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Ability List: Difference between revisions

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This page is an indexed list of all Abilities for easy reference. If you want to see rules for Abilities and niche functions, read the Abilities page [[Abilities|HERE]]. If you want to see rules for Artifacts and their Abilities, which are unique, check out the Artifacts page [[Artifacts|HERE]]
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Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. Aesthetics are fairly free to determine unless otherwise specified. For example, if an Ability states that it has only a limited number of Aesthetics mentioned by name, options are limited. If however no specific aesthetics are mentioned, or they are left open-ended, then player has complete freedom.  Minor, non combat, non functional or useable aesthetic additions to abilities are also fine: as long as they do nothing but look cool or fun. When Emoting an Ability, the Emote should always start with the exact Ability name, only then followed by an aesthetic description to the player for what it looks like. Aesthetic descriptions may also be ignored altogether, and a Player may simply Emote "Bob uses Dark Curse on Harry, giving him a Target Curse". If the player asks for an explanation of the Ability, you may give it, or redirect them to this page. It is important to note that Modifiers for Abilities will change depending on where the Ability is sourced from (say, an Ability gained from Vampirism might have a different modifier than an ability gained from Undead-ism). Modifiers are never optional, and must always be applied, but on this page there are multiple modifiers for multiple ability sources. Only one of those Modifiers will apply, depending on where the Ability is gained from (such as magic, or an affliction.)
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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 Powers==
==Instant Powers==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Altered Power
| Divine Burn
| Passive Power
| Instant Power
|{{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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.}}
| If the user has 2 or less Spell Packs bought from Spell Point-Buy, these Spells become a dimension clarified in the modifier, instead of Void or Exist. Having 3 or more Magic Spells defaults all of them to Void or Exist. This still makes the user an Occult, however they will be Occult of the dimension specified in the Modifier.
| 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.
| {{#simple-tooltip: Bralona | Bralona make use of Altered Power to change two Spell Point Buy Packs into Primal.}}
|-
| Arcane Attacks
| Constant Power
| {{#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 choose to use Arcane Attacks whenever they are wielding a melee weapon. When making a basic melee attack, they can, instead of striking someone within Melee Range, instead strike someone within Emote Range. This extension respects line of sight, meaning anyone or anything in-between is struck instead, and respects positioning, meaning the user cannot attack behind them or to places they cannot see. The attack counts as both a Melee and Ranged attack for the purpose of counters. This is not a guaranteed hit, the Target can still defend themselves with deflect emotes, and Abilities that block Melee or Ranged attacks.
| {{#simple-tooltip: Solvaan | When using Arcane Attacks, Solvaan weapon attacks turn into mist weapons that race to their target to perform the attack.}}
|-
| Area Power
| Passive Power
| {{#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 Spell Point Buy Abilities in any environment regardless of the dictated circumstances, for example Underwater (without water drag/visibility issues) in heavy stormy weather, in pitch-black rooms or in areas devoid of pressure or air.
| {{#simple-tooltip: Curses | The user can also use Curses Point Buy Abilities in any environment.}}
|-
| Asha Speed
| Passive Power
| {{#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 permanently as fast as an Asha. This means they can outrun any other Race, unless they also have “As fast as an Asha” as part of their Abilities or Mechanics. Asha speed confers no benefits in combat, it is only for escaping/running fast to a point.
| N/A
| N/A
|-
|-
| Body Resistance
| Divine Revive
| Passive Power
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 is targeted by an Ability or Mechanic that would reduce their Stats, this reduction is lessened by 2 Points. For example, if the user would have their Strength reduced by 3, it is instead reduced by 1. Body Resistance can only apply once per Mechanic, but has no cooldown.
| 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
| N/A
|-
|-
| Control Immune
| Divine Smite
| Passive Power
| Instant Power
| Self
| The user is immune to any Control Abilities that would be applied to them. They can however choose to permit the Control Ability to work if they are aware it is being used on them beforehand and want the effect to apply.
| {{#simple-tooltip: Dwarf | The Dwarf is additionally immune to any Abilities (even non-Control Powers) that would alter or remove their Memories in any way, shape, or form.}}
|-
| Eternal Durability
| Constant Power
| {{#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 immune to any damage inflicted with the Unarmed attacks from Melee Point Buy. Additionally, any Mundane Techniques in Defensive Point Buy do not require a Shield to use, instead allowing the body of the user to be used. If these Techniques require the user to immobilize themselves, or hold a shield up, etc, the user cannot engage in other actions at the same time and must hold their arms/body up to block it. If this is done, these Mundane Techniques still hurt them.
| N/A
|-
| Ghost Recall
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user installs a Ghost Recall device on themselves. First, all of the user’s memories are remotely backed up in a Control Unit in their Rental/Estate/Base. No Ability or Mundane Technique can affect their memories in any way, nor can any of their memories be altered. Secondly, if the person dies, their consciousness is uploaded as an engram to their Control Unit, which can then be installed by another into a Mechwalker or Automaton to revive them as this mechanical being, or into a Bralona to create another personality residing in the same body. This Ability can only be used on self.
| {{#simple-tooltip: Technician | Can only be engineering based.}}
|-
| Incorruptible Mind
| Passive Power
| {{#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 immune to any Theurgy Pack Abilities or Link Powers that an enemy or opponent tries to apply to them, the Ability simply cannot target them. Allies can still use Theurgy on them, and Abilities that counter Theurgy Pack Abilities also work.
| N/A
|-
| Invasion Immune
| Passive Power
| Self
|  The user is Immune to any type of Invasion or Control that would cause some other entity to invade their body or mind, and control it. This also applies to Ordial, Void and Exist Spirits, but not Greater Spirits or Event Entities. Additionally, the user will also know that they were just invaded, but they cannot forcibly expel the invader if they do not want to leave. Finally, they can choose to let the invader take control, but can take control back anytime. This only counts for unwilling invasion. The user can still willingly make pacts with Spirits and invite them in.
| {{#simple-tooltip: Teledden| Teledden have such Invasion Immunity that they can imprison an invader in their body against their will, or expel them against their will. Inside a Teledden's body, an invader becomes a powerless passenger who can only act when the Teledden lets them.}}
|-
| Knockdown Immune
| Passive Power
| {{#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 immune to any Ability that would cause them to be knocked over. Damage is still applied, but the Character is never Knocked over or Knocked down.
| N/A
|-
| Lifelink Engineering
| Passive 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.}}
| {{#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 has installed a Lifelink device onto their body, that prevents them from causing any damage through Abilities or basic attacks. Instead, the user can target any character within range that they can see, and place a beam of healing energy on them. While targeted with the beam, a character heals their most recent wound every five minutes. This beam can be sustained indefinitely and switched between targets freely, but if broken or ended manually this Ability goes on a 10 minute cooldown.
| 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.
| {{#simple-tooltip: Technician | Can be either engineering based or alchemical. }}
|-
| Mindtap Immune
| Passive Power
| {{#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 immune to any Specials or Abilities that would alter, erase or add memories. This includes even Passives or Abilities that only trigger on certain conditions.
| N/A
| N/A
|-
|-
| Subjugation Immune
| Hex Apocalypse
| Passive Power
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 immune to any Specials that would involve establishing mind control or command control over them.
| 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.
| {{#simple-tooltip: Bralona | Bralona cannot have their body possessed or invaded in the traditional sense, due to their (either) high viscosity or density. They cannot be possessed, as the target either starts to suffocate, or is forcibly ejected., as the target either starts to suffocate, or is forcibly ejected. This immunity cannot be ignored/turned off under any circumstances (except by Higher Powers).}}
|-
| Waterborne
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability has several functions. Firstly, while inside (minecraft) water, the user can fight (such as slashing weapons) at normal speeds as if they were outside of the water. This does not include Firearms or Ranged weapons which do not work underwater. Secondly, user is not slowed down by armor or clothes that would normally drag while underwater, though wearing armor does force them to walk on the bottom of the body of water and prevents them from swimming around. Finally, jumping in and out of the water is near-instant for the user, meaning there is never an interruption of a chase or manuever while going in and out of water.  
| N/A
| N/A
|-
|-
|}
| Hex Bloodlet
 
| Instant Power
==Toggle Powers==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Higher Speed
| Toggle Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 drop on all fours and run “Even faster than an Asha”. This Ability is singular, there is nothing faster than this Ability. While using this Ability, the user is unable to wield any weapons, use Abilities, or fight, though they can fight when they reach a person reverting back to normal speed
| 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
| N/A
|-
|-
|}
| Hex Guide
==Counter Powers==
| Instant Power
{| class="wikitable"
| {{#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).}}
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| 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.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Banishment
| Counter 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.}}
| The user can target someone they can see within range, including Spirits. The target is instantly exorcised, which does not cleanse all Debuffs, but only the most recent Debuff applied to them. It otherwise functions like a complete exorcism. If the target is an Anchored Spirit, Banishment instantly deals 2 Points of damage to them. Banishment can only be used once per Server Restart.  
| N/A
| N/A
|-
|-
| Counterspell
| Hex Madness
| Counter Power
| 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).}}
| {{#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).}}
| Once per Server Restart, the user can counter any Power from Spell Point Buy in the moment of its casting and put it on a 30 minute cooldown (or its normal cooldown if it is under 30 minutes). If the Ability has no cooldown, it just delays it by one emote.
| 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
| N/A
|-
|-
| Leap Denial
| Hex Parasite
| Counter Power
| 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).}}
| {{#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 an Ability that would allow a character to instantly leap, jump, charge, or teleport to the user is used, the user is able to summon a ring of magic around themselves and anyone else within 3 blocks as an immediate reaction. For the next five minutes, anyone that targets a character inside the ring with an Ability that would allow them to leap toward a target are immediately sent back to their original location, and knocked an additional 10 blocks back away from the user. Once stopped, the target is unable to use Movement Powers for 30 minutes afterwards. Leap Denial has a 1 hour cooldown.
| 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
| N/A
|-
|-
| Link Disrupt
| Magic Cleanse
| Counter Power
| 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).}}
| {{#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 target any person in Emote Distance and cancel any Link Powers that are currently affecting a target. Additionally, the target cannot be affected by another Link Power for 15 minutes from any source. This ability has a 1 Hour Cooldown.
| 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: Magic Blade | The user can target self with this ability.}}
| {{#simple-tooltip: N/A }}
|-
|-
| Strength Snare
| Magic Curse
| Counter Power
| 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).}}
| {{#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).}}
| Strength Snare is able to be used as a reaction to another character being targeted with a beneficial Ability from any Point Buy Category. The user immediately becomes the target of the ability being used instead of the person originally being targeted, additionally preventing the effect from being ended early. Once used, this ability has a 1 hour cooldown.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Target Disrupt
| Magic Disengage
| 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).}}
| This can only be used as an immediate response to another person using a Spell Point Buy Ability, or Custom Kit Ability that targets a single specific Target. When used, this Power allows the user to forcibly change the Target of the Ability onto anyone in Emote Range, but never onto themselves, or the person who originally used the Ability being redirected. If nobody else is in Emote Range, the targeted Ability is Countered instead. Target Disrupt has a 2 Hour Cooldown.
| N/A
|}
==Instant Powers==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Arcane Attraction
| Instant Power
| 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).}}
| {{#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 targets two enemies within range that they can see and causes them to fly towards each other until they collide (dealing no damage). If either of the targets' paths are blocked by terrain or a character not affected by this ability, the targets are staggered. This ability has a 1 hour cooldown.
| 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: Magic Blade | The user can target themselves with this ability as one of the targets. If they collide with the other target, the user is immune to the Staggered effect. This does not apply if the user hits terrain.}}
| {{#simple-tooltip: N/A }}
|-
|-
| Arcane Knockback
| Magic Distort
| Instant Power
| Instant Power
| {{#simple-tooltip: 1 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user can blast a chosen target within range, knocking them back up to 10 blocks in a chosen direction horizontally. This cannot be used to send a person over a ledge, but can be used to slam the target into an object or other person. The user can choose how many blocks to send the target back. Arcane Knockback has a 30 minute cooldown.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Bonded Fate
| Magic Isolate
| Instant Power
| 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).}}
| {{#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).}}
| Bonded Fate can only be used if the user is Downed, unconscious, or otherwise unable to fight. The user is able to attach a Curse to a target (even though they cannot use Abilities while downed or unconscious), granting them the Weakened debuff for up to 30 minutes that cannot be cleansed. Once ended, Bonded Fate goes on a 1 hour cooldown. If the user is revived in any way, Bonded Fate's effect immediately ends, cleansing the Weakened Debuff.
| 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. Sinistral Usage:  Break 2 Link Powers, and if the enemy has no Link Powers and no Block Tokens, instead apply the Marked Status.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Breaking Force
| Magic Shove
| Instant Power
| 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.}}
| {{#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 any character within range that is currently Brittled. The target is rooted in place for 10 minutes, or as long as their Brittle debuff remains. Once the target is freed, Breaking Force goes on a 1 hour cooldown.
| 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. Sinistral Usage: Target up to two enemies, sending them in the same or different directions, and apply the Prone Status at the end of the shove.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Cloud Cushion
| Magic Smog
| Instant Power
| 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).}}
| {{#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 use Cloud Cushion a Reaction to an ally (or themselves) being Knocked Down, pulled to a point lower than they currently are by an ability, or knocked off a ledge. The target harmlessly hits the cloud and springs back up, able to immediately attack or move away. Additionally, the user can launch themselves onto the top of a building they are directly next to. If they are not able to stand on rooftops or move from other mechanics, then they cannot move from the spot they land on. Cloud Cushion has a 1 hour cooldown.
