheld, the Ally copies all Movement Abilities used by the enemy, landing on the same destination, though not benefitting from additional mechanics (like attack Emotes, or Knockback effects) for the next 15 minutes. This does not use the Ally’s Move or Action. Chase Command has a 1 hour Cooldown once broken.
Defend Command Link Technique Emote Range

The user can target up to 2 Allies to divide +3 total Defense Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 2 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, Defend Command goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.
Mobile Command Link Technique Emote Range

To allow freedom of movement, place this Link on an Ally within range. This link lasts until broken, and grants the target an extra 2 Blocks of movement, as well as the ability to fight freely underwater. Lastly, once per usage of this Ability, the target can scale a wall using an Ender Pearl in-game. Once broken, Mobile Command has a 2 Hour Cooldown.
Overwhelm Command Link Technique Emote Range

The user targets a single Ally, placing a Link upon them. While this Link is active, if the Ally has more than 3 enemies within Melee Range of them, the first Ability the Ally uses on each turn does not consume their Action. Once broken, Overwhelm Command has a 2 Hour Cooldown. If a target is affected by Champion Command, Overwhelm Command does nothing.
Puretek Burn Link Technique Emote Range

To punish Mages, target Occult Enemy or Ally in range, and attach a Link to them. The next time the Target uses a Power or makes a Basic Attack with Magic, deal -1HP damage. If they do either of these things again, deal another -1HP damage. After dealing -2HP, Puretek Burn ends, and goes on Cooldown. If neither effect triggers, Puretek Burn can be upheld for a maximum of 20 Minutes. Puretek Burn does not Stack, and can be used Once Per Combat. N/A
Tech Livewire Link Technique Emote Range

To prevent Link Powers, the user places a Link Power of their own on a character within range. As long as this Link is upheld, both the user and the Target cannot be affected by Link Powers. Tech Livewire lasts for up to 30 minutes. Links applied before this ability remain. Tech Livewire does Not Stack, and once broken goes on a 2 Hour Cooldown. N/A

Counter Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Bruiser Feint Counter Technique Melee Range

To interrupt an enemy’s attack, as a reaction, Stagger an enemy within range's Basic Attack or Instant Technique usage. Also, gain +2 Defense Stat (breaks cap up to 9) for the next 2 turns. If the target has any Block Tokens gained from Abilities, additionally apply the Brittle Status Effect. Bruiser Feint has a 2 Hour Cooldown.
Bruiser Parry Counter Technique Self

As a reaction to an Attack from Ranger or Deadeye Stance, the user is able to catch the incoming projectile. If Ranger, reduce the damage to 0, if Deadeye, -1HP. Additionally, the user throws the projectile back at their attacker, applying the Brittle Status Effect. Bruiser Parry can be used out of turn, does not take an Action, and has a 1 Hour Cooldown.
Building Smash Counter Technique Melee Range

This Technique can be used on a building, so long as another person is standing on its roof, or on some higher ledge like a roof trim or balcony or top of a tower. When used, the user smashes into a selected building causing it to shake and destabilize all characters standing on top of it. Anyone standing on a higher ledge of such a building will fall off the building, forward towards the user and causing 1HP of damage unless the user is immune to fall damage. All targets additionally are unable to use Movement Abilities for 10 minutes after landing. Building Smash has a 1 hour cooldown and ignores Displacement Immunity. N/A
Cheap Shot Counter Technique Melee Range

To counter magic, use this ability out of turn in reaction to an enemy within range using a Power, but only if that Power Targets the user or an ally. Stagger them, and grant the user +1 Defense Stat (breaks cap up to 9) for their next Defense Roll only. If the target attempts to use the same Power on their subsequent turn, also grant the user 1 Block Token. Cheap Shot has a 1 Hour Cooldown. N/A
Chem Bang Counter Technique 5 Blocks

To test a foe, toss an explosive charge at the Target. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 5 Blocks for the next 30 Minutes. If the Target was not Mounted, apply the Weakened Status Effect for their next 3 actions. Chem Bang has a 2 Hour Cooldown. N/A
Chem Purge Counter Technique Self Range

To protect from Status Effects at a cost, cleanse all Status Effects and become immune to future Status Effect applications for the duration, but, set Defense Stat to 2 (cannot be raised) for the duration of Chem Purge. Chem Purge does not consume an action, and can be used out of turn. Chem Purge lasts for 20 Minutes, and cannot be ended early. Chem Purge has a 2 Hour Cooldown. N/A
Close Save Counter Technique Melee Range

To push an ally out of harm’s way, use Close Save as a reaction to a Ranger or Deadeye Point Buy attack or Instant Technique. The ally is knocked back by 1 block, avoiding any damage, but not any extra effects. Close Save has a 2 hour cooldown. N/A
Cutthroat Backstab Counter Technique Melee Range This ability can only be used against someone that has not made an Attack or used an Ability that is not a Passive yet in a scene. The user makes a swift attack on a target within range, dealing a guaranteed 4 HP of damage to them that bypasses Block Tokens. Cutthroat Backstab has a 4 hour cooldown, and cannot affect the same target more than once in a current scene.
Cutthroat Reversal Counter Technique Self This ability requires Cutthroat Stance to be active. As a reaction to being displaced, the user can choose to change the direction they are moving to some other place. The user is still required to move the set distance, and cannot increase or decrease this distance outside of other Ability mechanics. Cutthroat Reversal has a 30 minute cooldown.
Deadeye Crit Counter Technique Emote Range

In order to focus on a target and deal a heavy amount of damage, use this ability to charge a guaranteed hit. The user picks a target that they can see within range, charging their weapon for 10 minutes whilst becoming entirely immobilized. If the user is hit with any Ability or Basic attack, or the target leaves their range, this Ability is interrupted and put on a 30 minute cooldown. If left uninterrupted, the user fires a projectile that deals 4 HP worth of damage to the target. Deadeye Crit cannot be Staggered, or avoided once completed, and has a cooldown of 2 hours.
Deadeye Doubletap Counter Technique Emote Range

This Ability can be used out of turn. Target any person in Range who has just Revived after hitting 0 HP. This Ability cannot have its Target changed. The user performs a Double Tap, allowing the Target one turn, but instantly KO-ing them after. This Ability cannot have its Target changed. Deadeye Doubletap can be used once per Combat Scene.
Deadeye Puffshot Counter Technique 3 Blocks

This Ability has two different uses, depending on whether it is used during a Turn, or out of Turn. If used in Turn, Target an Enemy in Emote Range, and applies the Prone Status Effect to them. If used out of Turn, this Ability can only be used to reduce the damage of an incoming Melee Range Attack Emote on the user by 1 HP. If either function is used, the Ability goes on Cooldown. Deadeye Puffshot has a 1 Hour Cooldown.
Degrading Command Counter Technique Emote Range

To punish the enemy for tactical play, use this Ability as a reaction to an enemy breaking one of the User’s Links, and without using an Action. The target gains -2 to their Attack for the next 15 minutes. Degrading Command has a 30 minute cooldown.
Dirty Fighter Counter Technique Melee Range

To quickly react with a hidden firearm after being attacked, use this ability to instantly Blind whoever attacked the user, as long as they are within range. Dirty Fighter has a 2 Hour Cooldown. Dirty Fighter does not Stack. N/A
Faithwall Prayer Counter Technique Emote Range

As a reaction, and without using an Action, Silence a target who uses a Power from Theurgy, Shaman, Paladin, or Cleric Point Buy that targets the user, if that Ability is used by someone of a different faith for the next 2 turns. Faithwall Prayer can be used Once Per Combat. N/A
Interception Counter Technique 3 Blocks

In order to prevent your allies from coming to harm, use this ability to step in the way of attacks. As a reaction to an Attack, the user can dive in and protect a target within 3 + CON Stat blocks from them from incoming harm. The user immediately moves in front of the target, becoming the target. The user cannot nullify or avoid the attack. Once this effect ends, it goes on a 30 Minute Cooldown.
Kneeling Prayer Counter Technique Self

This Ability can only be used to react to a Melee Attack Emote being used on the user. Instantly Stagger that attack, without using an Action. Kneeling Prayer has a 2 Hour Cooldown. N/A
Puretek Antimagi Counter Technique Emote Range

To negate Magic, use this Ability in reaction to a Magic Point Buy Ability being used by an Attuned or Occult Character. If Default/Radiant version: Stagger the Ability, and grant +2 Attack to the user if they use another Power within 3 turns. If Sinistral Version: Additionally apply the Marked Status Effect to the Target.Puretek Antimagi has a 1 Hour Cooldown. N/A
Puretek Sanction Counter Technique Emote Range

To counteract magic, use this ability as a reaction to a non-Mundane character using a Power. Instantly apply the Warned Status Effect, and make the target choose: Use Magic, or Stop. If Use Magic: the Target can continue to cast, but the next time they use a Power, deal -1HP of Damage to them. If Stop: apply the Silenced Status Effect for 10 minutes. Puretek Sanction does not Stack, and has a 2 Hour Cooldown.
Puretek Wrath Counter Technique Emote Range

To retaliate instantly, use this ability as a reaction to taking damage from a Basic Attack, immediately apply the Blinded Status Effect to the enemy that made the Basic Attack. This does not consume an Action. Puretek Wrath has a 1 Hour Cooldown.
Rage Counter Counter Technique Melee Range

In order to return fire on a well-protected opponent, as a Reaction to taking damage, the user is able to immediately make a guaranteed strike against the Target (within Range) that attacked them before reacting to the attack they were targeted with themselves, but, deal -1HP Damage to self. This can be used out of Turn, but does consume an Action. This Technique cannot be used if the triggering effect was countered, cancelled, or ignored. Rage Counter has a 2 hour cooldown.
Ranger Bola Counter Technique Emote Range

To slow an enemy down, target an enemy within Range. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 7 Blocks for the next 20 Minutes. If the target is not Mounted, reduce their Movement Speed by 3 Blocks for the next 10 Minutes. Ranger Bola cannot be used while Mounted, has a 1 hour cooldown once ended.
Ranger Cut Counter Technique Emote Range

To weaken empowered enemies, target an enemy within Range. Instantly apply the Weakened Status to them for their next 2 Actions, and, if the Target has any Link Powers attached, choose 1 to end. Ranger Cut has a 30 minute cooldown.
Resist Command Counter Technique Emote Range

Target an ally in Emote range that has just lost a Defensive dice roll. The next 4 times the target loses a Defensive dice roll, any damage the target takes is reduced by 1, including the triggering attack. Once ended, Resist Command has a 1 Hour cooldown.
Soft Landing Counter Technique Self

To avoid falling damage, as an action before the user jumps off a ledge or height, prepare to fall safely, and take 0HP falling Damage. If the user lands next to an Enemy, they can immediately make a Melee Attack. As a reaction to the user being forced to fall off a ledge, reduce Falling Damage by -1HP. If either function is used, 1 Hour Cooldown. N/A
Sharp Reflexes Counter Technique Self

To dodge a dangerous attack, this ability can be used as a reaction to an attack targeting the user. The user adds +2 to their final roll, but must declare this before rolling. If the user is hit regardless, they're able to move up to 5 blocks in any direction. Sharp Reflexes can only be used if the user has a Dexterity Stat of at least 6. Sharp Reflexes has a 1 hour cooldown. N/A
Shield Block Counter Technique Self

In order to last longer in melee combat, use this Ability reactively to instantly reduce Damage from a single Melee Attack to 0. This does not consume an Action. Guard Block has a 30 Minute Cooldown.
Shield Brace Counter Technique Self

To avoid falling damage, as an action before the user jumps off a ledge or height, prepare to fall safely, and take 0HP falling Damage. If the user lands next to an Enemy, they can immediately make a Melee Attack. As a reaction to the user being forced to fall off a ledge, reduce Falling Damage by -1HP. If either function is used, 1 Hour Cooldown.
Shield Deflect Counter Technique Melee Range

To delay an enemy, use this ability as a reaction to an enemy within Range making an Attack, or using a Technique targeting either the user or an Ally. Immediately Stagger their action, and gain +1 Defense Stat (breaks cap up to 9) for the next two Attacks made against the user only. Shield Deflect has a 2 Hour Cooldown.
Shield Snare Counter Technique Self

To catch an enemy's arrow or avoid their bullet, use this ability as a reaction to an enemy's Ranged Attack from Ranger or Deadeye Stance that would hit the user. If Ranger Stance, reduce the Damage to 0, if Deadeye Stance, -1HP. Additionally, force an Attack Roll against the enemy's Defense. If successful, throw the enemy's attack back at them, but only for 1HP damage. Shield Snare can be used out of turn, but does consume an Action. Shield Snare has a 1 Hour Cooldown.
Steady Body Counter Technique Self

The user braces themselves against (or avoids) a single Displacement or Trapped Status Effect, rendering them immune to the Displacement or Trapped Status Effect only. The Ability that would apply it is still used as normal, and any other effects activate. After using this Technique, the user can perform a basic attack directly after. Steady Body has a 3 hour cooldown. N/A
Tangle Strike Counter Technique Melee Range

To knock an enemy off balance, use this ability on an enemy within range. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 5 Blocks for the next Hour. If the Target was not Mounted, instead apply the Fleeting Status Effect for 30 Minutes. Tangle Strike cannot be used while Mounted, and has a 2 Hour Cooldown. N/A
Tech Assimilate Counter Technique Self

To protect the user from harm, the user instantly loses -9 HP (cannot be reduced) and gains 5 Block Tokens that can exceed the limit. For the duration of this ability, any amount of damage causes the user to lose a single Block Token and the user cannot benefit from HP threshold mechanics while active. Tech Assimilate ends when the last Block Token is broken, but has no cooldown. N/A
Technique Parry Counter Technique Self

To defend against an attack, use this Ability as a reaction to protect the user only from the effects of an Instant or Movement Technique from Melee, Bruiser, or Cutthroat Point Buy. Technique parry does not use an Action. Technique Parry has a 1 Hour Cooldown.

Movement Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Brawl Stampede Movement Technique 10 Blocks

To drag a target with you, use this ability to grab ahold of a character within melee range. Stampeding forward by 10 blocks, both the user and the target are forcibly moved the full range. Brawl Stampede can move through people, and does not trigger Opportunity Attacks on the Target only. The user and target cannot use Movement Techniques/Powers for 10 minutes after using Brawl Stampede. Brawl Stampede counts as a Displacement in the case of Ability counters, and has a 2 hour cooldown. N/A
Bruiser Slam Movement Technique 10 Blocks

To close the distance with a foe, leap to target Enemy within Range, without passing through people. If the Target has a Block Token, the Block Token is immediately broken and the Brittle Status Effect is applied. If the Target has no Block Tokens, apply both the Prone and Brittle Status Effects. Bruiser Slam as a 1 Hour Cooldown.
Building Scale Movement Technique Melee Range

The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof. Building Scale has a 3 Hour Cooldown. N/A
Cutthroat Dodge Movement Technique Self As a reaction to being hit by a basic attack of any kind, the user can quickly dodge to negate any damage they would have suffered, but still be affected by secondary effects. Additionally, the user is able to immediately move up to 10 blocks horizontally in any direction. After using this technique, the user can also perform a basic attack directly after. Cutthroat Dodge has a 1 hour cooldown.
Cutthroat Tears Movement Technique Melee Range Upon being hit by a Basic Attack, the user can fall prone and perfectly feign defeat. At any time afterward, or as a reaction to them being attacked or targeted by an Ability, they are able to stagger any characters within range and immediately move 10 blocks horizontally in any direction. Once used, Cutthroat Tears goes on a 4 hour cooldown.
Diving Tackle Movement Technique 10 Blocks