| To disrupt enemies' vision, instantly apply the Blinded Status on a Target within Range. Magic Smog can be used as a Reaction, but only after the user or an ally has been hit by a basic attack, to apply the Blinded Status to the attacker. 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Constable's Belt
| Magic Snare
| Counter Technique
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Constable is equipped with a standard-issue Klokktech belt that can only be used while they are in Uniform. The Constable can immediately activate this belt, hands-free, to instantaneously deploy a field around their body alone that protects them from anything, including any and all Abilities, for the next 5 minutes. During this time, the Constable is frozen in place, and cannot move, fight, or use abilities themselves, but can still talk and give orders. The Constable can activate this in response to an Ability being used on them. If the Constable ends this effect prematurely, it goes on a 1 hour cooldown. If the full 5 minute duration is met, it has no cooldown.
| N/A
|-
| Constable's Shield
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Constable is equipped with a standard-issue Klokktech shield that starts as a metal glove, that can be extended into a clear glassy tower-shield. While the Constable is holding this Shield up in front of them, they cannot be targeted by Abilities, or Attacks. The Constable must lower the shield to attack or use any Abilities, cannot quick-lift it in response to being targeted, and they (and others) cannot attack from behind it. They are still susceptible to area-of-effect mechanics, however. While holding the Shield up, the Constable cannot move, but can link up with other Constables using this same Ability, to create an impassable Barrier. This Barrier extends two blocks out from the 'end' Constables in the line, and can be destroyed by Gate-destroying mechanics, but, this only breaks apart the link. If the link is broken, the Constables involved in it cannot link their Shields together for 60 minutes.
| N/A
|-
| Constable's Stun-Gun
| Counter 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).}}
| {{#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 Constable is equipped with a standard-issue Klokktech Stun-Gun that can only be used while they are in Uniform. The Constable can immediately activate this Stun-Gun, as long as they have at least one hand free, to shoot a tazer at a target they can see within Emote Distance. The Target it is immediately Staggered, and if they were trying to use an Ability or Mundane Technique they acquired from a Point Buy Pack, it is put on Cooldown. This technique has a 30 minute cooldown.  
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Debilitating Bite
| Magic Summon
| Instant Power
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 someone within range, instantly 'biting' them, which does no damage, and is guaranteed unless countered by an Ability Counter. The target loses -2 Main Combat Stat for 30 Minutes. The same person can only be affected by Debilitating Bite (from any source) once every 30 minutes. This ability has a two hour cooldown.  
| 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:  Instead of granting equipment to allies, only grant equipment to Self, grant +1 Attack and +1 Defense (breaks cap up to 11/9) while using it. Additionally, prevent Attack/Defense Stat Reduction for 30 Minutes.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Disrupting Rune
| Magic Trip
| Instant Power
| 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.}}
| {{#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 chooses a target within range, summoning a rune beneath them to knock the target off their feet instantaneously. Disrupting Rune has a 2 hour cooldown.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
| Extended Style Baton
| Counter 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 constable can extend their Klokktech stunbaton into a stun-whip, that can only be used while they are in Uniform. Once every 60 minutes, per target (meaning the same target cannot be affected by two instances of this technique at once, or have two instances chained up), they can lash out with the Baton and Restrain an individual's Arms or Legs, preventing them from either moving (including using Movement Powers), or attacking (including using Abilities), for the next 5 minutes. If the target is immune to Rooting, they are instead Silenced and Weakened for the next 10 minutes.
| N/A
|-
|-
| Intrusive Metal
| Sacred Bleed
| 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).}}
| Liquid Living Metal on the user can be shot out as a projectile towards any Artificer or Technician Automaton or Mechwalker in range. This is guaranteed to hit unless the Target can use an ability that lets them create a reactive counter barrier before it hits. If it hits, the Living Metal starts seeping into the Automaton or Mechwalker and destroying the machine parts from the inside, thus instantly dealing 2 HP damage to it. If this Ability is used in a raid, it only does 1 HP damage. Intrusive Metal can be used once per server restart.
| {{#simple-tooltip: Asha| If this Ability is used while Warring Metal is active, Warring Metal is disabled for 1 Minute while the Living Metal recovers.}}
|-
| Instant Cleanse
| Instant Power
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user uses magic to instantly cleanse the most recent Debuff applied to them. Instant Cleanse has a 3 hour cooldown.
| 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
| N/A
|-
|-
| Magic Smash
| Sacred Burn
| Instant Power
| 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.}}
| {{#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 target slams the ground, releasing a magical shockwave to all within range. Any Brittle targets have Brittle removed, taking one guaranteed hit and becoming Weakened for 10 minutes, targets without Brittle are Knocked Down instead. Additionally, this ability can be used to destroy a gate or door. Magic Smash has a 4 hour cooldown, or a 30 minute cooldown if used to destroy a gate or door.
| 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
| N/A
|-
|-
| Reflection Strike
| Sacred Judgement
| Instant Power
| 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.}}
| {{#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 conjures an imperfect copy of themselves next to a target within range. This copy delivers a default melee hit (with a melee weapon or magic Combatforce) to the target before it vanishes. This hit functions as a normal melee hit as if the user had 5 Strength, and can be countered with block counters.  Reflection Strike has a 1 hour cooldown.
| 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
| N/A
|-
|-
| Saving Grace
| Shaman Brutality
| Instant Power
| 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.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user targets an ally within range, removing all current debuffs on them and pulling them to any block adjacent to the user. Saving Grace cannot cleanse debuffs from Artifacts. Saving Grace has a 2 hour cooldown.
| 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 Vengeance when triggered: Also applies the Brittle Status Effect to the target, after the Attack.
| N/A
|-
| Standard Style Baton
| Counter Technique
| Self
| The constable is equipped with a standard-issue Klokktech stunbaton that can only be used while they are in Uniform. Once every 60 minutes, per target, when an individual is struck with this Baton while it is active, the target is stunned for 10 seconds. The Cooldown for this Ability is classified per Constable. This microstun interrupts any attacks, actions, and Abilities.
| N/A
| N/A
|-
|-
| Strangling Brand
| Shaman Earth
| Instant Power
| 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).}}
| {{#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 places a mark above the head of a target that lasts for 10 minutes or until triggered. While marked, if the target utilizes a Mundane Technique the mark is consumed and the target becomes Weakened for 10 minutes, but does not cancel the triggering Technique. Strangling Brand has a 2 hour cooldown after the mark is consumed or times out on its own. The same person cannot be affected by Strangling Brand more than once every 2 hours.
| 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 Vengeance when triggered: The target is considered immune to Status Effects until the Block Token is broken..
| N/A
| N/A
|-
|-
| Thoughtseize
| Shaman Quake
| Instant Power
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: X Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user’s hand becomes incorporeal and reaches into the mind of the target. They choose one ability of theirs (including Custom Kit abilities) with a cooldown under 2 hours and then place that ability on cooldown. The information gained from this ability cannot be used to infer anything about the character. The same person can only be affected by one instance of Thoughtseize once per 2 hours. Thoughtseize can only be used once per day.
| The user causes tremors around them, with increased range the lower on health the user is: 10HP, 2 Block Range, 6HP 5 Block Range, 4HP 10 Block Range, 1HP 15 Block Range. The user chooses two enemies in range to apply the Prone Status to, and one different enemy in range to apply the Brittle Status Effect to. Additionally, the user can choose one ally in range to grant 1 Block Token. Shaman Quake has a 4 Hour Cooldown. If the user has Vengeance when triggered: Choose up to 5 enemies to apply Prone to, instead, and also deal -1HP damage to the enemy that the Brittle Status is applied to.
| N/A
| N/A
|-
|-
|}
|}


==Summon Powers==
==Passive Powers==
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Armor Control
| Divine Aura
| Summon Power
| 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).}}
| {{#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 can control armor around them in range, affecting a target with their command over metal. If this targets an ally or self, this summons a suit of armor around the target instantly, providing them the same defenses, but without weighing as much as traditional armor. The user may also summon a melee weapon and shield alongside the armor and this equipment can be split up across multiple targets, however the caster chooses. If this targets an enemy, and they are wearing armor, the target is rooted for 10 minutes instead. Armor Control has a 3 hour cooldown, and can only grant one set of armor to one person at a time.
| 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
| {{#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 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
| N/A
|-
|-
| Armor Summon
| Hex Plot
| Summon Power
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 any type of Armor on any part of their body. Summoned armor has the same durability as mundane armor, but counts as Ability Armor.
| 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.
| {{#simple-tooltip: Songaskian| Rather than summoning physical Armor, the Songaskian's Armor is their hardened scales, and they can apply it to their entire body at once.}}-{{#simple-tooltip: Haat-Maraya| Rather than summoning physical Armor, the Maraya's armor is rapidly self-encasing them in crystals that function like armor but still allow them to move.}}
| N/A
|-
|-
| Knight Summon
| Shaman Ancestor
| Summon Power
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 three things (either all at the same time, or only one/multiple): A full set of Armor, a Shield, and a Melee Weapon of any kind. These can be summoned on the user, but can also be summoned on others in Emote Range, and even be divided over different people, so long as a single one of each is produced. These summoned items can leave Emote Range, but cannot be switched between people. If one of the items is destroyed or unsummoned, all of them disappear. Both when unsummoned or destroyed, the Ability has a 1 Hour Cooldown.
| This Ability summons the Spirit of an Ancestor, guiding for the remainder of combat. When the user wins a Defense roll against an enemy, they are able to apply the Marked Status Effect upon them without consuming their action. 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 Vengeance when triggered: The user can re use this Ability on a Target they already used it on, but instead of applying the Marked Status, it applies the Brittle Status instead.
| {{#simple-tooltip: Technician | Can be either engineering based or alchemical based.}}
| N/A
|-
|-
| Warring Metal
| Shaman Aura
| Summon Power
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 6 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Liquid Living Metal on the user acts as both a Summon Armor that can cover parts or the whole body of the Asha, and a Summon Weapon that can take only the form of Melee Weapons. Finally, Living Metal cannot be destroyed or aged, however Abilities that ignore armor or weaken it still apply. Only armor or one weapon can be active at any time, never both.  
| 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 5 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 Vengeance when triggered:: When detonated, grant 2 Allies within range 1 Block Token each.
| N/A
| N/A
|-
|-
| Weapon Summon
| Shaman Fury
| Summon Power
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 any type of weapon from Melee Point Buy, or Ranged Point Buy made out of Magic. This weapon functions like a normal weapon would, has the same durability, but does not use any ammunition to fire if ranged. The user can give the weapon to someone else, but can't summon more than one. A destroyed Summoned Weapon cannot be Summoned again for 12 IRL Hours.
| 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 Vengeance  when triggered: The user has the Brittle Status applied instead, also gains +1 to their Defense (breaks cap up to 9) for the next 30 minutes.
| {{#simple-tooltip: Geist| The Geist can summon a weapon from Firearms Point Buy. If the Geist is a Greater Mage, this weapon functions as a conduit for their spells and Magical Combatforce. The Geist can only summon the same type of weapon, which must be locked in on their Character App. The Geist cannot be disarmed, nor can their weapon be destroyed or de-summoned by any external mechanics, and they cannot give their weapon to another person (they can still willingly de-summon it.) Additionally, once per day, the Geist can choose one Technique (or usage of Combatforce) they use from their weapon and make it uncounterable one time. This re-sets at server restart.}}-{{#simple-tooltip: Sihai| Any weapon summoned by a Sihai comes falling from the sky followed by a cloud of blossom petals, landing near the user as if gifted by Saaima from the clouds. This weapon is also classified Mundane (even if magically summoned).}}-{{#simple-tooltip: Dwarf| Any Weapon Summoned by a Dwarf is not magically summoned, but ‘crafted’ instantaneously from metals or objects they have on or near them. This weapon is not classified as Magical, and is completely mundane. The Weapon appears to be made of cobbled together and quickly welded metals.}}-{{#simple-tooltip: Haat-Maraya| Any Weapon Summoned by a Haat-Maraya are either made from sliced-off strands of their own hair, cut with their crystal laced nails, or drawn from their shadows.}}-{{#simple-tooltip: Theurgy| The Theurgist can summon a weapon from Firearms Point Buy. The Theurgist can only summon the same type of weapon, which must be locked in on their Character App. The Theurgist cannot be disarmed, nor can their weapon be destroyed or de-summoned by any external mechanics, and they cannot give their weapon to another person (they can still willingly de-summon it.) Basic attacks with a Spirit weapon ignore armor.}}
| N/A
|-
|-
|}
|}
==Skill Powers==
 
==Dispel Powers==
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Arcane Ranged
| Divine Antimagi
| Skill Power
| Dispel Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 use any Ranged Point Buy they have purchased while wielding any melee weapon without needing to switch to a bow. These Mundane Techniques instead are classified as Powers of a Magical nature, and can only be used if the user is not already mid-melee swing or Knocked Over. The ranged projectiles take the shape of the melee weapon wielded (this is purely visual) and can have a variety of different magical aesthetics and do not use ammunition. This Ability can only be used to use Mundane Techniques, and does not allow for the usage of Default Ranged Shot.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Body Ranged
| Divine Savior
| Skill Power
| Dispel Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 capable of using their own body as a ‘weapon’ for the use of Basic Attack and Mundane Techniques from Ranged Point Buy. This cannot be quick-swapped to a Melee weapon, but Body Ranged is usable even if the user has no Ranged packs.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Farsight Scope
| Magic Reduce
| Skill Power
| Dispel Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 uses a Spell Point Buy, Firearms Point Buy, or Ranged Point Buy Ability, they can change its range to Announce Emote, as long as its original range is Emote Range. Farsight Scope can be used once per server restart.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Magic Blade
| Magic Revenge
| Skill Power
| Dispel Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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).}}
| Magic Blade allows the user to take on an offensive stance, allowing them to use their magic for direct melee combat. This can take on any aesthetic for the user, and has the quality of steel weaponry for the context of Ability interactions and counters. Strength with these attacks are calculated with the user’s Magic stat, with an equal conversion rate of 1 to 1. While Magic Blade is active, Spell Point buy abilities that have a Magic Blade modifier are used in place of the original version of the ability whilst Magic Blade is held active. Additionally, the user cannot use Abilities or Mechanics that require a Shield while Magic Blade is active. This ability has no cooldown, but does require an emote to toggle on and off to simulate switching weapons. If the user is silenced, Magic Blade remains active and can still be used to attack. The activation of this ability cannot be countered, but can be prevented by certain regional effects.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
| Magic Bolt
| Skill Power
| {{#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 magic to become a ranged caster. While they have this Power toggled on, they cannot use or wield Weapons or Shields (and any of their associated Techniques), but can freely cast through their hands or other magical staff/wand/book/etc. They gain access to default Ranged Shot as a magical projectile while in 'casting mode,' and only need one emote to 'charge' and 'fire' simultaneously. The activation of this ability cannot be countered, but can be prevented by certain regional effects.