To quickly move across the battlefield, use this ability to immediately move up to 10 blocks in a chosen direction horizontally, not moving through people, but also not triggering Move Reactions. If the user lands beside an enemy, apply the Prone Status Effect to one enemy, and make an Attack Emote on that enemy in the same turn this ability was used. Diving Tackle has a 2 Hour Cooldown. N/A
Mounted Getaway Movement Technique Melee Range

To make a swift escape with a friend, use this Ability to target an ally within Range. Picking them up and placing them on the mount the user is on, both characters are moved up to 10 blocks in a chosen direction before the Target is placed back upon the ground. Mounted Getaway does not use the target’s turn, and has a 1 hour cooldown.
Hook Shot Movement Technique 10 Blocks

To get around quickly, the user instantly fires a grappling hook to propel themselves to anywhere within range, Horizontally or Vertically, with limits. This can be shot upwards whilst directly beneath a block, allowing the user to climb to the top of it. Additionally, this can be shot across a horizontal gap to establish a zip-line that can be slid down to cross to the other side, but the use of this ability must always be fired downwards by at least a single block. Hook Shot has a 4 hour cooldown. If Hook Shot is used outside of Combat, it has a Range of Emote Range.
Puretek Evade Movement Technique Melee Range

To dodge lethal harm, use this Ability as a reaction to being targeted by a Melee Attack by an Enemy within Range. Instead of Rolling Defense, automatically succeed in Defense, and move anywhere horizontally within 10 Blocks, ignoring Opportunity Attacks. However, at the end of the Movement, apply the Prone Status Effect to the User. Puretek Evade has a 2 Hour Cooldown.
Shield Slam Movement Technique 10 Blocks

In order to close distances and repel an opponent, use this ability to charge up to 10 blocks in a chosen direction. Once ended, the User can choose any target within melee range and knock them back 5 blocks, also applying the Prone Status. Shield Slam has a 2 hour cooldown.
Tank Charge Movement Technique 5 Blocks

The user dashes at a target enemy within range, displacing them backwards 10 blocks. If the target hits a wall or person, apply the Brittle Status Effect. Tank Charge has a 30 Minute Cooldown.
Tank Hero Movement Technique 10 Blocks

To protect an ally, use this as a reaction to an Ally within Range being targeted by an Attack Emote or Ability. Dash to target ally, without provoking Opportunity Attacks, but not through people, and re-direct the Attack or Ability to target the user instead. Also, displace all enemies within Melee Range of landing backwards by 5 blocks away from the user. If the original Attacker is within Range, also apply the Brittle Status Effect to them. Tank Hero has a 1 Hour Cooldown.
Tank Rush Movement Technique 10 Blocks

The user charges forwards with their shield, moving in any direction for minimum 5, maximum 10 blocks. The user can move through enemies, and does not trigger Opportunity Attacks. If the user passes through any enemies, displace them away from the user to the left or right (user choice) by 5 blocks. Also, choose one target, and apply the Brittle Status Effect. If any targets are already Brittled, also apply the Prone Status Effect to them specifically. Tank Rush has a 4 Hour Cooldown.
Tech Exchange Movement Technique 10 Blocks

To reposition an ally, target an ally within range to trade positions with them. This movement can be used through other characters, does not trigger Opportunity Attacks, but the user is given the Trapped Status Effect for the next turn. Tech Exchange has a 1 hour cooldown. N/A


Mount Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Carriage Summon Mount Technique Self

The user may hop onto a carriage and become the driver of it, "summoning" it through some contrivance of it being hidden or driven in by someone else. From this point onwards, the user is Mounted, and anyone else who hops into the carriage is also Mounted. While Mounted, the user gains an additional 5 blocks of movement each turn. During Combat, additional riders in the Carriage do not gain this movement benefit, unless they also have the Carriage Summon or Cavalry Summon Ability. If a Carriage has 1 Character that does not have the Ability, the Carriage moves at Normal Speed. Carriage Summon has a 30 minute cooldown, once exited. N/A
Cavalry Summon Mount Technique Self

The user may whistle or shoot a flare or other method of summoning, to call their Mount to them. The user may then use the Pets plugin to summon a pet, and mount it, as if their Mount has arrived on the scene and they are able to mount it. From this point onwards, the user is Mounted. While Mounted, the user gains an additional 5 blocks of movement each turn. Cavalry Summon has a 30 minute cooldown, once exited. N/A

Stance Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Bruiser Stance Stance Technique Self

During Bruiser Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Bruiser Stance, the user cannot have their Attack reduced by outside forces. Bruiser Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended, Bruiser Stance goes on a 20 Minute Cooldown.
Chem Bolts Stance Technique Self

To throw (or shoot with some contraption) alchemical bombs, poisons, or vials, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with some alchemy/technology, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can deal -1HP damage to themselves, and grant +5 to the final result of their next Attack Roll. Chem Bolts can be upheld indefinitely, but has a 20 minute cooldown once ended.
Command Stance Stance Technique Self

During Command Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. When entering Command Stance, the user may also not perform Attack Emotes. Additionally, in place of a basic attack the user may target another character within Emote Range and add 4 to the minimal result of either their next Attack or Defense roll (/roll 5 17 as an example). This does not Stack with itself, or with other bonuses that raise the minimum result. Finally, any Link Abilities used by the user while in Command Stance remain active so long as they remain in Viewing Range, rather than breaking when leaving Emote Range. Command Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Command Stance goes on a 20 Minute Cooldown.
Cutthroat Stance Stance Technique Self Cutthroat Stance can be activated without consuming a turn. During Cutthroat Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Cutthroat Stance, the user is unable to be targeted by Opportunity Attacks. Cutthroat Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Cutthroat Stance goes on a 20 Minute Cooldown.
Deadeye Stance Stance Technique Self

During Deadeye Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. They also cannot use Movement Powers, nor can they be affected by Movement Powers used on them by Allies. Finally, the user's Basic Attack Emotes become Emote Ranged, but if they try to attack someone within 4 Blocks, that attack automatically misses. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.
Hex Stance Stance Technique Self

During Hex Stance, the user cannot use Abilities from the following categories: Shielding Point Buy. While in Combat, the user is able to spend 1HP from their own health to Upcast, which alters their Theurgy Point Buy Abilities. When the user reaches 4 HP, they are able to pull HP from any (even unwilling) Ally within Emote Range to Upcast. Stances are indefinite, but can be ended any time for a 20 minute Cooldown. N/A
Magic Bolts Stance Technique Self

To cast with magic, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with magic, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can re-roll one failed Ranged Attack made with Magic Bolts. Magic Bolts can be upheld indefinitely, but has a 20 minute cooldown once ended. Sinistral Usage: the User gains +2 Attack Stat, that breaks cap up to 11, while using Magic Bolts.
Medical Stance Stance Technique Self

During Medical Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. While in Medical Stance, the user’s Basic Attacks are replaced entirely, allowing them to heal 1 HP on a target within Melee range with a /dice 1 4 roll where anything above a 1 is a success. Medical Stance can be maintained indefinitely and can only be voluntarily ended by the user, though when ended Medical Stance goes on a 20 minute cooldown. When entering Medical Stance, the user’s HP is capped to 8 for the rest of the fight.
Divine Stance Stance Technique Self

During Paladin Stance, the user cannot use any Abilities from the following categories: Roguery Point Buy. While in Combat, the user treats all Enemies who are not of the same Religion as the user as Heretics, which alters their Paladin Point Buy Abilities. Afflicted Characters and Atheists are always considered Heretics, regardless of Religion. When the user reaches 4 HP, all Enemies, regardless of Religion, are considered Heretics. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown. N/A
Ranger Stance Stance Technique Self

Ranger Stance can be Activated without consuming a Turn. During Ranger Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. The user's Basic Attack Emotes become Emote Ranged, but if they try to attack someone within 4 blocks, the user suffers a -3 penalty to their Attack Stat for that attack only. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.
Shaman Stance Stance Technique Self

During Shaman Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Combat, the user gains additional benefits from a Corpse Count, meaning the next Shaman Ability used is altered in some way once 2 enemies have been defeated, after which Corpse Count must be regained. When the user reaches 4 HP, they always benefit from Corpse Count until combat ends or they are healed past 4 HP. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown. N/A
Tank Stance Stance Technique Self

During Tank Stance, the user cannot use any Abilities from the following Categories: Melee Point Buy. They also cannot perform attacks or Abilities that deal damage, but can intercept any attack within 3 blocks of them, taking the hit instead for 1 HP less damage while also being able to use Block Tokens (or other similar Abilities) to negate the damage. Also, the user is immune to the Brittle Status Effect. Additionally, the user can remove 1 Status Effect once per combat scene, and has their Max Defense Stat from Proficiencies raised to 7 from 5 in System Combat. Tank Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Tank Stance goes on a 20 Minute Cooldown.