| N/A
|-
|-
| Magic Technique
| Sacred Siphon
| Skill Power
| Dispel Power
| {{#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 capable of using Mundane Techniques that require a weapon while actively using Magic Bolt or Magic Blade. They can utilize Firearms and Ranged Point Buy with Magic Bolt, and Melee and Bruiser Point Buy with Magic Blade. When used, these Mundane Techniques are still Mundane Techniques.
| N/A
|-
| Magic Throw
| Skill 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).}}
| {{#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 target anyone they can see within range and cast a spell at them, choosing any Ranged Point Buy Ability except Quick Cover, Creeping Toxin, Rapid Fire, Hook Shot, or Evading Dash, and have this spell count as one of those Abilities (having the pack is not required), but as a Power instead of a Mundane Technique. Magic Throw has a 1 Hour 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
|-
| Melee Combatforce
| Skill 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 3 blocks.}}
|  The user can activate Melee Combatforce to gain a weak melee attack. It cannot penetrate armor, but for each hit against a target, even if they are wearing armor, the user is able to move their target five blocks in any direction. The same person cannot be displaced by this effect more than once every 5 minutes, even from different sources. Combatforce is subject to either Optional CRP or logic based CRP. While using Combatforce, the user cannot use Mundane Techniques, Magic Bolt, Magic Blade, or Ranged Combatforce. Combatforce requires one emote to activate or de-activate, and can only be disarmed by restraining both hands. The activation of this ability cannot be countered, but can be prevented by certain regional effects.
| N/A
| N/A
|-
|-
| Perfect Copy
| Sacred Rebuke
| Skill Power
| 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).}}
| {{#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 another person in Emote Range, after which they produce a perfect copy of their entire kit, including: Proficiencies, Point Investments, and any additional Abilities they may have gained from Afflictions and Racials (but never Artifacts or Custom Kits), while losing all of their own from these categories, as well as their Specials. If Abilities are copied that the user already had and used, Cooldowns are not refreshed. If the person copied uses for example Ranged Point Buy and the user does not have a Bow on them, a Magical weapon is produced for them that allows them to use all Abilities with the same capability. The user is stuck with their Perfect Copy Kit for 24 hours, though Perfect Copy does not have a Cooldown.
| 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
| N/A
|-
|-
| Ranged Combatforce
| Magical Sinistral Sealing
| Skill Power
| 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).}}
| {{#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 activate Ranged Combatforce to gain a weak ranged attack. Ranged Combat Force has the quality of a single Ranged Default Shot. It cannot penetrate shields, and does no damage to individuals wearing armor. It has the same ‘loading quality’ as Ranged and Firearms. Combatforce is subject to either Optional CRP or logic based CRP. While using Combatforce, the user cannot use Mundane Techniques, Magic Bolt, Magic Blade, or Melee Combatforce. Combatforce requires one emote to activate or de-activate, and can only be disarmed by restraining both hands. The activation of this ability cannot be countered, but can be prevented by certain regional effects.
| This ability can only be used when an Enemy within range uses a Sinistral Magic Point Buy Ability. That Magic Point Buy Ability becomes its non-Sinistral version instead. The next time the user makes a Basic Attack against that Enemy, grant them +1 Attack Stat (breaks cap up to 11). Magical Sinistral Sealing has a 2 Hour Cooldown.
| N/A
| N/A
|-
|-
|}
|}
==Healing Powers==
 
==Link Powers==
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Aiding Metal
| Hex Doom
| Healing Power
| Link Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 of the user’s limbs are Paralyzed, Dismembered, or Disabled, Liquid Living Metal can replace or repair their function by encasing it and taking over its function, making them immune to the Paralysis for example. This can only apply to one limb, or one eye, only ever one body part, and cannot be switched, only the first ever applies until that body part is healed.
| 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.
| {{#simple-tooltip: Asha | This Ability can be used regardless of other Living Metal Abilities active.}}
| N/A
|-
|-
| Bralona Endurance
| Magic Barrier
| Healing Power
| Link Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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).}}
| Bralona have unique physiology. They cannot feel pain, or bleed, or be traditionally wounded, but their physical cohesion takes damage instead. Bralona cannot be harmed by mundane punches, kicks, or any other non-enhanced unarmed attack. They cannot die in the traditional sense. When they “die” their body disintegrates into a singular mass. Their mass can be moved, but their eventual re-generation cannot be stopped, and they are conscious, but can’t do anything but observe and talk. After 2 Hours, the Bralona completely regenerates and reforms at perfect health.
| 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: Bralla| The Bralla, when ‘killed,’ collapses into a pile of goo.}}-{{#simple-tooltip: Bronn|The Bronn, when ‘killed’, folds up into a small geometric shape on the ground (square, sphere, dodecahedron, etc.)}}
| {{#simple-tooltip: N/A }}
|-
|-
| Healing Hands
| Magic Lifebind
| Healing Power
| Link 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 3 blocks.}}
| {{#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 and the (willing) Target (who is not Knocked Out or Downed) must be rooted together for the duration of this Ability, and cannot use any Abilities, Mundane Techniques, or Specials while this Ability is active. The user establishes a Link Power onto the Target, healing any wounds and refreshing their stamina over the duration of 10 minutes. If the Link Power is Disrupted, or the user is Displaced or attacked, the Ability is Canceled, though this Ability has 5 minute Cooldown. This Ability can be used out of combat on a knocked out or downed target, but only if they do not return to combat for at least 2 hours afterwards.
| 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: Artificer | Can be either engineering based or alchemical based.}}-{{#simple-tooltip: Technician | Can be either engineering based or alchemical based.}}-{{#simple-tooltip: Magic Blade | The user can target self with this ability in combat.}}
| {{#simple-tooltip: N/A }}
|-
| Limb Recovery
| Healing Power
| Self
| The user has extreme body-loss replenishment. So long as their head and torso stay relatively intact, they can regrow any lost limb in 48 hours, including eyes, tails, horns, fingers, a tongue, all of it. The Character can still pass out from pain or blood loss, but cannot die from injuries unless the brain or the heart is destroyed or severed from one another. Smaller wounds like cuts and gashes close in 10 minutes, though re-open if the user enters combat again within 1 hour. After the hour has passed, those wounds heal. 
| {{#simple-tooltip: Curses| This Ability does not activate until the user has Fed via their Affliction's Feeding Mechanics. After the user Feeds, they gain this Ability until they are fully healed, and it goes dormant again.}}-{{#simple-tooltip: Undead| The Undead can fully regenerate (or re-attach) lost body parts or severe wounds in 2 hours, provided they are out of combat.}}
|-
| Mercy of Life
| Healing Power
| {{#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 any person who was Knocked Out, Downed, or lethally wounded to the point of near-death (a person completely disabled from a Combat Scene). This establishes a Link Power for 5 minutes that completely revives the person but does not refresh their Cooldowns. If this Link Power is Disrupted, the user is Displaced or attacked, the Ability is Canceled. If the Ability is Canceled, it goes on a 10 minute Cooldown. If however it succeeds, Mercy of Life goes on a 24 hour Cooldown.  
| {{#simple-tooltip: Technician | Can be either engineering based or alchemical based.}}
|-
|-
|}
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Empowerment
| Divine Aggro
| Buff 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.}}
| 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
| Buff 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 gains +1 Strength and becomes as fast as an Asha in certain conditions. For the specific condition, consult the Modifier.
| 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: Fin'ullen| While it is (Minecraft) Raining in Regalia, a Fin’ullen Character gains +1 Strength and can move as fast as an Asha. }}
| {{#simple-tooltip: N/A }}
-{{#simple-tooltip: Curses | This Ability does not activate until the user has Fed via their Affliction's Feeding Mechanics. After the user Feeds, they gain this Ability temporarily for 3 days.}}-{{#simple-tooltip: Undead| This Ability is active while the user is far underground, such as in Regalia's Sewers or Deep Caves. }}
|-
| Magic Resist
| 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).}}
| 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 }}
|-
| Magic Revive
| Buff Power
| {{#simple-tooltip: 10 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| 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
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| 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. Sacred Circle ends automatically once it has cleansed 5 Status effects. Once ended, Sacred Circle has a 2 hour cooldown.
| N/A
|-
| Sacred Gear
| Buff 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.}}
| 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
| N/A
|-
|-
| Enchanted Wall
| Sacred Healing
| Buff Power
| 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).}}
| {{#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 casting this Power becomes immune to harm from any projectile based attacks, such as Firearms, Ranged, and Spell Point Buy for 15 minutes. Additionally, they may choose two more Targets in Emote Distance to grant this protection to. Once the timer has expired, Enchanted Wall goes on a 1 Hour Cooldown.
| 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
| N/A
|-
|-
| Illusioned Self
| Sacred Portent
| Buff Power
| Buff Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 being attacked by a basic attack, the user is able to create an illusory clone to block the damage entirely. Once blocked, the user is able to immediately relocate horizontally to another point they can see within a 10 block range. Once completed, Illusioned Self goes on a 2 hour cooldown.
| 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
| N/A
|-
|-
| Material Armor
| Sacred Revive
| Buff Power
| Buff Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 enchant their clothing, if they are not wearing armor, granting them 1 Block Token. Additionally, the user does not take fall damage when jumping from any height while wearing this enchanted clothing. Material Armor has a 2 hour cooldown, and ends once the Block Token is expended.  
| 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
| N/A
|-
|-
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Deathmarch
| Divine Rescue
| Movement Power
| 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).}}
| {{#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 select a target in range that they can see, causing a visible symbol to appear over the target’s head, and move toward them. They cannot stop themselves until the ability ends and must move in a direct line for the target, and can do anything that doesn’t make them stop. They cannot be slowed below their movement speed or halted, by any means. Any Ability-created barriers are shattered when they make contact, but normal barriers will stop them if they can’t be climbed over. The Ability ends once they are within 1 block of the target. This Ability has a 4 hour cooldown.
| To save an Ally from a dire situation, pick up an Ally within 4 blocks of the user, and charge in any cardinal 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: Instead target an enemy within range, picking up and dragging them along the ground before stopping at the end of your movement. This is considered a displacement, and the target is given the Prone and Brittle status effects if not countered.
| N/A
| N/A
|-
|-
| Endless Watch
| Magic Warp
| Movement Power
| 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).}}
| {{#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's soul leaves their body, scanning Emote Range around themselves, and identifying each person within Emote Range, and who they are (unless they are presently Disguised or Shapeshifted.) The user may then choose one person in Emote Range, and instantly teleport behind them. This process is instant and can be performed in the same Emote, however any actions performed afterwards are new actions and new Emotes. This Ability has a 1 Hour Cooldown, regardless of whether the teleport was used or not.
| To move yourself or an ally, use this ability to relocate them in a straight line 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 or movement if used on them. Magic Warp ignores Opportunity Attacks, and can 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
| N/A
|-
|-
| Instant Leap
| Sacred Martyr
| Movement Power
| 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).}}
| {{#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 instantly leap towards a Target person in Emote Range. The Target's speed does not matter, and the user can choose to land in front of, to the side of, or behind the target. This leap can only be used horizontally, and does not allow for any vertical movement outside of slight incline increases. Instant Leap has a 30 minute Cooldown.
| To protect an ally from harm, use this ability when an Ally within Range would take damage. The user instantly dashes in a cardinal direction to the ally, ignoring Opportunity Attacks and 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 +2 Attack Stat and +2  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
| N/A
|-
|-
| Magic Blink
| Shaman Darkness
| Movement Power
| 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).}}
| {{#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 instantly teleport to any location they can see in Emote Range that they would realistically be able to walk to. The user can slip through obstacles like doors or gates, but cannot reach different elevation levels or transport from rooftop to rooftop. Magic Blink has a 60 minute Cooldown.