Custom Kit Abilities

These Abilities are not available to all players, they are specific only to certain Players, through the Custom Kit System. They are just here so players can use them in the plugin and understand them easier.

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Penitent Martyr Passive Power Emote Range

Bahmboozled Custom Kit. Anytime an Ally in Emote Distance receives a point of Damage, Drulailmon can choose to absorb this Damage instead. Doing so grants Drulailmon 1 Stack of Penitence. Additionally, Drulailmon’s Turn Order is moved forward after choosing to do so, meaning Drulailmon can take an Action immediately after using Penitent Martyr and taking 2 Damage. No Cooldown. N/A
Penitent Watch Passive Power Emote Range

Bahmboozled Custom Kit. Anytime an Enemy in Emote Range uses a Movement Ability, they must make a choice: Either their Movement Ability is Staggered and Drulailmon displaces them 3 blocks in a direction of her choosing, or their Movement Ability executes as intended, but Drulailmon gains 1 Stack of Penitence. This Ability is permanently active. N/A
Penitent Guard Passive Power Emote Range

Bahmboozled Custom Kit. This Ability activates automatically when Drulailmon reaches 4 HP. If Drulailmon has any Block Tokens, they are automatically consumed and heal her for +1 HP per token, and she cannot gain more Tokens Until Drulailmon is KO’d, any Damage she takes is reduced to 1, but her Attack Stat is set to 4 and cannot be raised. Once per Combat. N/A
Penitent Bearer Passive Power Melee Range

Bahmboozled Custom Kit. Whenever an Enemy has the Prone Status Effect applied to them in Melee Range, Drulailmon gains an automatic Move Reaction against them out of Turn as if they tried to move. This Ability is permanently active. N/A
Penitent Soldier Passive Power Melee Range

Bahmboozled Custom Kit. Drulailmon, whenever being on the receiving end of a Move Reaction, forces the attacker to make a Choice: Either ignore the Move Reaction and let Drulailmon pass, or perform the Attack Emote. If the Attack Emote applies Damage to Drulailmon, Drulailmon generates 1 Block Token after taking Damage, while also gaining 1 Stack of Penitence. No Cooldown. N/A
Penitent Ultimate N/A Emote Range

Bahmboozled Custom Kit. This Ability activates automatically (and repeatedly) on the Cost threshold. Count the amount of Allies and Enemies in Combat. If there are more Enemies, Drulailmon heals for 2 HP. If there are more Allies, Drulailmon Heals an Ally for 2 HP. If there are more Enemies, Drulailmon applies the Marked Status Effect to an enemy, and can make an attack without an action. If Equal, choose. 3 Stacks of Penitence Cost. N/A
Prideful Charge Movement Power 20 Blocks

Okanara Custom Kit. Signe launches herself up to 20 blocks, following any path, but not diagonal. She passes through Enemies, and can end the path early in Melee Range of an Enemy. Each Enemy passed through will be unable to use Move during their next Turn. When landing, Signe immediately follows up with two Attack Emotes with +2 Attack Stat. For each hit, gain 1 Stack of Prideheart. 1 Hour Cooldown. N/A
Prideful Mirror Dispel Power Emote Range

Okanara Custom Kit. This Ability can be used to react out of turn to a Void Aligned Ability or Exist Aligned Ability used in Emote Distance. If Exist, Signe can Dispel the Ability. If Void, Signe instead copies the Ability and immediately uses it. This Ability can copy Abilities that rely on Stances, and function without them. Signe can also consume the Void Ability and not use it for 2 Stacks of Prideheart. 1 Hour Cooldown. N/A
Prideful Hound Instant Power Emote Range

Okanara Custom Kit. Signe summons a Thirun Hellhound from a magical portal that pounces on a Target in Emote Range. The Target has the Status Effect Trapped applied to them until they consume an entire turn to push the Hellhound away from them. The Target must also choose: Give Signe one Stack of Prideheart, or take another Status Effect of Cursed for the next 20 Minutes. 1 Hour Cooldown. N/A
Prideful Strings Instant Power Emote Range

Okanara Custom Kit. Signe Targets an Ally or Enemy in Emote Range with 0 HP, and forces a Thirun Hellhound to control their body in the fight on her side with 4 HP and halved (rounded down) Attack and Defence Stat that can only Attack Emote. A person affected by Prideful Strings cannot be Magic Revived until dead. Each time such a Hellhound Puppet dies, Signe gains 1 Stack of Prideheart. 2 Charges per 2 Hours. N/A
Prideful Haunt Passive Power Emote Range

Okanara Custom Kit. Signe is too prideful to die, and cannot be Targeted by Revival Abilities. If she hits 0 HP, she can forcibly take HP from Allies even if that would KO them to top herself up 2 HP at a time. If she decides to stay KO, her Soul departs, and merges with an Ally, from which she can take their turns to keep using her Custom Kit Abilities only, including Stack gains and usage of Ultimate. N/A
Prideful Ultimate N/A 10 Blocks

Okanara Custom Kit. Signe summons Pride’s Bone Saw from a Hell Portal, and can move up to 10 Blocks towards a Target, slashing them. This Knocks them prone, and immediately does 3 HP Damage. After completing this Ability, Signe can jump, or stay, while the sword returns to Hell. If there is a Justice Arkenborn in the fight, open Combat with Prideful Ultimate free of charge but only once. No Cooldown, but 3 Stacks of Prideheart Cost. N/A
Firebrand Soar Movement Power 10 Blocks

Lizmun Custom Kit. Heishan flies with Elytra to the sky and Targets an enemy in Emote Range. Heishan then lands on the Target, applying the Status Effect Prone, an can use an Attack Emote. Failing to do damage, or getting Dispelled gives 1 Stack of Ragefire. This Ability can be used as a Combat opener without going off Cooldown. If this Ability is copied, Range is 10 Blocks instead. 1 Hour Cooldown. N/A
Firebrand Chase Passive Power Self

Lizmun Custom Kit. Whenever Heishan is dealt at least -2 HP Damage, Heishan screams in rage in response, gaining +1 Attack Stat for the next Attack Emote (break Cap up to 11) Heishan does against the source Target, but only for the next Turn. If Heishan cannot reach the Target this does nothing. Additionally Heishan generates 1 Stack of Ragefire. No Cooldown. N/A
Firebrand Fates Passive Power Emote Range

Lizmun Custom Kit. If Heishan fights without any other Archon Allies in a fight, Heishan gains +1 Attack Stat (breaking Cap up to 11). If Heishan is with at least 1 Archon Ally, Heishan gains 1 Stack of Ragefire each time any Archon Ally has lost at least 6 HP, counting only once per Ally. Additionally Heishan owns the Firescar Cave, a unique House Region that can move across the City. N/A
Firebrand Punisher Passive Power Melee Range

Lizmun Custom Kit. Heishan cannot be fled from without a cost. Whenever an Enemy uses a Move to walk out of Heishan’s Melee Range, or uses a Movement Power to move out of Heishan's Melee Range, Heishan gains a Move Reaction (Opportunity Attack). If this Opportunity Attack fails to do any Damage, Heishan gains 1 Stack of Ragefire. This only applies once per Target. N/A
Firebrand Demise Passive Power Self