| 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 and in a straight line) to relocate to while ignoring Opportunity Attacks. Additionally, any enemies within 3 Blocks of the position they relocate from have the Blindness Status applied to them. Shaman Darkness has a 2 Hour Cooldown. If the user has Vengeance when triggered: The user can make an attack with +2 Attack Stat (breaks cap up to 11) after moving without using an action.
| N/A
| N/A
|-
|-
| Rift Step
| Shaman Pounce
| Movement Power
| 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.}}
| {{#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 this spell at a target area they can see within 10 blocks of them. Their body is swallowed by magical essence, and they immediately teleport to the chosen location. The user cannot carry anyone else with them when using this Ability, and only objects that fit on their person travel with them. This Ability can be used to teleport horizontally, diagonally, or vertically as long as it is still within the 10 blocks range, and as long as the target area is a flat surface the user can stand on. Rift Step can only be used once every 3 hours.
| 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, ignoring verticality (meaning the user can reach the target from any height as long as they are horizontally within 10 blocks), not triggering opportunity attacks, and allowing them to make an attack after landing without using an action. Shaman Pounce has a 1 hour cooldown. If the user has Vengeance when triggered:: Additionally apply the Confused Status to all enemies within 3 blocks for the next turn after landing.
| N/A
| N/A
|-
|-
| Spirit Rush
| 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.}}
| The user chooses a horizontal location within range and then rushes toward it, passing through people (but not barriers that would prevent movement) in their way. After arriving, an echo of them instantly repeats the dash and staggers anyone they passed through. Spirit Rush has a 1 hour cooldown.
| N/A
|}
|}
==Vehicle Powers==
 
==Instant Techniques==
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! Possible Ability Modifiers
|-
|-
| Bralona Envelopment
| Attack Command
| Vehicle Power
| 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 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 }}
|-
| Break Down
| 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 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
| {{#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 disrupt the battlefield, instantly displace all characters within range by 5 blocks backwards. If any Enemies within range had Block Tokens gained by Abilities, remove up to three of them, and grant them to the User instead. Bruiser Flurry has a 1 Hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Bruiser Ruin
| 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 focus on a target and deal a heavy amount of damage, use this ability to charge a guaranteed hit. The user picks a target within range, charging their weapon for their next 2 Actions whilst becoming entirely immobilized. If the user is hit with any Ability or Basic Attack, this Ability is interrupted and put on a 10 minute cooldown. If the target leaves the range of this Ability, activate it early, and deal a -2HP guaranteed hit. If left uninterrupted, on the 3rd Action, the user unleashes a strike that deals -4HP damage to the target. If the target had the Brittle Status Effect, deal -6HP instead, and remove it. Bruiser Ruin has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Bruiser Tackle
| 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 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 }}
|-
| Bruising Strike
| 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 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 }}
|-
| Building Scale
| 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.}}
| 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
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Bralona can choose one voluntary target to envelop with their body. While enveloped, the Bralona cannot use any Abilities or Attacks, except ones specified in this Ability. Their target is considered their ‘Host’ and gains extra benefits based on the Bralona’s type. While enveloped, any damage the Host would take, the Bralona takes instead. This Ability has no cooldown, and the Bralona can freely exit/re-envelop at will. A person with Bralona Envelopment cannot be targeted by this Ability.
| 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.
| {{#simple-tooltip: Bralla | The Bralla partially fuses with the Host, forming a goo-layer around their body. The Bralla can form their mass into a solid Melee weapon (which cannot be disarmed) or Shield  for the Host to use, but can only form one of these at any given time, and can only change their shape once they’ve re-eneveloped a new person.}}-{{#simple-tooltip: Bronn |The Bronn layers their mechanical body over the Host. The Host is considered fully armored while the Bronn is enveloping them, and they gain one Block Counter per 6 hours. The Block Counter is not unique per host, meaning if they envelop someone and use the Block Counter, they do not gain a new Block Counter if they envelop a new person.}}
| N/A
|-
|-
| Mech-Suit
| Chem Bloodboil
| Passive Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 produce a mechanized suit of ‘armor’ that they can wear. They can only put on or remove this suit at their Control Unit in their Rental/Estate/Base. While wearing the Mech-Suit, they gain the following benefits: The user gains the Resilience and Bruteforce Pack from Training Point Buy. The Mech-Suit can count as a disguise, or not, if the user removes the face cover/visor, and can be designed however the user wants it to look, as long as it is distinctly mechanical and bi-pedal. This suit can additionally act as a replacement for maims, returning function to the body (including eyes, legs, tongue, ears, etc.) This does not grant them armor, however Knight Summon can apply armor to the suit, or normal armor they are already wearing can merge with the suit. If the user is defeated in combat, they lose the bonus packs, and it no longer counts as a disguise, but otherwise it can’t be fully removed from them unwillingly. They gain the benefits again if they repair the Mech-Suit at their Control Unit.
| 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.
| {{#simple-tooltip: Artificer | Can only be engineering based.}}-{{#simple-tooltip: Technician | Can only be engineering based. While wearing their Mech-Suit, the Technician gains Constitution equals to half their Wisdom (rounded down). For example, if the user had 6 Wisdom, then they would gain 3 Constitution.}}
| N/A
|-
|-
|}
| Chem Cleanse
==Control Powers==
| Instant Technique
{| class="wikitable"
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| 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.
! Ability Name
| N/A
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Anti-Control Chip
| Chem Hyperfocus
| Control Power
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 install an anti-control device in the host. This anti-control device has several effects. Firstly, the Target becomes immune to all Control Powers. Secondly, the Target is immune to infection by all Afflictions. Thirdly, the Target becomes a receiver of remote communication. The user can install a Control Unit in their Rental/Estate/Base, and from there, communicate into the minds of those who have anti-control devices installed, however this is one-way communication. Up to two people can have anti-control devices installed at any time, though they can only be removed by the user in person before changing a Target.  
| 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.
| {{#simple-tooltip: Technician | Can only be engineering based. }}
| N/A
|-
|-
| Power Hex
| Chem Revive
| Control Power
| 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).}}
| {{#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 choose a Target in Emote Range to hex. This person becomes controlled by the user. The user must then choose a direction (north, east, south, or west) and move the Target in that direction (this all happens instantly). The Target is moved by their total Strength Points and total Constitution Points combined, times two. If the Target would be moved over 20 Blocks (regardless if there is space), they are also Weakened for 5 minutes. This Ability has a 30 Minute Cooldown. The same person can only be affected by Power Hex (from any source) once every 30 minutes.
| 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
| N/A
|-
|-
|Power Struggle
| Concussive Blow
| Control Power
| 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 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.
| {{#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.}}
| The next 4 Attack Emotes the user makes are enhanced, gaining +1 Attack Stat (breaks cap up to 11), stacking for each attack (ex. +1, +2, +3). The 4th shot, if it hits, deals +1HP Damage, and if it misses, extend this Ability to 5 Attack Emotes, instead of 4, and increase the cap break to 12. Deadeye Barrage does not consume the user’s action, but, the user cannot Move until they have made 4 Attack Emotes, or until they choose to end this ability prematurely, and gain no benefits. Once ended, Deadeye Barrage has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Deadeye Focus
| 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 must have a Status Effect, other than Weakened, applied to them in order to use this Ability. When used, remove one Status Effect the user is affected by, and apply the Weakened Status Effect to the user for the next 2 Turns. Additionally, they gain +2 Attack (breaks Cap up to 11) for their next Attack only. 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 1 4. If the dice lands on 1, the Attack Emote is Staggered. If it lands on any other number, that number is now the HP Damage. This Ability cannot be Staggered. Deadeye Luckshot has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Deadeye Pinshot
| 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).}}
| This Ability can only Target a Character that has the Marked Status Effect. This counts as an Attack Emote, applies +1HP Damage, and removes Marked. Afterwards, choose a different Enemy within range to apply the Marked Status Effect to. Deadeye Pinshot has a 30 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Deadeye Quickshot
| 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).}}
| {{#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 individual they can see within range, using their magic to control them. If the target has 4 or less Strength, they are disarmed of their weapon. If the target has more than 4 Strength, they are forced to attack the person closest to them once (friend or foe). This attack is not a guaranteed hit. The same person can only be affected by Power Struggle (from any source) once per hour. Power Struggle has a 4 hour cooldown.  
| As a part of this Ability, the user makes an Attack Emote on an enemy. Instead of rolling once for this Attack, the user rolls 3 times and chooses the highest result. If 2 of the Dice Rolls were above 10's (without post-roll additions), additionally apply the Marked Status Effect. If 3 of the Dice Rolls were above 10's (without post-roll additions), apply the Marked Status Effect to the Target and another Enemy within Range. Deadeye Quickshot has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Desperate 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.}}
| 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
| N/A
|-
|-
|}
| Disrupt Prayer
==Morph Powers==
| Instant Technique
{| class="wikitable"
| {{#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).}}
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| 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.
! Ability Name
| N/A
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Altered Self
| Escape Artist
| Morph Power
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 create a Magical disguise for themselves, which is an alternate Disguised appearance, with some limitations. They cannot disguise as a person of an alternate Race. The user also, once disguising, is set into that Disguise, which should be noted on the Character app. They can only change the appearance of it once per month. The user can activate or de-activate this Ability at will. Altered Self cannot be combined with, or used at the same time as, any other Disguise Ability or Special.
| The user is able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold a player down. Additionally, while in combat the user can spend an Action to remove the Trapped Status Effect. Escape Artist has no Cooldown, unless used in Combat, during which it has a 30 Minute Cooldown.
| N/A
| N/A
|-
|-
| Body Claws
| Familiar Disrupt
| Morph Power
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 fight using unarmed combat, and gains +2 Strength proficiency that cannot exceed the proficiency cap when doing so. This cannot be used whilst wielding a different weapon. These claws are sharp enough to be considered a bladed weapon for any abilities that require one. The moment they wield a weapon or stop fighting, this effect is removed.
| 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.
| {{#simple-tooltip: Asha |This effect is caused by the Asha Claws. Asha Claws are counted as durable and sharp, enough to be considered bladed weapons. They can brace other weapons, and tear through armor.}}- {{#simple-tooltip: Curses| The Afflicted gains claws they can summon/un-summon, or choose to be permanent, and are durable and sharp, enough to be considered bladed weapons. They can brace other weapons, and tear through armor.}}
| N/A
|-
|-
| Steel Claws
| Fancy Footwork
| Morph Power
| Instant Technique
| 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, in a pinch, fight with their claws (and extend them on command). Attacks made with Steel Claws are calculated from the user's main combat stat (whichever is their highest or most predominant stat). While using Steel Claws, the user gets a -1 Main Combat Stat decrease, but does not need to emote drawing a weapon (as the claws are on their body at all times), they can immediately emote attacking with a free hand. These nails are considered tough as steel. This Ability cannot be used if the user is already wielding a weapon. When using this Ability, attacks count as if using a bladed weapon.
| This Ability can only be used when the user has at least one enemy within 1 Block of them. As a part of this Ability, the user takes the Move action, if able. The user Moves until they are standing within 1 Block of a separate enemy. Count the number of Blocks moved, and grant the user a bonus to their minimum Attack Roll equal to the number of Blocks (max 6), for their next Attack only. After using this Ability, the user can make an Attack Roll, that does not use an Action. Fancy Footwork has a 2 Hour Cooldown.
| N/A
| N/A
|-
|-
|}
| Force Toss
==Link Powers==
| Instant Technique
{| class="wikitable"
| {{#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.}}
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| 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.
! Ability Name
| N/A
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Anchoring Hex
| Guidance Prayer
| Link Power
| 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).}}
| {{#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 attaches a tracking link to a target they can see, which can be upheld indefinitely until broken or ended manually. For as long as this link is upheld, the user is able to instantaneously warp to the target for as long as they are within line of sight, but this does not work for extreme vertical differences. If this Ability is broken or ended manually, it is put on a 1 Hour cooldown.
| 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
| N/A
|-
|-
| Body Tether
| Gut Punch
| Link Power
| 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.}}
| {{#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 chooses a Target within range. This Target is instantly Linked to the user, meaning the Target can no longer move further than 10 Blocks from the user. The Link may be manually dismissed, or breaks automatically after 10 minutes. This Ability has a 1 Hour Cooldown.
| 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.
| {{#simple-tooltip: Maraya | The Link is made out of Maraya Hair, a long strand shooting out from their head or back and attaching to the target. This hair cannot be cut.}}
| N/A
|-
|-
| Enchanted Buffer
| Harming Prayer
| Link Power
| 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).}}
| {{#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 becomes unable to use any other Ability or Mundane Technique other than Enchanted Buffer, or Enchanted Wall. While Enchanted Buffer is active, the user has a total of 3 Block Tokens that they can distribute to up to 3 different characters (excluding themselves), with any amount of the Counters spread across the targets.  Additionally, the user becomes Immune to any type of Displacement, meaning the only way to cancel this Ability is either by choice, or through a Link Breaking mechanic. Once ended, Enchanted Buffer goes on a 2 hour cooldown.  
| 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.
| {{#simple-tooltip: Magic Blade | This ability can be used without having to stand still and halt all other actions and it also can be used on self. Instead of providing Block Tokens, it provides an immunity to Displacement to a maximum of 3 targets. Once a Displacement effect is countered, the effect ends on that target.}}
| N/A
|-
|-
| Endurance Stim
| Improvised Attack
| Link Power
| 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).}}
| {{#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 target an ally in Emote Range and Links themselves to that Target. The Target gains +2 Constitution Proficiency that break caps for the duration of the Link Power. Multiple instances of Endurance Stim can stack on a user. The user can only use one instance of Steroid, Endurance or Speed Stim at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers), it goes on a 5 Minute Cooldown.