Lizmun Custom Kit. Heishan cannot be Targeted by Revival Abilities. Once Heishan hits 0 HP, she is temporarily held from death by rage, and can perform 2 Attack Emotes before going KO. If Heishan was standing on Dragonfire Ground when she hit 0 HP, instead of those 2 Attack Emotes, all Dragonfire Ground erupts and does -2 HP Damage to all Allies and Enemies standing on any block of it. N/A
Firebrand Ultimate N/A Self

Lizmun Custom Kit. Heishan erupts the ground (//cyl 20%crying_obsidian,80%coal_block 5 -1). Enemies standing on a Crying Obsidian Block when created takes -1 HP Damage. The area is now classified as Dragonfire Ground. While on Dragonfire Ground Heishan cannot be damaged by Ranged Attack Emotes from outside it. This Ability can be re-used to expand Dragonfire Ground. 4 Stacks of Ragefire Cost. N/A
Blackwood Leap Movement Technique Emote Range

Beetrootsalad Custom Kit. Erwin uses a Grappling Hook to relocate anywhere in Emote Range, capable of going up or down, across gaps, so long as he lands somewhere people can stand on. However, while in movement, this Ability counts as a Move, meaning it will trigger Move Reactions (Opportunity Attacks). This Grappling Hook can be used infinitely and without Cooldown out of Combat. 30 Minute Cooldown. N/A
Blackwood Misery Passive Technique Self

Beetrootsalad Custom Kit. The first Attack Emote or Ability of Erwin that gets Staggered passes through despite the Stagger. Additionally, he is given an extended Turn in which he can use Abilities, but not perform Attacks. For every Ability or Attack of Erwin that gets Staggered, or has a Counter Ability used in response, he gains 1 Stack of Desperation (including the one that triggers this Ability). Once Per Combat. N/A
Blackwood Ammo Passive Technique Self

Beetrootsalad Custom Kit. This Ability does not consume turn, functions (not Status effects) are active until end of Combat. Gain 1 Stack of Desperation. High Faith: Erwin applies the Status Effect Marked to Self. He can now Attack Emote through Cover without Line of Sight. Low Faith: Erwin heals +2 HP, then applies Status Effects Bloody and Cursed to Self, and increases total HP to 12. Once per Combat. N/A
Blackwood Prayer Instant Technique Self

Beetrootsalad Custom Kit. This Ability does not consume Turn. When this Ability is activated, Erwin gains 1 Stack of Desperation. High Faith: Erwin performs a Prayer to Glanzia, and is granted one Block Token. Erwin can have more Block Tokens than 3. Low Faith: Erwin takes 1 Damage as his prayer is unanswered. His next 2 successful Attack Emotes do +1 Damage each. 1 Hour Cooldown. N/A
Blackwood Mending Instant Technique Self

Beetrootsalad Custom Kit. This Ability does not consume Turn. When this Ability is activated, Erwin gains 1 Stack of Desperation. High Faith: Erwin has the Status Effect Trapped. Next 2 Turns, Heal +1 each, and +2 on the Third, then Cleanse Trapped. Low Faith: Erwin heals +1 HP and chooses up to two 2 Status Effects to remove from Self. N/A
Blackwood Ultimate N/A Emote Range

Beetrootsalad Custom Kit. Erwin Targets all Enemies in Emote Range, and performs an Attack Emote for each, shooting in rapid succession in Deadeye fashion. However, each Attack Emote rolls at half (rounded up) Attack Stat, and only does -1 HP Damage if it lands. If none of the shots land, Erwin instantly gains 4 Stacks of Desperation and can use this Ability in the same Turn again, until at least one hits. 4 Stacks of Desperation. N/A
Quick Blades Passive Technique Self

Mantarey Custom Kit. Vexes can invest in both Ranger Stance and Cutthroat Stance, ignoring Stance purchasing limits. When Vexes swaps Stances, they gain a benefit depending on Stance. Ranger to Cutthroat: Vexes gains +5 Blocks Movement on their next Move Action. Cutthroat to Ranger: Vexes first Ranger Ability gains -10 Minute CD. When Swapping, gain 2 Stacks of Finesse. N/A
Quick Snipe Instant Technique Self

Mantarey Custom Kit. Vexes can apply the Trapped Status Effect to themselves for three turns, and while they have that Status, gain Bonuses to their Attack Rolls. Turn 1’s Attack gains +1 to the Final Result, Turn 2’s gains +2 to the Final Result, and Turn 3’s gains +3 to the Final Result. If at least one of these Attacks hits, Vexes gains 1 Stack of Finesse. 30 Minutes, after 3rd Attack. N/A
Quick Reposition Movement Technique 10 Blocks

Mantarey Custom Kit. Vexes, when out of combat and not being chased, has no cooldown on the Hook Shot Ability. Vexes can target one spot within 10 Blocks of themselves, and instantly move there, including vertical distances. Vexes can move through people, and ignores Opportunity Attacks. If Vexes moved past (Move Reaction) or through at least two enemies, gains 1 Stack of Finesse. 1 Hour Cooldown. N/A
Quick Bomb Instant Technique Emote Range

Mantarey Custom Kit. Vexes targets an enemy they can see within Emote Range, and lobs a smoke grenade at them, and anyone within 2 blocks of Target. All Enemies suffer the Blinded Status Effect, and if they remove it with an action, Vexes gains 1 Stack of Finesse (Max 3 Finesse per usage), if they remove it with an Ability, Vexes gains no stacks.2 Charges Per 2 Hours. N/A
Quick Garrote Instant Technique Melee Range

Mantarey Custom Kit. Vexes can only use this Ability when they are behind an Enemy. Target one enemy in Melee Range, and apply the Silenced or Weakened Status Effect (Vexes’ Choice) for the next 3 Turns. If the Status Effect is removed early, also deal -1HP damage to the Target. If the Status Effect is not removed early, Vexes gains 1 Stack of Finesse. 1 Hour Cooldown. N/A
Quick Ultimate N/A Self

Mantarey Custom Kit. Vexes has reached peak Finesse, they no longer trigger Move Reactions on their Move (Opportunity Attacks), allowing them to move in any direction without worry of being attacked, while permanently adding +5 Block Movement on all Move Actions. Each subsequent use of this Ability adds +5 Block Movement on all future Move Actions. This Ability does not consume Turn. 4 Stacks of Finesse. N/A
Redmane Familiar Passive Power Self

Booette Custom Kit. Necalli’s Familiar is constantly present on the battlefield, and cannot be Targeted by enemies. However, if Necalli would take damage that reduces him to 0 HP, he can choose to have the Familiar take the damage instead, leaving him at 1 HP, but “killing” the Familiar (can be revived later) and granting him 2 Stacks of Plumage, but disabling This Ability and Redmane Maul. Once Per Combat use. N/A
Redmane Maul Counter Power Emote Range

Booette Custom Kit. As a reaction to an enemy within Emote Range using an Instant Technique or Instant Power, Stagger the Technique, and Dispel the Power, by sending Necalli’s Familiar at the enemy. Also, the Enemy suffers the Bloody Status Effect for the next 20 Minutes, and gives Necalli 1 stack of Plumage.1 Hour Cooldown. N/A
Redmane Covershot Link Technique Emote Range

Booette Custom Kit. Necalli applies a Link to an ally within Emote Range. Every time that Ally rolls Attack or Defense, Necalli can grant a +2 to the Minimum of the Roll, by spending his action (not for each, can be 1 Action for both attack/defense in a turn), by offering covering fire. When the Ally succeeds 2 Rolls with Necalli’s help, gain 1 Stack of Plumage, repeating.30 Minutes Cooldown when Ended. N/A
Redmane Greatshot Instant Technique 15 Blocks

Booette Custom Kit. Necalli loads up an unusually sized arrow, targeting an enemy within 15 Blocks. Necalli suffers -2HP, but, his next Attack Emote automatically succeeds, and applies the Brittle Status to the enemy. When the Brittle Status is triggered, grant Necalli 2 Stacks of Plumage. 2 Charges per 1 Hour. N/A
Redmane Starshot Instant Technique Emote Range

Booette Custom Kit. Necalli fires an explosive arrow at an enemy within Emote Range, which explodes on impact, applying the Blinded Status Effect to the Target and everyone within 3 Blocks of the Target. Also, one turn after, it explodes again, applying the Prone Status Effect to anyone still within Range of the initial impact zone. If at least 1 Target has Prone applied, grant 2 Stacks of Plumage. 2 Hour Cooldown. N/A
Redmane Ultimate N/A Self

Booette Custom Kit. Necalli bunkers down and focuses fully on attacking his enemies, gaining +3 Attack Stat (breaks cap up to 11), and setting his Minimum Attack Dice to 3. But, Necalli can no longer take the Move Action, and has his minimum Defense Roll set to -5. Also, Necalli’s Basic Attacks deal 3 Damage instead of 2. If Redmane Ultimate is cast again, it is just turned off. 5 Stacks of Plumage. N/A
Tempest Gathering Passive Power Self

Stellarix Custom Kit. Asim cannot trigger Brittle applied by either himself or allies with Basic Attacks. Instead, successfully Basic Attacking a Brittle Enemy generates one stack of Petrichor, a resource used in this kit, while not consuming the Brittle. Additionally, once every hour, Asim can upon a successful Basic Attack choose to automatically generate one stack of Petrichor. N/A
Tempest Smite Instant Power 3 Blocks

Stellarix Custom Kit. Asim gambles his very life force on the power of his next blow. Asim can spend X HP of his own to raise the minimum roll of his next attack by 4 times the amount of HP spent, additionally dealing 2 HP extra damage if the attack is successful, but generating one stack of Petrichor as a consolation prize if he misses or if damage from the attack is negated/ignored. 1 Hour Cooldown. N/A
Tempest Savior Movement Power Emote Range

Stellarix Custom Kit. Asim spreads his arms out and throws himself in front of an ally, taking a Basic Attack for them. This Ability can be used out of turn and does not consume an Action. Tempest Savior allows Asim to dash to any ally in a 10 Block Range (if there is a path that does not go through obstacles or people) and take the strike for them, then gaining one stack of Petrichor immediately after. 2 Hour Cooldown. N/A
Tempest Rally Counter Power 5 Blocks

Stellarix Custom Kit. Asim shores up both himself and allies. When Asim or any allies in a 5 Block Range are targeted by a Displacement, he can use Tempest Rally to Dispel the Displacement entirely and instead subject the enemy who used it to the same Displacement in the opposite direction. This can be used out of turn. This also grants one stack of Petrichor. 1 Hour Cooldown. N/A
Tempest Rampage Passive Power Self

Stellarix Custom Kit. Every time Asim would gain +1 Main Combat Stat but does not because it would take him over cap (from Magic Bolster or Bruiser Rampage, for example), Asim instead raises the lower bound of his attack by the same value for the duration of the effect. For example, gaining +2 Main Combat Stat, but being capped at 7, would result in /roll 3 17 instead of /roll 1 17. No Cooldown. N/A
Tempest Ultimate N/A Melee Range

Stellarix Custom Kit. Asim strikes an enemy in a thunderous blast of power with lightning arcing around him, striking with an overhand blow of his greataxe that heals more than it harms. Tempest Ultimate always does 1 HP of guaranteed damage to the enemy targeted, but also heals Asim 1 HP for every stack of Petrichor he has built up, consuming them in the process. X (Min. 2) Stacks of Petrichor N/A
Furious Opener Passive Technique Self

Patsie Custom Kit. Siobhan’s first action in combat is enhanced, depending on if it was an Attack or Ability. If Siobhan Attacks first: Set the minimum Dice Roll to 3 for that attack, and grant 1 Stack of Rage if the attack Hits, 2 if it Misses. If Siobhan uses an Ability first: Also have the Ability apply the Bloody Status Effect for 5 Turns, and grant 2 Stacks of Rage if Staggered/Ignored/Avoided. Once per Combat. N/A
Furious Eviscerate Instant Technique Melee Range

Patsie Custom Kit. Siobhan targets an enemy within Melee Range, and applies the Bloody Status Effect to them. While they have the Bloody Status Effect, Siobhan gains +2 Attack Stat (breaks cap up to 11) while attacking them. Once Siobhan deals 4 Damage to them, the Bloody Status is removed. If this ability removes Bloody, grant 1 Stack of Rage, if the enemy removes Bloody, grant 2. 1 Hour Cooldown after Status Effect Removal. N/A
Furious Resistance Passive Technique Self

Patsie Custom Kit. When Siobhan reaches certain HP thresholds, she gains bonuses. 4HP: +2 Defense (breaks cap up to 9), and removes one Status Effect. 2HP: +2 Attack & +2 Defense (breaks cap up to 11/9), and +1 Block Token to Siobhan. Thresholds activate only once, even if healed, and don’t stack with each other. When Siobhan reaches each threshold, gain 1 Stack of Rage. N/A
Furious Execution Instant Technique Melee Range

Patsie Custom Kit. Siobhan targets an enemy within Melee Range that has 3 or less HP. Siobhan makes an Attack against them, with the minimum Dice Roll set to 3. If the Attack Hits, it deals -3HP damage. If it Misses, grant 2 Stacks of Rage. If this KO’s the target, grant 1 Stack of Rage, and if the target Revives, Siobhan makes another Attack Emote on them, out of turn and without using an Action. 1 Hour Cooldown. N/A
Furious Endurance Passive Technique Self

Patsie Custom Kit. Siobhan cannot be targeted by Revival Abilities. When Siobhan reaches 0HP, she can no longer use Abilities, but cannot be KO’d until she succeeds in one Attack Emote. When Siobhan wins this final Attack roll, also apply the Bloody Status Effect to the Target for 5 Turns, and KO her. N/A
Furious Ultimate N/A Self

Patsie Custom Kit. This Ability activates automatically on the Cost Threshold. Siobhan removes her Cap on Attack Stat, allowing any bonuses to break Cap, with no limit. Also, for each enemy within 3 Blocks of Siobhan, grant +1 Attack Stat. But, reduce Siobhan’s Defense Stat by Half that (rounded down, minimum 1), which can go into Negatives. 4 Stacks of Rage. N/A
Oceanic Sumberged Passive Power Self

KitchenRefugee Custom Kit. Violeana gains bonuses when she is “Submerged:” a character must be fighting in Water completely surrounded by it, even if they can’t swim or breathe. While Submerged, Violeana gains +1 Attack Stat (breaks cap up to 11), and gains 1 Stack of Torrent when using an Ability from this Kit. N/A
Oceanic Riptide Instant Power 4 Blocks

KitchenRefugee Custom Kit. Violeana targets all enemies within a 4 Block Radius around her. She chooses: Displace all enemies backwards and away from her 5 Blocks, and gain 1 Stack of Torrent per 3 Enemies, or Displace all enemies towards her, landing as best as they can within 1 Block, and grant 2 Stacks of Torrent regardless of enemies. 1 Hour Cooldown. N/A
Oceanic Frenzy Instant Power 1 Blocks

KitchenRefugee Custom Kit. Violena targets everyone within a 1 Block Radius around her. She deals -1HP Damage to all targets, but applies the Brittle Status Effect to herself. Violeana Heals +HP equal to Half Damage, rounded Down. If Submerged, Violeana targets everyone within a 4 Block Radius, but has max 8 Targets. Gain 1 Stack of Torrent if this Ability Damages 2 Targets. Once per Combat. N/A
Oceanic Suffocate Movement Power Emote Range