| Target an enemy within range, and roll /dice 1 3. If the user rolls a 1 or a 2, make an Attack Emote against the Target, at Emote Range, but with -2 Attack Stat. If the user rolls a 3, make the Attack Emote at Emote Range, but with +2 Attack Stat (breaks cap up to 11) instead.  Improvised Attack has a 30 Minute Cooldown.
| N/A
| N/A
|-
|-
| Extension Hex
| Knockback Sweep
| Link Power
| 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 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 }}
|-
| 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.}}
|  The user holds up their a makeshift barrier, protecting themselves and any character within a 3x3 block area behind them. While active, the user can’t use their basic action, but gains a new action that replaces their Attack. As a reaction to an ally within Medical Barrier 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. Medical Barrier can be held for a maximum of 20 minutes, and once ended has a 1 Hour 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).}}
| {{#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 attaches a Link to a target they can see, creating a link between the two. For as long as this Ability is upheld, the user is able to use any other Ability with the target as their source. Extension Hex can be only upheld for a maximum of 20 minutes, and can only be used once per server restart.
| 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
| N/A
|-
|-
| Deflection Hex
| Medical Canteen
| Link Power
| 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).}}
| {{#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 places a link power on the target, which can be upheld indefinitely. As long as this link is upheld, any debuff effects applied to the user are immediately applied to the target instead. This only applies to debuffs that affect the target after the link has been applied, and does not cleanse any debuffs already applied. Once broken, Deflection Hex goes on a 30 minute cooldown.
| 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
| N/A
|-
|-
| Draining Curse
| Medical Resist
| Link Power
| Instant Technique
| {{#simple-tooltip: Emote Range |The user targets a character currently being affected by an ability that grants them any form of Bonus HP, as well as an Ally within range.}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Connecting  a Link Power to both targets, the user is able to trade Block Tokens between the two for as long as this Link Power is maintained. Draining Curse can be upheld for a maximum of 30 minutes, and goes on a 2 hour cooldown once ended.
| 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 any damage the target takes is reduced by 1 HP (but never to 0). Once ended, Medical Resist has a 2 hour cooldown, and does not stack.
| N/A
| N/A
|-
|-
| Life Leech
| Medical Revive
| Link Power
| 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).}}
| {{#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 attaches a Link to a target that they can see. For as long as this link is upheld, the user drains their health at a rate of inflicting a single wound on the target every 10 minutes (beginning at the end of the first 10 minutes), and healing themselves at the same rate. If broken or ended manually Life Leech is put on a 1 hour cooldown. A character can only be affected by one instance of Life Leech at a single time, and cannot be affected by Life Leech (from any source) for an hour after it’s broken.
| To bring back a fallen ally, use this Ability to try and bring them back into fighting shape. The user creates a Link between themselves and a downed target within range, remaining in that state for 5 minutes. If left unbroken, the target is immediately brought back to 2 HP, 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
| N/A
|-
|-
| Ranged Interference
| Nimble Bola
| Link Power
| 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).}}
| {{#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 immobilizes themselves and links to an individual they can see within range, interfering with the target's Ranged or Firearms Weapon. For as long as the Link is active, the target cannot utilize Mundane Techniques from their Weapon. Additionally, the target suffers a -3 to the results of their basic Ranged Attack Rolls. The user cannot utilize any other Abilities while using this Link Power, or attack. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers), it goes on a 30 Minute Cooldown.
| This Ability can only be used if the user has not Moved yet in a turn. The user targets an enemy within Range, and counts the amount of Blocks between them. If the number of blocks is Even, apply the Trapped Status Effect to the enemy for 3 Turns. If the number of blocks is Odd, apply the Prone Status Effect to the enemy. Usage of this Ability does not disable Fleet Footed. Nimble Bola has a 2 Hour Cooldown.
| N/A
| N/A
|-
|-
| Rusting Hex
| Pinning Throw
| Link Power
| 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).}}
| {{#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 attaches a Link to a target that they can see, creating a Link power between themselves and the target. This link can be upheld for a total of 30 minutes, and the target is unable to benefit from Armor or Shielding for as long as it is maintained. Once ended or broken, Rusting Hex goes on a 2 hour cooldown.
| 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
| N/A
|-
|-
| Sapper Hex
| Puretek Reload
| Link Power
| 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).}}
| {{#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 chooses a single target enemy in range and creates a link between them. This link can be upheld indefinitely, and reduces the target’s main combat stat by 4 for as long as they are affected by this ability, but cannot go into the negatives. A single target can only be affected by a single Sapping Hex at a time, and once broken Sapper Hex goes on a 30 minute cooldown.
| To hinder enemies, instantly apply the Blinded Status Effect to an enemy within range. Ranger Blur has a 2 hour cooldown.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Shield Matrix
| Ranger Cover
| Link Power
| 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).}}
| {{#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 rooted into place, being unable to move, or use any other Ability or Mundane Technique, at all. While Shield Matrix is maintained, the user can Target one Ally in Emote Range, and project a Shield Matrix onto them, preventing any and all damage on them. Additionally, the user becomes immune to any type of Displacement, meaning the only way to Cancel this Ability is by attacking them with Ranged or Melee attacks or harming Abilities. The user can switch Target (but never on Self), but must go on a 1 minute recalibration Cooldown before Targeting a different Ally. When this Ability is ended, it goes on a 2 Hour Cooldown.
| 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.
| N/A  
| {{#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}}
|-
|-
| Speed Stim
| Ranger Tag
| Link Power
| 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).}}
| {{#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 target an ally in Emote Range and Links themselves to that Target. The Target gains +2 Dexterity Proficiency that break caps for the duration of the Link Power. Multiple instances of Speed Stim can stack on a user. The user can only use one instance of Steroid, Endurance or Speed Stim at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers), it goes on a 5 Minute Cooldown.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Steroid Stim
| Ranger Trap
| Link Power
| 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).}}
| {{#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 target an ally in Emote Range and Links themselves to that Target. The Target gains +2 Strength Proficiency that can break caps for the duration of the Link Power. Multiple instances of Steroid Stim can stack on a user. The user can only use one instance of Steroid, Endurance or Speed Stim at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers), it goes on a 5 Minute Cooldown.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Tiring Hex
| Ranger Wallop
| Link Power
| 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).}}
| {{#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 chooses a single target enemy in range and creates a link between them. This link can be upheld indefinitely, and reduces the target’s Constitution by 4 for as long as they are affected by this ability, but cannot go into the negatives. A single target can only be affected by a single Tiring Hex at a time, and once broken Tiring Hex goes on a 30 minute cooldown
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
|}
| Shield Bunker
 
| Instant Technique
==Mundane Techniques==
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
{| class="wikitable"
| 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.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| {{#simple-tooltip: N/A }}
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Agonizing Shot
| Shield Command
| Active Technique
| 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).}}
| {{#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 fires their weapon at a target in range that is currently affected by Brittle. This shot deals a guaranteed hit to the target, triggering the Brittle effect and additionally causing the target to be knocked down once hit. After being used, this Ability goes on a 4 hour cooldown.
| 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.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Ally Throw
| Shield Phalanx
| Active Technique
| 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.}}
| {{#simple-tooltip: 1 Block | 1 Block range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This Mundane Technique can only be used on an Ally in Melee Range. The user grapples onto the Target and instantly hurls them anywhere within 10 blocks, including a higher ledge or surface at a different height than the user. The Target does not take damage from this Mundane Technique, but are Knocked Over on landing. This Ability has a 1 Hour Cooldown.
|  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.
| N/A
| {{#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 }}
|-
|-
| Attack Theory
| Shield Wall
| Active Technique
| 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).}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user must targets an ally in Emote Distance and Links themselves to that Target. The Target gains +2 Strength Proficiency that cannot break Proficiency Limit, or grant new Point Buy, for the duration of the Link Power. Multiple instances of Attack Theory cannot stack on a user, though one instance of Defense Theory and Endure Theory can be active on the same Target. The user can only use one instance of Attack, Defense, or Endure Theory at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers, which this Technique is affected by), it goes on a 5 Minute Cooldown.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Battle Command
| Shrug Off
| Active Technique
| 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).}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user must be completely out of combat for this Ability to be used. The user cannot fight or use other Abilities while using this Ability. The user chooses a Target and applies a +2 Strength, +2 Constitution, and +2 Dexterity buff to them through a Link Power. This Ability has a 10 Minute Cooldown as soon as the Link Power is broken. This Ability can be broken by regular Link Power Counters, but also by attacking the user, which ends as soon as they emote to respond. Battle Command has a 10 Minute Cooldown as soon as the Link Power is broken, and the same person cannot be affected by multiple instances of Battle Command at the same time.
| 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
| N/A
|-
|-
| Battle Flurry
| Smokescreen
| Active Technique
| Instant Technique
| {{#simple-tooltip: 1 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user lashes out instantaneously to strike those surrounding them. The user rolls one dice with a number for every character within range of this technique, and hits as many of them based on the number rolled, a minimum of one. (ex. 3 people in range is /dice 1-3) They can choose who gets hit or not, but this technique cannot be used if only one target is in range. Battle Flurry can only be used once per day, with the single charge refreshing on server restart.
| The user creates a temporary smokescreen around themselves. For the next 3 turns, the user cannot be targeted by Abilities used by Characters outside of this Ability’s Range, and any Basic Attacks made targeting the user outside the Range have -2 added to the Final Result. Smokescreen has a 2 Hour Cooldown.
| N/A
| N/A
|-
|-
| Belt Shot
|Tank Rally
| Active Technique
| 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.}}
| {{#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 rapidly loads and fires the weapon from the hip, causing a quick blow-out in short to medium range. Anyone in front of the user within range is knocked back 5 Blocks. If a user is unable to dodge back the full 5 blocks (hitting a wall, for example) or are incapable of moving, this ability does a guaranteed hit. Belt Shot has a 30 Minute Cooldown.
| The user rallies the battlefield around them, granting all allies +2 Attack Stat. Also, increase their Attack Stat Cap by 1. Tank Rally does not Stack, lasts for up to 30 Minutes, and has a 2 Hour Cooldown once ended.
| N/A  
| {{#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 }}
|-
|-
| Berserker Fury
| Tank Switch
| Active Technique
| 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.}}
| {{#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 channels their anger, cleansing themselves of any Debuff effect currently affecting them. If the user cleanses a Debuff, they can immediately make a guaranteed hit on any one person in melee distance. Berserker Fury can be used once per server restart.
| 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: 6 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 4 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 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Tank Watch
| 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 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 }}
|-
|  Tech Auto
| 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 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
| N/A
|-
|-
| Bloody Shot
| Tech Charge
| Active Technique
| 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).}}
| {{#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 fires a serrated projectile at a target, causing them to bleed for the next hour. This shot does no damage, but makes them unable to be healed during combat and leaves a blood trail for 30 minutes after combat ends. Bloody Shot has no effect on Artifact healing, and has a 1 hour 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  
| N/A
|-
|-
| Body Adaptability
| Tech Exhaust
| Passive Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| When targeted by another character with an Ability that changes the user’s proficiencies in any way, it is further changed by one extra point (positive or negative). This does not apply to abilities that the character uses on themselves.
| 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
| N/A
|-
|-
| Bonfire
| Tech Resist
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| When not moving, engaging in combat, or using other Abilities, the character is able to mend their wounds. Entering this state allows the user to passively heal the single most recent wound they suffered every 10 minutes, and lasts until the user moves or is attacked. Once broken, Bonfire has a 2 hour cooldown.
| 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  
| N/A
|-
|-
| Bouncer Throw
| Theft
| Active Technique
| 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.}}
| {{#simple-tooltip: 1 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This Mundane Technique can only be used inside a Business Region, or the doorway/lobby of any other Building (such as an Estate, Base, or Rental). The user grapples onto a Target and instantly hurls them out of the building, whether through a window, or a doorway or opening in any wall. The Target does not take any damage, but is ejected at least 7 blocks away from the hole they were thrown out of, and are Knocked Over on landing. This Ability has a 1 Hour Cooldown.
| The user targets an enemy within Range, and rolls /dice 1 5. If the user rolls a 1, and the target has a Block Token, remove the Block Token and grant it to the user, and if they have no Block Token, treat this as rolling a 4. If the user rolls a 2, they can reduce the Cooldown of another Ability (that is on Cooldown) by 30 Minutes. If the user rolls a 3, the user, and the target, can each reduce the Cooldown of another Ability of theirs (that is on Cooldown) by 15 Minutes. If the user rolls a 4, reduce the target’s next Move action by -3 Blocks, and increase the user’s next move action by +3 Blocks. If the user rolls a 5, remove any Attack and Defense Stat increases the target has for the next 3 turns, and grant them to the user for the next 3 turns (they are re-applied when this Ability ends). Theft has a 1 Hour Cooldown.  
| N/A
| N/A
|-
|-
| Brawl Stampede
| Venomous Strikes
| Active Technique
| 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.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user commences a charge in one straight line in a particular direction, stampeding forward by 10 Blocks. If they ran through a Barrier, someone behind Mundane Cover, or a Magical Shield or Barrier, said barrier, or cover is destroyed, though no damage or Displacement is applied to anyone along its path. This can also break a small hole through wooden and stone walls, but only if they are 1 block thick. Brawl Stampede has a 3 Hour Cooldown, and counts as a Movement Power in the context of counters.
| The user applies a venom to their weapon, without using an Action. For the next 30 Minutes, whenever the user deals damage to an Enemy, they can reduce that damage by any amount (even to 0), and then reduce the target’s Attack or Defense Stat by the amount reduced. This Stat reduction lasts until the user damages an enemy with a reduced stat, without reducing it, until this Ability ends, or until the user is KO’d. The same target can only have their Stats reduced by a maximum of -3 in each Stat, even by multiple uses of Venomous Strikes. Once ended Venomous Strikes has a 4 Hour Cooldown.
| N/A
| N/A
|-
|-
| Bruiser Agony
| Veteran AntiMagi
| Active Technique
| Instant 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.}}
| This ability requires Bruiser Stance to be active. This ability automatically triggers when the user is a single attack from defeat (or at 1HP in the Optional Combat System). The next basic attack that successfully strikes an enemy heals the user for the last moderate wound they suffered (or 1HP). If the target is Brittle, then this ability instead heals the user for two moderate wounds (or 2HP). Bruiser Agony  has a 2 hour cooldown.
| While Veteran AntiMagi isn't on Cooldown, it passively grants the user +1 Attack Stat. Veteran AntiMagi cannot be actively used until an enemy uses an Ability from one of the following Categories: Magic Point Buy, Cleric Point Buy, or Theurgy/Shaman/Paladin Point Buy. When actively used, target an enemy within Range, and apply the Silenced Status Effect to them for the next 2 Turns. When the Silenced Status Effect ends, set the user's minimum Attack Dice to 5 for their next Attack Emote made against that target. Veteran AntiMagi has a 1 Hour Cooldown.
| N/A  
| {{#simple-tooltip: N/A }}
|-
| Veteran Impurity
| 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.}}
| While Veteran Impurity isn't on Cooldown, it passively grants the user +1 Defense Stat. Veteran Impurity cannot be actively used until an enemy uses an Ability from Puretek Point Buy. When actively used, target an enemy within range, and apply the Weakened Status Effect to them for the next 2 Turns. When the Weakened Status Effect ends, apply a -1 Attack or -1 Defense reduction to the target (user's choice) for their next 3 Dice Rolls. Veteran Impurity has a 1 Hour Cooldown.  
| {{#simple-tooltip: N/A }}
|-
|-
| Bruiser Feint
| Veteran DemonSpite
| Counter Technique
| Instant Technique
| Melee 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.}}
| This ability requires Bruiser Stance to be active. The user targets an enemy and Staggers them as a reaction to a Melee Basic Attack or Active Technique from Melee or Bruiser Point Buy used on them, increasing their Constitution by 3, which breaks cap to a maximum of 12, for the next 2 Basic Attacks against the user. If the target is Brittle, then this ability instead increases the user’s Constitution by 5, breaking the cap up to a maximum of 12. Bruiser Feint has a 2 hour Cooldown.
| While Veteran DemonSpite isn't on Cooldown, it passively grants the user +1 to their minimum Attack or Defense Dice Roll (user choice, but once one is chosen, the other doesn't apply for that combat scene). Veteran DemonSpite cannot be actively used until an enemy Mystech uses an Ability. When actively used, if the user has no Block Tokens, grant the user 1 Block Token, or grant an ally in range 1 Block Token instead. If the user has Block Tokens, instead choose an enemy within Range that also has Block Tokens, and apply the Marked Status Effect to them. Veteran DemonSpite has a 2 Hour Cooldown.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Bruiser Flurry
| Veteran Tri-Slash
| Active Technique
| Instant Technique
| Melee 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.}}
| This ability requires Bruiser Stance to be active. The user spins around and swings at all characters within range, knocking each of them back by 5 blocks, and applying Brittle to one target. If any targets were already Brittle, this deals a guaranteed hit to the Brittle targets only and knocks them back for 10 blocks instead. Bruiser Flurry has a 1 hour cooldown.
| As a part of this Ability, the user makes an Attack Emote on an enemy within Range. Instead of rolling once for this Attack, the user rolls 3 times and chooses the highest result. If 2 of the Dice Rolls were above 15's (without post-roll additions), this attack does -3HP Damage. If 3 of the Dice Rolls were above 15's (without post-roll additions), this attack does -4HP Damage and applies the Prone Status Effect, and cannot be Staggered, Avoided, or Countered. . Veteran Tri-Slash has a 2 Hour Cooldown.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Bruiser Parry
| Veteran Sentinel
| Counter Technique
| Instant Technique
| 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.}}
| This ability requires Bruiser Stance to be active. The user parries and counters a single Firearm or Ranged basic attack or mundane technique. If this is used to counter a target with Brittle, the effects of the attack or technique are reflected back at the target. Bruiser Parry has a 1 hour cooldown.
| To create a zone of control, use this Ability to create a persistent area around the user equal to the range. Whenever an Enemy takes the Move Action within this Range, if they are within Melee Range, make an Attack on them out of turn and without using an Action, but with the maximum Dice set to 10. If they are outside of Melee Range, instead apply the Brittle Status to them, out of turn and without using an action, but this can only apply once per target, even with different users of Veteran Sentinel. Veteran Sentinel can be upheld indefinitely, but ends when the user Moves, uses a Movement Ability, or has an ally use a Movement Ability on them. Veteran Sentinel has a 4 Hour Cooldown once ended.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Bruiser Ruin
| Veteran Swiftstrike
| Active Technique
| Instant Technique
| Melee Range
| {{#simple-tooltip: 2 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Bruiser Stance to be active. The user focuses their attention on a single target, making them completely immobile for one emote. If the user is targeted with an Ability, or Basic Attack from any category, Bruiser Ruin is interrupted. After one emote has passed, the user is able to deal a guaranteed hit on a target within melee range that acts as if the target was hit by two basic attacks. If the target has Brittle, it instead acts if they were targeted by three attacks. This cannot be Technique Parried, and if interrupted Bruiser Ruin goes on a 30 minute cooldown. Otherwise Bruiser Ruin has a 4 hour cooldown. Once the timer is completed, Bruiser Ruin cannot be Staggered.  
| To strike as many opponents as possible, target all enemies within Range, displace them backwards and away from the user by 3 Blocks, and target one enemy displaced by this ability. Teleport the user next to target enemy, without using the user's Move, or triggering Opportunity Attacks, and make an Attack Emote in the same turn. For this attack only, grant the user +2 Attack Stat (breaks cap up to 11). Veteran Swiftstrike has a 2 Hour Cooldown.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Bruiser Slam
| Veteran Solitude
| Active Technique
| Instant Technique
| Emote Range
| {{#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 requires Bruiser Stance to be active. The user leaps at a target enemy, landing on any block adjacent to the target and applies Brittle to the target. If the target is already Brittle, this Ability instead deals a guaranteed hit and the target is Knocked Down. Bruiser Slam has a 1 hour cooldown, and counts as a Movement Power in the context of counters.
| To use this Ability, count the number of Enemies within Range, and determine this Ability's effect based on the number. Thresholds are always greater than or equal to, and only one threshold can be used. >8 Enemies: Target 3 Enemies in Range, apply -2 Attack or Defense Stat Reduction (user's choice, must be the same for all 3) for their next 3 Rolls only. >5: Target 1 Enemy in Range, and apply a Status Effect to them (excluding Cursed and Warned), that the user chooses. The Status Effect lasts for 2 turns, unless it is a consumable Status (like Marked or Brittle). Also, remove one Status Effect from the user.  >2: Grant the user 1 Block Token, and apply the Marked Status Effect to one enemy within range. 1: The user chooses: set their minimum Defense Dice Roll to 5, or their minimum Attack Dice Roll to 6. Then, grant the enemy in range whichever wasn't chosen, but this only applies to rolls versus the original target, and vice versa. Veteran Solitude has a 1 Hour Cooldown.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Bruiser Stance
| Weapon Throw
| Stance Technique
| 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 must have no shield equipped, and switches to Bruiser Stance. For the duration of Bruiser Stance, the user becomes unable to use Tank Point Buy or Defensive Point Buy Abilities that would require a shield (Rage Counter and Bonfire can still be used, for example), nor can they equip a shield (or use one), but can still use other Abilities. Additionally, while in Bruiser Stance, the user can make use of Bruiser Point Buy Abilities. 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.
| 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  
| N/A
|-
|-
| Bruiser Tackle
|}
| Active Technique
 
| 5 Blocks
==Passive Techniques==
| This ability requires Bruiser Stance to be active. The user tackles an enemy within range and knocks them back 5 blocks, applying Brittle to the target. If the target hits another character before being moved the total distance, the displacement ends and the other character has Brittle applied too. If the target is Brittle, the target takes a guaranteed hit and is knocked back 10 blocks, following the same rules for hitting another character as before. Bruiser Tackle has a 2 hour cooldown, and counts as a Movement Power in the context of counters.
{| class="wikitable"
|  N/A
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Building Scale
| Breather
| Active Technique
| 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 3 blocks.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| 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, but cannot move to other roofs without falling off. Building Scale has a 3 Hour Cooldown.
| When the user would gain Health from any Source, increase it by +1HP, and put this Ability on Cooldown. If the user reaches 4HP, and has not gained any Health, increase their Minimum Defense Dice roll by +2 for the rest of Combat, but prevent this Ability from being used again. Breather has a 20 Minute Cooldown.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Building Smash
| Bruiser Agony
| Active Technique
| 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 3 blocks.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Mundane 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 the building causing it to shake and destabilize any person standing on top of it. Anyone standing on a higher ledge of such a building will fall off the building, forward towards the user. The person falling will not take damage from falling, and will not get Knocked Over on landing, but is unable to use any Movement Power for 5 minutes. Building Smash has a 1 Hour Cooldown.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Bunker Down
| Bruiser Rampage
| Active Technique
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Bunker Down allows the user to kneel and enter an immobile state while holding their shield. While kneeling, the user becomes immune to all abilities and attacks, regardless of effect. While in this stance, the user cannot attack or use any other abilities. There is enough space in this stance for a single other person to enter, placing them under the same immunity but also the same restrictions. This Technique counts as Mundane Cover, and is not immune effects that would destroy it.  This technique cannot be used to quick counter things, and should not be quick swapped on/off, but used pre-emptively and for extended periods of time to defend oneself. Bunker down requires an intact shield to use.  
| 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. Staggers do not count as failing an Attack Roll, and instead count as a successful attack for the purpose of this Ability. 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 }}
| {{#simple-tooltip: N/A }}
|-
|-
| Cast Down
| Bulwark
| Active Technique
| 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).}}
| {{#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 produces a makeshift hook or alchemical ‘bomb’ that they must use instantly. They may target one person they can see who is currently on a higher ledge than them, or on a higher position that is unreachable to them. The target person is pulled off of the ledge (safely), landing on the nearest open ground that is the same level as the user. This does not inflict any damage on the Target. This Mundane Technique has a 30 Minute Cooldown.
| The user counts as an obstruction for enemies, blocking Line of Sight for Enemies within Range. Additionally, when an Enemy takes the Move action within Range, the user can apply the Prone Status Effect to them, without using an Action. This can only be done once per combat.  
| {{#simple-tooltip: Artificer | Can be either engineering based or alchemical based.}}
| {{#simple-tooltip: N/A }}
|-
|-
| Cheap Shot
| Careful Fighter
| Counter Technique
| 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 3 blocks.}}
| {{#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 any character within range using a Power from the Spell Point Buy category that targets someone other than the caster, the user is able to strike them precisely. This does no damage, but immediately interrupts and counters the Power that was used, putting it on a 20 minute cooldown regardless of what the original Ability’s cooldown was initially. Cheap Shot has a 1 hour cooldown after being used. The same person can only be affected by one instance of Cheap Shot once per hour.
| 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
| N/A
|-
|-
| Close Save
| Chem Mend
| Active Technique
| 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 3 blocks.}}
| {{#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 Close Save as a reaction to a ranged or firearm basic attack aimed at an ally (other than self). The ally is pushed out of the way of the attack, knocked back by 2 blocks and staggered, avoiding the effect of the attack. This ability can be used once per server restart.
| 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
| N/A
|-
|-
| Concussive Strike
| Combat Sight
| Active Technique
| 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 3 blocks.}}
| {{#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 swings their weapon at a target, confusing them for 5 minutes. While confused, the target is unable to target the user with Powers of any kind. Additionally, if the target is currently connected to a Link Power, this Technique counts as a guaranteed hit, and ends any Links they are using/effected by. This Technique has a 1 Hour Cooldown.}}
| 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  
| N/A
|-
|-
| Cover Shot
| Deadeye Overwatch
| Active Technique
| 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).}}
| {{#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 fires their weapon at a target within range that is currently holding a shield. This Technique does no damage, but immediately staggers and interrupts the target’s current action, additionally making them unable to utilize their shield for an additional 10 minutes. Once this effect ends, this Ability goes on a 1 hour cooldown.
| To keep an enemy pinned down, Target an enemy within range, and apply the Trapped Status to them, for 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 an Action. Deadeye Overwatch has no Cooldown.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Covering Fire
| Fate’s Wheel
| Active Technique
| 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).}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user fires a constant stream of inaccurate but intimidating shots to provide safety for their allies. As a reaction to an allies movement, the user is able to activate this Technique in order to ensure they are not attacked for as long as they need to reposition in one emote. This technique ends the moment the user’s ally stops moving to attack, and has a 2 hour cooldown.