KitchenRefugee Custom Kit. Violeana targets one enemy in Emote Range, applies the Trapped and Silenced Status for the next 3 Turns, or lets them choose to end it early for free. If the Target chooses to end it early, Violeana teleports to any block next to them, without triggering any Move Actions and regardless of Distance, and gains 1 Stack of Torrent. 1 Hour Cooldown. N/A
Oceanic Flood Passive Power Emote Range

KitchenRefugee Custom Kit. Anytime Violeana or an Ally Displaces an enemy within Emote Range (except through this Kit), Violeana can, as a reaction, and without using her Action, increase that Displacement by 5 Blocks. If the target is Submerged, 10 Blocks. If this additional Displacement would cause the enemy to hit a Wall or Person, gain 1 Stack of Torrent. No Cooldown. N/A
Oceanic Ultimate N/A Self

KitchenRefugee Custom Kit. Violeana transforms into an Aquatic Monster Form until combat ends, gaining +1/+1 Attack & Defense Stat (breaks cap 11/9), and the Ability Weapon Throw, with a 5 Minute Cooldown. If Submerged, Violeana gains +2/+2 instead. Using Oceanic Ultimate again applies it to an Ally Violeana can Touch, but they are Mind Controlled by her and can no longer ignore her Orders. 3 Stacks of Torrent. N/A
Flutter Heart Instant Power 10 Blocks

Sapphomancy Custom Kit. When an ally would have a Status Effect applied to them within a 10 Block Range, Nadine can choose to take this Status Effect for them, with the limit removed on multiple Status Effects of the same type for her. If the Status Effect triggers or activates, grant Nadine 1 Stack of Forgiveness. 20 Minutes. N/A
Flutter Blessing Buff Power Emote Range

Sapphomancy Custom Kit. Nadine targets an ally that has less than 8HP, and no Status Effects, and grants them 1 Block Token. When the Block Token is removed, apply the Weakened Status Effect for two turns to the Enemy that removed it, and grant the ally +1 Attack Stat for their next 2 Attack Emotes. 1 Hour Cooldown, after Block Token is removed. N/A
Flutter Burden Buff Power Emote Range

Sapphomancy Custom Kit. Nadine applies a -3 to the final result of her next Dice Roll, but grants an ally within Emote Range a +3 to the minimum result of their next roll. Nadine can apply this -3 multiple times to herself, stacking (-6,-9,etc), but can only give +3 to one ally at a time. If Nadine fails a roll with a -3 (or more) from this Ability, grant 1 Stack of Forgiveness. No Cooldown. N/A
Flutter Healing Buff Power 10 Blocks

Sapphomancy Custom Kit. Nadine applies the Prone Status Effect to herself, kneeling in prayer. While Prone this way, Nadine can use her action to target an ally within 10 Blocks, and Heal them for +1HP, or +2HP if they are below 5HP. Once Nadine has healed for a total of 4HP with this Ability, end it, and grant 1 Stacks of Forgiveness. 1 Hour Cooldown, once ended. N/A
Flutter Amnesty Buff Power Emote Range

Sapphomancy Custom Kit. Nadine targets an Enemy within Emote Range that has 5 or less HP. She offers them a choice: surrender, healing them to full HP, and preventing further damage. If they refuse, she gains 2 Stacks of Forgiveness. If they surrender, but attack again, the damage protection is removed, and they have the Cursed Status Effect applied until they are K.O.’d which cannot be removed. Once Per Combat. N/A
Flutter Ultimate N/A Emote Range

Sapphomancy Custom Kit. Nadine targets all allies within Emote Range, with extra effects depending on the Cost Threshold. 4 Forgiveness: Heal +1HP each to the Allies with the Lowest HP. 6 Forgiveness: Heal +1HP each to 3 Allies with the Lowest HP, and grant +1 Block Token to the Ally with the Lowest HP. 8 Forgiveness: Heal +2HP each to 4 Allies with the Lowest HP, but K.O. Nadine. N/A
Scorched Ignition Passive Power Emote Range

ChapterDeath Custom Kit. When applying any Status Effect to a target, Jhavartal gains a stack of Burn. Status Effects applied in this way can be cleansed early by the target, spending their action to remove it at the cost of -1HP. No Cooldown. N/A
Scorched Command Instant Power Emote Range

ChapterDeath Custom Kit. Jhavartal spreads flames to two allies within Emote Range, allowing them to make an attack emote out of turn without expending their action. If an ally targeted with this ability was a Suvial or Spirit Mystech, Jhavartal gains a stack of Burn for each affected ally. 2 Hour Cooldown. N/A
Scorched Path Movement Power 5 Blocks

ChapterDeath Custom Kit. Jhavartal sets his weapon ablaze, charging in a 5 Block straight line that ignores attacks of opportunity and can go through characters. For each enemy he passes by, Jhavartal gains one stack of Burn. There is no upper limit on how many enemies Jhavartal can affect with this Ability. Jhavartal can make an Attack Emote at the end of his charge. 1 Hour Cooldown. N/A
Scorched Bombardment Movement Power 10 Blocks

ChapterDeath Custom Kit. Jhavartal selects up to 2 allies within Melee Range. Launching himself and both allies at a target within a 10 block range, all three characters are allowed to make an attack after landing, but with -3 Main Attack Stat, and this consumes the actions of the Allies, and counts as them using a Movement Power. For each successful attack that lands, Jhavartal gains a stack of Burn. 1 Hour Cooldown. N/A
Scorched Fatigue Instant Power Emote Range

ChapterDeath Custom Kit. Jhavartal casts out a heatwave to a target within Emote Range that is affected by a Status Effect. The Status Effect is immediately removed, but after 2 Emotes the target takes -1HP of damage. After another 2 emotes pass, another -1 HP of damage is dealt. If the target is a Spirit Mystech, Jhavartal also gains a stack of Burn. 30 Minute Cooldown N/A
Scorched Ultimate N/A X Blocks

ChapterDeath Custom Kit. Jhavartal collects the heat in the area, and erupts. Expending all Burn stacks, Jhavartal releases a fireball centered on himself with a block radius of however many stacks of Burn were expended. Any enemy caught within the blast is immediately knocked prone, and dealt -1HP of damage. Jhavartal must have a minimum of 3 Burn Stacks to use Scorched Earth. X Stacks of Burn. N/A
Tranquil Martyr Passive Power Emote Range

Sneakylinguine Custom Kit. Anytime an Ally in Emote Range reduces the damage Aeda would take (by absorbing it, taking the damage themselves for her, or using an Ability that reduces damage) Aeda gains 1 Stack of Altruism. Additionally, once per ally, the next time Aeda’lyn would heal the Ally that took damage for her, grant +1HP in healing. No Cooldown. N/A
Tranquil Blossom Buff Power 3 Blocks

Sneakylinguine Custom Kit. Aeda conjures and blooms a magical flower, targeting 3 allies within 5 Blocks of her. One ally is healed for +2HP, and the other two for +1HP. If Aeda is standing on a snow block, or if there is snow around her and/or in Regalia, this ability heals for +1HP to each, instead. 1 Hour Cooldown. N/A
Tranquil Bonds Link Power 3 Blocks

Sneakylinguine Custom Kit. Aeda targets two allies within 10 Blocks of her, and applies a Link Power to each for 30 Minutes. While Linked, anytime one of the allies is healed, the healing is duplicated on the other ally, but halved (minimum 1). If one Link is broken, grant the other Ally +2 Attack Stat (breaks cap up to 11) for the remainder of the duration. If both are Broken, grant 2 Stacks of Altruism. 2 Hour Cooldown, once ended. N/A
Tranquil Pathway Buff Power Emote Range

Sneakylinguine Custom Kit. Aeda targets an ally in Emote Range, and grants them +4 Blocks to their next Move Action. This does not consume an action.If the ally is Found: Also, the ally can ignore Move Reactions for that Move, and gain 1 Stack of Altruism. If the ally is Lost: Instead, reduce it by -4 Blocks, but grant them 1 Block Token. 30 Minute Cooldown. N/A
Tranquil Transfuse Buff Power Emote Range