| When the user makes a Dice Roll in Combat Roleplay, that isn’t an Attack Dice roll or Defense Dice roll, they may use this Ability to re-roll the dice and choose which result to use. Fate’s Wheel does not consume the user’s Action, and once used, goes on a 30 Minute Cooldown.
| N/A  
| N/A
|-
|-
| Creeping Toxin
| Fleet Footed
| Active Technique
| 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).}}
| The user fires a toxin covered dart at an enemy target in range. If the target uses a Mundane Technique the poison rushes through their body and deals a moderate wound (or 1HP of damage in the Optional Combat system). This ability is telegraphed and understood by the target, knowing what will happen if they choose to suffer the poison. This effect lasts for 5 minutes or until the poison takes effect, after which it ends. This ability has a 2 hour cooldown.
| N/A
|-
| Critical Hit
| Active 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 chooses a target, charging a shot for ten minutes. If left uninterrupted, the user fires a bullet that deals the damage of three default shots. This Technique cannot be used in combination with Quick Cover, and has a cooldown of 2 Hours. This Technique cannot be Technique Parried. If the user is interrupted, this Technique goes on a 10 minute cooldown instead. Once the timer is completed, Critical Hit cannot be Staggered.
| N/A
|-
| Crocodile Tears
| Active Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user falls to the ground and feigns defeat. The user can end their charade after 10 minutes, or if they’re attacked. Once ended, the user is able to make a guaranteed hit against any character within melee range. Crocodile Tears can be used once per server restart.
| The user is quick on their feet, granting them an additional 5 blocks of movement each turn. This Ability is disabled for 15 Minutes when the user uses an Ability, excluding Stances and Passives, or makes an Attack Emote (or something that replaces an Attack Emote). Additional uses don’t extend the timer, but reset it.
| N/A
| N/A
|-
|-
| Defense Theory
| Flexible Maneuver
| Active Technique
| 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).}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user must targets an ally in Emote Distance and Links themselves to that Target. The Target gains +2 Constitution Proficiency that cannot break Proficiency Limit, or grant new Point Buy, for the duration of the Link Power. Multiple instances of Attack Theory cannot stack on a user, though one instance of Attack Theory and Endure Theory can be active on the same Target. The user can only use one instance of Attack, Defense, or Endure Theory at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers, which this Technique is affected by), it goes on a 5 Minute Cooldown.
| If the user has taken a Move action on this Turn, when they make an Attack Dice Roll, if they roll the lowest result, they may re-roll it once. If the user has not taken a Move action on this Turn, or the turn before, when they make a Defense Dice Roll, if they roll the lowest result, they may re-roll it once. If the user is in Deadeye or Ranger Stance, reverse this. After the user succeeds on a Dice Roll using this Ability, it goes on a 20 Minute Cooldown.
| N/A
| N/A
|-
|-
| Dirty Fighter
| Iron Will
| Active Technique
| 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 3 blocks.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| After being struck by a melee attack, the user can pull out a concealed firearm and quickly shoot a firearm point buy technique at the attacker (excluding Quick Cover, Spray and Pray, Agonizing Shot, Gunslinger and Critical Hit). This ignores any range limitations of the Technique. The weapon breaks immediately after use, unable to be used any further. Dirty Fighter can be used once per Server Restart.
| This Ability can only be used when the user has 6 or less HP. When the user fails a Defense Dice Roll, they can re-roll their Dice only and must use the new result. If they still fail, this Ability’s Cooldown is set to 0, but this Ability cannot be re-used instantly. If the succeed, this Ability’s Cooldown is set to 1 Hour.  
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Disable Mount
| Mounted Trooper
| Active Technique
| 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 3 blocks.}}
| {{#simple-tooltip: 6 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This Mundane Technique can only be used on a Target that is Mounted. The user uses a powerful Mundane Technique to instantly dis-mount their Target and scare off the Mount. The Target is pushed off their Mount but not Displaced, and the Mount is dismissed, while forcing Cavalry Summon on a 30 Minute Cooldown. Dismount Pack cannot be used while Mounted, cannot be countered, and has a 1 hour cooldown.
| While Mounted, the user counts as an obstruction for enemies, blocking Line of Sight for Enemies within Range. This aspect of the Ability has no cooldown. Additionally, when the user takes damage from an Opportunity Attack, they can immediately make an attack, without using an Action, and with +2 Attack Stat (breaks cap up to 11). This aspect of the Ability has a 1 hour cooldown.
| N/A
| N/A
|-
|-
| Dumb Luck
| Puretek Blessing
| Passive Technique
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Every /dice roll used by the user is automatically reduced by 3 for all dice rolls. Once a day however, the user can choose one single dice roll that they failed, and make it instant success instead at the highest possible roll.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
| Rage Counter
| 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 3 blocks.}}
| The first time the damage from the user’s Melee Basic Attack would be reduced in any way (ex. by block tokens, or abilities, etc), increase the damage of the user’s next successful Melee Basic Attack by +1. Once activated, Rage Counter has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Dye Shot
| Shield Cover
| Active Technique  
| 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).}}
| {{#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 fires an ink-stained projectile at a target. This projectile does no damage, but stains them with a chosen color. While stained, the target is Blinded until they spend 10 seconds wiping their eyes. The target can still defend themselves, but cannot actively attack other characters. Dye Shot has a 2 hour cooldown, and the same person is immune to any subsequent Dye Shots for that period.
| 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.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Edgewalker
| Status Endure
| Passive Technique
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| If the user is affected by a Displacement ability, they are Displaced 3 Blocks less than they would normally be, and if it would force them to fall off a ledge or be pushed off of where they stand (excluding any Abilities or mechanics that would pull a character down from a higher point), they instead are pushed to the very edge of what they are standing on, unable to fall off.
| When the user has a Status Effect removed from them by any means other than an Ability or the Status Effect activating (ex. timing out naturally, using an action to remove), increase the minimum of the user’s Defense Rolls by +1 for the rest of Combat. This Ability can activate multiple times, but caps at a +4 Bonus. Status Endure had no Cooldown.
| N/A
| N/A
|-
|-
| Endless Endurance
| Thick Hide
| Passive Technique
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Whenever the user has any debuff effect applied to them, they are granted 3 Constitution that can break the proficiency cap up to a maximum of 12. Once the debuff that triggered this effect is removed, this bonus is canceled and cannot be gained again for another 30 minutes. Additional debuffs do not grant any extra Constitution.}}
| 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. This does not count as a Block Token gained from an Ability. Additionally, the user’s maximum Block Token Cap is increased from 3 to 4.
| {{#simple-tooltip: N/A }}
|-
|}
 
==Link Techniques==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Champion Command
| 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).}}
| 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 }}
|-
| Chase Command
| 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).}}
| 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 }}
|-
| Defend Command
| 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).}}
| The user can target up to 2 Allies to divide +3 total Defense Stat (that breaks Cap up to 11). This means they can split it between them, or put all 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 }}
|-
| Mobile Command
| 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).}}
| 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 }}
|-
| Overwhelm Command
| 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).}}
| 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 }}
|-
| Puretek Burn
| 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).}}
| 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
| N/A
|-
|-
| Endure Theory
| Tech Livewire
| Active Technique
| 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).}}
| {{#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 must targets an ally in Emote Distance and Links themselves to that Target. The Target gains +2 Dexterity Proficiency that cannot break Proficiency Limit, or grant new Point Buy, for the duration of the Link Power. Multiple instances of Endure Theory cannot stack on a user, though one instance of Attack Theory and Defense Theory can be active on the same Target. The user can only use one instance of Attack, Defense, or Endure Theory at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers, which this Technique is affected by), it goes on a 5 Minute Cooldown.
| 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
| N/A
|-
|-
| Escape Artist
|}
| Active Technique
 
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
==Counter Techniques==
| The user is able to, whilst restrained, slip out of ropes, chains, handcuffs and other mundane restraints used to hold a player down. Additionally, they are also able to escape from any mundane holding cell or prison by picking the lock to the door in. This is never noticed by the captors until the user begins to move, attack or do any other action. Remember, resisting arrest or breaking out of Prison is highly illegal in Regalia, and can lead to worse punishment! This can be used twice per server restart.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! 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 }}
|-
| Building Smash
| 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.}}
| 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
| N/A
|-
|-
| Evading Dash
| Cheap Shot
| ActiveTechnique
| Counter Technique
| {{#simple-tooltip: 10 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#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 rushes from one point to another. Choosing an unoccupied place within range that they can see, the user sprints in a straight line. While sprinting, the user is unable to be targeted, but also cannot attack or do anything but sprint. Evading Dash has a 2 hour cooldown, and counts as a Movement Power in the context of counters.
| 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  
| N/A
|-
|-
| Explosive Shot
| Chem Bang
| Active Technique
| Counter 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).}}
| {{#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 attaches a loud, yet harmless, explosive to a projectile and fires it at a Mounted enemy, exploding on contact and creating a very loud sound. This startles the mount and causes it to run away, dismounting the target and causing them to be Knocked Down. This ability has a 1 hour cooldown.
| 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
| N/A
|-
|-
| Force Smash
| Chem Purge
| Active Technique
| 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 3 blocks.}}
| {{#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 strikes mundane or magical cover that is protecting a target and destroys it, ending any abilities that count as either. The attack continues and strikes the target behind the cover, dealing a guaranteed hit. This ability has a 1 hour cooldown.
| 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
| N/A
|-
|-
| Forced Aggro
| Close Save
| Active Technique
| Counter 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).}}
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user targets two enemies, and through forced agitation, forces Target enemies to target them immediately. For 10 minutes, they are not able to attack or Target anyone but the user of this Ability, unless the user is Knocked Out, has Fled, or becomes completely immune to damage through some means. If either Target is attacked by anyone else (not own allies), the effect breaks. Only one Forced Aggro can be active in Emote Range. This Ability cannot be used to cancel or intercept ongoing attacks or Abilities. The same person can only be affected by Forced Aggro once per 2 Hours. Forced Aggro has a 2 Hour cooldown.
| To push an ally out of harm’s way, use this Ability as a reaction to an ally taking damage from a Basic Attack or Ability. Instead of the ally taking damage, the user takes damage equal to half the original damage, rounded up. Close Save has a 2 hour cooldown.
| N/A
| N/A
|-
|-
| Forced Truce
| Cutthroat Backstab
| Active Technique
| Counter 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).}}
| Melee Range
| The user Targets an enemy and an ally (never self). Through forced intimidation, the Target enemy is no longer able to attack the Target ally, and vice versa for 10 minutes. Only one Forced Truce can be active in Emote Range. The same person can only be affected by Forced Truce once per 2 Hours. Forced Truce has a 2 Hour 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Gunslinger
| Cutthroat Reversal
| Active Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means it applies to the user themself, or something they can directly touch after casting it.}}
| Self
The user, upon having their reloading emote interrupted for a Firearms basic attack, is able to power through the interruption and continue loading their firearm. This effect passively triggers whenever applicable, at the first reload interrupt. The user can only benefit from this once, before it goes on a 1 hour 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.  
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Hook Shot
| Deadeye Crit
| Active Technique  
| Counter 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).}}
| {{#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 attaches a sturdy rope to the end of an arrow. 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. This ability must always be fired downwards by at least a single block. The rope is only strong enough to support one person at a time. Hook Shot has a 1 hour 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 their next 2 Actions whilst becoming entirely immobilized. If the user is hit with any Ability or Basic attack this Ability is interrupted and put on a 10 minute cooldown. If the target leaves Line of Sight or Emote Range, activate this Ability early, and deal a -2HP guaranteed hit. If left uninterrupted, on the 3rd Action, the user fires a projectile that deals -4HP damage to the target. Deadeye Crit has a cooldown of 2 hours.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Interception
| Deadeye Doubletap
| Active Technique
| Counter 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.}}
| {{#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).}}
| As a reaction to an attack or Technique, 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 of the Technique from any category instead. The user cannot nullify or avoid the attack or Mundane Technique. Once this effect ends, it goes on a 30 Minute Cooldown.
| Target any person in Range who has just Revived after hitting 0 HP. The user performs a Double Tap, allowing the Target one turn, but instantly KO-ing them after. This Ability cannot have its Target changed, can be used out of Turn, and doesn’t consume the user’s  Action. Deadeye Doubletap can be used once per Combat Scene.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Knockback Sweep
| Deadeye Puffshot
| Active Technique
| 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 3 blocks.}}
| {{#simple-tooltip: 7 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Knockback Sweep allows the user to make a wide arch-swing. Anyone within Melee Range on either side or in front of the user is knocked back by 5 blocks. If there is a wall behind the target, or if they are rooted, they are instead struck with a guaranteed hit. This still counts as a displacement for the purposes of immunities/counters. This Mundane Technique has a 30 minute cooldown.
| This Ability has two different uses, depending on whether it is used during a Turn, or out of Turn. If used during your Turn, Target an Enemy in Emote Range, apply the Prone Status Effect to them, and displace them backwards 3 Blocks. If used out of Turn, this Ability can only be used to reduce the damage of an incoming Melee Attack on the user by 2 HP. If either function is used, the Ability goes on Cooldown. Deadeye Puffshot has a 2 Hour Cooldown.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Knocking Shot
| Degrading Command
| Active Technique
| Counter 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).}}
| {{#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 Mundane Technique specifically cannot be used in range under 5 Blocks as the Target would be too close. This shot causes the opponent to get Knocked Back by 10 blocks. This does not interrupt any ongoing actions, knocking them back after their action completes. This does not do any damage. Knocking Shot has a 20 minute Cooldown.
| 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.  