Sneakylinguine Custom Kit. Aeda targets two allies in Emote Range, and takes -1HP from one, to give +2HP to the other. Aeda gains 1 Stack of Altruism. If the -1HP ally is Found: Grant them +2 Defense Stat (breaks cap up to 9) for the next 3 Defense Rolls. If the -1HP ally is Lost: Take -2HP instead, but grant them +3 Attack Stat (breaks cap up to 11) for their next 3 Attack Rolls. 1 Hour Cooldown. N/A
Tranquil Ultimate N/A Emote Range

Sneakylinguine Custom Kit. Aeda targets all allies in Emote Range and adds all of their current HP together. After adding, she divides it equally (rounded up). If the final HP is less than 4, Aeda can choose one ally and heal them +HP to match her HP, or heal herself to match theirs. If the final HP number is higher than 6, Aeda applies the Bloody Status Effect to all allies for the next instance of Healing only. 9 Stacks of Altruism. N/A
Wicked Stride Passive Technique Self

Compass_Box Custom Kit. In Combat, Anetheron can utilize the Jump 2 Trait and Ender Pearls to climb and traverse, but only while he is above 8 HP, or below 4HP, but never in the same Emote/Turn he makes an Attack. Additionally, Anetheron can take 2 Move Actions in one Turn, but cannot Attack in the same Emote. He can still use Abilities. No Cooldown. N/A
Wicked Bylaws Constant Passive Self

Compass_Box Custom Kit. When Anetheron initiates Combat, meaning he makes the first Attack Emote or uses the first Ability, he can also apply the Weakened or Silence Status Effect (his choice) to the Target for 2 Turns, also he gains 1 Stack of Power. If an enemy initiates Combat on Anetheron, he gains +2 Attack Stat (breaks cap up to 11) until he reaches 2HP, and gains 2 Stacks of Power. No Cooldown. N/A
Wicked Siphon Dispel Power 10 Blocks

Compass_Box Custom Kit. As a reaction to an enemy within 10 Blocks using a Power, Technique, or Moving, Anetheron grants a boon depending on what was used. Power: Heal +1HP. Technique: +2 to Minimum result of Anetheron’s next Attack Roll. Move Action: Anetheron can make a Move Reaction attack, regardless of range. Also, gain 1 Stack of Power for Powers/Techniques, and 2 for Move Actions. N/A
Wicked Bloodlust Instant Power Emote Range

Compass_Box Custom Kit. Anetheron targets an enemy in Emote Range, and forces them to choose: either they make an Attack Emote on their nearest ally (moving if needed), with +4 added to the Minimum Result, and grant Anetheron 1 Stack of Power , or they grant Anetheron +4 to the Minimum Result of the next attack roll he makes against them, and grant him 2 Stacks of Power. 1 Hour Cooldown, but only once per Enemy. N/A
Wicked Cleave Instant Technique 4 Blocks

Compass_Box Custom Kit. Anetheron sweeps his weapon around him, making an attack on one Target within 4 Blocks of him, with +2 Attack Stat (breaks cap up to 11). Any other targets within 4 Blocks of him are displaced backwards away from him by 5 blocks. If Wicked Cleave was the last Ability Anetheron used, it also applies Brittle to one of the displaced targets, and grants him 1 Stack of Power. 5 Minute Cooldown. N/A
Wicked Ultimate N/A Self

Compass_Box Custom Kit. Anetheron releases the restrictions on his body, and increases in size, durability, and power. His Attack Range increases to 4 Blocks, he heals for +2 HP, and the first Ability he uses each turn does not consume his Action. Subsequent uses of Wicked Ultimate do nothing, but if he reaches 10 Stacks of Power after using this Ability, his Attacks do -4HP Damage instead of -2HP. Costs 6 Stacks of Power. N/A
Noble Warden Passive Power Self

Waterdruppel Custom Kit. Rhain is considered Armored at all times, and can Summon a weapon at the beginning of any fight. Attack Emotes made by Rhain with his Summoned weapon against enemies with Block Tokens from Abilities have +4 added to their minimum result. Also, when Rhain rolls defense while he has a Block Token from Abilities, he adds +4 to the minimum result. No Cooldown. N/A
Noble Chains Instant Power Emote Range

Waterdruppel Custom Kit. Rhain applies the Trapped Status Effect to an enemy in Emote Range, for two turns. If the Target uses Magic, add an extra turn to the duration, and gain one Stack of Gaze. If the Status ends normally or is removed mundanely, Rhain gains one stack of Gaze. If the Status is removed with Magic, Rhain gains two stacks of Gaze. 1 Hour Cooldown. N/A
Noble Hammer Instant Power Emote Range

Waterdruppel Custom Kit. Rhain targets an ally in Emote Range, Summoning a copy of his weapon in their hand. As long as Rhain and his ally remain within Melee Range of each other, they both gain +1 to their Attack (breaks cap up to 11). When Rhain’s ally takes 4 HP of damage (or equivalent in Block Tokens, or in combination), the bonus dissipates and Rhain gains one stack of Gaze. 1 Hour cooldown, once ended. N/A
Noble Hunter Dispel Power Emote Range

Waterdruppel Custom Kit. This Ability can be used out of turn to react to a Sinistral Magic ability from Magic Point Buy used in Emote Range targeting an ally. Rhain forces the Ability to target him, and then must make a choice. He can either do nothing and gain two stacks of Gaze, or he can weaken the Ability (see Magic Reduce) and grant himself +2 Attack (breaks cap) for his next Attack Only. 2 Hours Cooldown. N/A
Noble Obligation Passive Power Melee Range

Waterdruppel Custom Kit. This Ability can be used out of turn, and does not consume a turn. Any time an ally in Melee Range takes Damage, Rhain can choose to absorb this Damage instead. Doing so grants Rhain one stack of Gaze. Rhain can also choose to absorb Abilities that his Ally is the target of. If the Ability was Sinistral, then doing so grants Rhain one stack of Gaze. No Cooldown. N/A
Noble Ultimate N/A N/A Waterdruppel Custom Kit. Rhain targets an enemy he can see (extending even past Emote Range). Firing a thunderous blast of plasma from his eyes, the enemy suffers -2HP damage, and loses all Attack and/or Defense Stat bonuses that were gained from Magic Abilities or as a result of fighting him (except Hex Apocalypse). The Abilities that granted these bonuses have half their cooldown refunded. 5 Stacks of Gaze. N/A

Status Effects

These "Abilities" are not actually Abilities, but the Status Effects described on the Abilities Page. They are just listed here so players can easily link and reference them in-game, for ease of use and access.

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Trapped N/A N/A When Trapped, you cannot move, but can still use Abilities and fight on spot. N/A
Silenced N/A N/A When Silenced, you cannot use Powers. Dispel & Passive Powers are unaffected. N/A
Weakened N/A N/A When Weakened, you cannot use Instant Techniques and Mount Techniques. N/A
Confused N/A N/A When Confused, you cannot Target the person who Confused you. N/A
Blinded N/A N/A When Blinded, you cannot Target anyone. You can spend a turn to end the Effect. N/A
Marked N/A N/A When Marked, you will be automatically hit on next Attack, then the Effect ends. N/A
Bloody N/A N/A When Bloody, any healing you receive is reduced by 1, to a minimum of 0. N/A
Warned N/A N/A When Warned, you must choose between two negative outcomes, then the Effect ends. N/A
Brittle N/A N/A When Brittle, you take +1 Damage on the next Attack, then the Effect ends. N/A
Cursed N/A N/A When Cursed, enemy Healers can target you, and Healing does Damage instead. N/A
Prone N/A N/A When Prone, any Attack Emote you make has its maximum result reduced by 2. Spend a turn to end the Effect. Also, you cannot use Movement Powers, but can use Move during a Turn, however only at max 5 Blocks. N/A
Fleeting N/A N/A When Fleeting, if using a Movement Power, become Prone instead, then the Effect ends. N/A