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Leader’s Rally
| Dirty Fighter
| Active Technique
| Counter 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).}}
| {{#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 rallies their allies into combat, granting up to two other people 2 Strength that can break cap up to a maximum of 9 for their next two basic attack emotes. This technique requires an ally to be used, and goes on a 2 hour cooldown immediately after being used. The same person can only be affected by Leader's Rally once per hour.
| Target an enemy within Range, and apply the Blinded Status Effect to them. If the target is within 2 Blocks of the user, additionally apply a -2 Defense Stat Reduction for the next turn only. Dirty Fighter has a 2 Hour Cooldown.  
| N/A
| N/A
|-
|-
| Leaping Charge
| Faithwall Prayer
| Active Technique
| Counter 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).}}
| {{#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).}}
| Leaping Charge: Leaping Charge allows the user to instantly rush to a Target Enemy in Emote Range. The user always lands on the side closest to themselves. If the Target is running away or fleeing, this Technique also includes a guaranteed hit. This does not allow for any vertical movement outside of slight inclines. Leaping Charge has a 1 Hour Cooldown, and counts as a Movement Power in the context of counters.  
| 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
| N/A
|-
|-
| Marking Shot
|Interception
| Active Technique
| Counter 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).}}
| {{#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 fires a marked projectile at the Target. This projectile does not harm the Target, but marks them for any Ally to use. If an Ally targets the Target with an Ability, or regular free-form combat-roleplay dice roll, the next use auto-succeeds the dice roll at the highest dice possible. Marking Shot has a 15 minute cooldown.
| As a reaction to an ally within range becoming the target of a Basic Attack, this Ability forces the user to be the target instead. If the user takes 3 or more damage from this Attack, grant the user 1 Block Token afterwards. Interception has a 1 Hour Cooldown.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Magic Dampener
| Kneeling Prayer
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Region | Region range means that the Ability applies when the user is within a certain type of region, and applies to the entire region.}}
| The user can deploy a Magic Dampener to their Rental/Estate/Base, making any and all Void, Exist, or Ordial Abilities unusable within the confines of this indoors region, gardens not included. Magic Dampeners do not distinguish between friend or foe, they block out all Abilities. A Magic Dampener must be a specific block (any block) with a sign on it clearly identifying it as a Magic Dampener. The Magic Dampener can be destroyed instantly with a single melee strike, removing its effect.
| {{#simple-tooltip: Technician | Can be either engineering based or alchemical based.}}
|-
| Makeshift Weapon
| Active Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 summon a temporary weapon to their hand, granting them the proficiency to utilize basic attacks with said weapon for a total of 3 attack emotes before the weapon is destroyed. If the user has any Mundane Techniques from their own proficiencies, they can use them with this weapon, but it also utilizes 1 of the 3 charges. Once destroyed, Makeshift Weapon has a 2 Hour 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.
| {{#simple-tooltip: Artificer | Can be either engineering based or alchemical based.}}
| N/A
|-
|-
| Move Command
| Puretek Antimagi
| Active Technique
| Counter 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).}}
| {{#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 a Movement Power is used within Emote Range by an enemy the user can anticipate this movement and choose an ally (not self) to travel with the moving Target. Distance is respected, meaning when the Movement Power is complete, the enemy and ally target do not suddenly land closer to each other. Move Command can be used once per server restart.
| 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 Stat (breaks cap up to 11) for 10 Minutes 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
| N/A
|-
|-
| Piercing Shot
| Puretek Sanction
| Active Technique
| Counter 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).}}
| {{#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 fires a Shot that is of such a heavy caliber that it can instantly smash any summoned wall, alchemical obstacle, physical mundane obstruction, Barrier, or Mundane Cover used by a person. If the Target is hiding behind an obstacle or barricade, it is instantly destroyed. Additionally, they get a free 'shot' on only person directly behind the object/wall, piercing through the wall when it breaks it. Piercing Shot has a 1 Hour Cooldown.
| 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.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Pinning Throw
| Puretek Wrath
| Active Technique
| Counter 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).}}
| {{#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 throws a short blade or knife held on their person to pin a target within range they can see to a surface, Rooting them for 5 minutes. If the target is affected by a damaging ability or basic attack, this effect ends early. Pinning Throw has a 30 minute cooldown.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Pocket Sand
| Ranger Bola
| Active Technique
| 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 3 blocks.}}
| {{#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 another character performing a dice roll within range, as a reaction to that roll. Whatever the result of this dice roll, the number is reduced by 2. Pocket Sand has two charges that reset during Server Restart. The same person cannot be affected by multiple instances of Pocket Sand at the same time, and can only be affected by any instance of it once every 30 minutes.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Purifying Shot
| Ranger Cut
| Active Technique
| Counter 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).}}
| {{#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 fires a Purifying Shot at a Target that Silences the target for the next 10 minutes. This shot does not harm the Target. Purifying Shot has a 40 minute Cooldown.
| 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 }}
| {{#simple-tooltip: N/A }}
|-
|-
| Quick Cover
| Rebound
| Active Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user quickly produces an instance of Mundane Cover for themselves, remaining active for as long as they don’t move. While behind cover, the user is protected from any Ability or ranged attack that would cause harm, or apply an effect or debuff with the exception of displacements. The user can still use Abilities and Mundane Techniques from behind this cover, but if the user is hit with a melee basic attack, moves, or is displaced, the cover is destroyed and Quick Cover goes on a 2 hour cooldown.
| As a reaction to the user being Displaced any number of blocks unwillingly, count the number of Blocks Displaced, and increase the distance of the user’s next Move action by that number. Rebound has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Resist Command
| Counter 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 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 }}
|-
| Sinistral Sealing
| Counter 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.}}
| This ability can only be used when an Enemy within range uses a Sinistral Magic Point Buy Ability. That Magic Point Buy Ability becomes its non-Sinistral version instead. The next time the user makes a Basic Attack against that Enemy, grant them +1 Attack Stat (breaks cap up to 11). Sinistral Sealing has a 2 Hour Cooldown.
| N/A
| N/A
|-
|-
| Rapid Blast
| Sharp Reflexes
| Active Technique
| Counter 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).}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user uses their ranged weapon arm to fire a single Mundane Technique at a Target in Emote Range. They must choose any Ranged Point Buy Ability except Quick Cover, Creeping Toxin, or Rapid Fire, and have this Mundane Technique count as one of those Abilities (having the pack is not required). When the Ability is complete, this Ability goes on a 1 Hour Cooldown.
| To dodge a dangerous attack, this ability can be used as a reaction to a Basic Attack targeting the user. Before making the Defense Dice Roll, and without consuming the user’s Action, add +5 to the final roll. If the user still fails the Defense Roll, reduce this Ability’s Cooldown to 10 Minutes, otherwise, Sharp Reflexes has a 1 hour cooldown.
| N/A  
| N/A
|-
|-
| Rapid Fire
| Shield Block
| Active Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it..}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user immobilizes themselves and kneels down, preparing their ammo reserve and ranged weapon. During this time, all Ranged basic attacks do not need a loading emote and can be fired instantly, but require a roll of 8 and above to successfully land (if using the Optional Combat System, then instead -3 from each Ranged attack roll). This effect ends after 30 minutes, if the user is Displaced or they choose to end it themselves. This ability has a 2 hour cooldown.
| In order to last longer in melee combat, use this Ability reactively to instantly reduce Damage from a single Melee Attack by -2, which can be to 0. This does not consume an Action. Shield Block has a 1 Hour Cooldown.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Rage Counter
| Shield Deflect
| Active Technique
| 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 3 blocks.}}
| {{#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.}}
| On being hit by a basic attack or Mundane Technique, the user is able to immediately make a guaranteed strike against the target that attacked them before reacting to the attack they were targeted with themselves, as long as they are in range. This Technique cannot be used if the triggering effect was countered, cancelled, or ignored. This Technique can be used once every 2 Hours.
| To delay an enemy, use this ability as a reaction to an enemy within Range making an Attack. If the attack hits the user, reduce the damage by -1HP (never to 0). If the attack misses the user, 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.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Redstone Radio
| Shield Snare
| Passive Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user produces two Redstone Radios, one for themselves, and one for another person. They may communicate to each other remotely regardless of distance, however it is not possible to whisper into Redstone Radios, regular Local Chat must be spoken, and responses (received in Direct Message) must be emoted out. A new pair can be created, causing both to remotely fall apart. The Redstone Radio belonging to the other person can be stolen, but the one owned by the creator cannot be removed from them. Additionally, Redstone Radios can track each other like Radars. However, when this feature is activated, both Radio holders must emote a loud beeping noise repeatedly while the devices are searching. Radios only ever pick up the voice/sounds of the owner, other people cannot speak into them, nor is ambient noise/background conversation picked up.
| 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: Artificer| Must be engineering based.}}-{{#simple-tooltip: Technician | Can only be engineering based.}}
| {{#simple-tooltip: N/A }}
|-
|-
| Rogue’s Grace
| Steady Body
| Passive Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 proficient at wielding daggers and knives with great effect, able to wield them properly without any Strength investment. If the user wields a dagger or knife as a weapon, they are able to attack with the equivalent Strength of half their Dexterity (rounded down). For example, if the user had 6 Dexterity, then they would be able to attack with the force of 3 Strength in melee.
| 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
| N/A
|-
|-
| Shield Block
| Tangle Strike
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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.}}
| Shield Block allows the user to block 1 Melee Attack per hour as long as they are carrying an intact shield.
| 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  
| N/A
|-
|-
| Shield Cover
| Tech Assimilate
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 raise their shield, independently or as a reaction to being shot at by a Ranged or Firearm Default Shot, instantly blocking the shot and any damage from it. Shield Cover can only block from attacks in front of them, and cannot be used to instantly turn around and block shots from behind. The user cannot use any other Abilities or Attacks in the same instance they use Shield Cover, but Shield Cover has no cooldown and can be used to block any number of attacks.  
| To protect the user from harm, the user sets their maximum HP to 2 and gains 6 Block Tokens which exceed the limit. For the duration of this ability, any instances of 1HP damage caused by other characters is reduced to 0, unless that damage was already reduced by another source, and the user cannot benefit from HP threshold mechanics while active. If the user were to take -1HP damage, it does not ignore Block Tokens, and instead breaks a Block Token. Tech Assimilate ends when the last Block Token is Broken, and has a 2 Hour Cooldown.
| N/A  
| N/A
|-
|-
| Shield Wall
| Technique Parry
| Active Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Shield Wall allows the user to move their shield in a direction and gain immunity to abilities and mundane techniques or attacks from that direction. The user cannot attack or use Abilities in this state, and can only move at a walking pace. The user can redirect where their shield is pointing to follow the movements of others, though cannot rapidly move their shield to block attacks that come at their exposed back, or to catch up with people using movement abilities. A single person can position themselves behind the user to also become immune, allowing the single ally to attack (Melee, Ranged, or Firearms) and use Abilities from behind the shield. Once this ability is canceled, it goes on a 2 hour cooldown. This ability cannot be used in reaction to anything, except for Basic Ranged/Firearm Shot, and must be used pre-emptively for all other effects.
| 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, Veteran, or Cutthroat Point Buy. Technique parry does not use an Action. Technique Parry has a 1 Hour Cooldown.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Sonic Boom
| Veteran Parry
| Counter Technique
| Counter 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).}}
| {{#simple-tooltip: 2 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user may target any person in Emote Distance and cancel any Link Powers that are currently affecting a target. Additionally, the target cannot be affected by another Link Power for 15 minutes from any source. This ability has a 1 Hour Cooldown.
| To parry a blow, as a reaction to an enemy within range making an Attack Emote, or using a Technique: stagger them. If an attack was Staggered: the user suffers -1HP, and sets the minimum of their next Attack Dice Roll to 5. If a Technique was Staggered: Set the minimum of the user's next Defense Dice Roll to 5, and if the target tries to use the same Technique on their subsequent turn, also heal the user +1HP. Veteran Parry has a 2 Hour Cooldown.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|}
 
==Movement Techniques==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Spray and Pray
| Brawl Stampede
| Active Technique
| Movement 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.}}
| {{#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 rapidly loads and unloads their weapon, releasing a flurry of inaccurate shots on anyone within range. The user performs a /dice roll with a number for every character within range of this technique, and hits as many of them based on the number rolled, with a minimum of zero (ex. 3 people in range is /dice 0 3). They can choose who gets hit or not, but this technique cannot be used if only one target is in range. Spray and Pray can only be used once per day, with the single charge refreshing on server restart.
| To drag a target with you, use this ability to grab a hold of a character within melee range. Stampeding in a cardinal direction 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. The user cannot use Movement Abilities 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  
| N/A
|-
|-
| Splash Shot
| Bruiser Slam
| Active Technique
| 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.}}
| {{#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 fires a bursting projectile of some kind at any character within range, affecting them and any other characters within 1 block of the target. Anyone caught within range of this technique is hit with a concussive force, causing them to be knocked over. Splash Shot has a 45 minute cooldown.
| To close the distance with a foe, leap in a straight line to an Enemy within Range without triggering Opportunity Attacks. If the Target has Block Tokens, one 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.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Steady Body
| Building Scale
| Counter Technique
| Movement Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 braces themselves against (or avoids) a single Displacement or Root, countering that Ability. After Steady Body is used, they are immune to Displacements and Roots for 5 minutes. This has no effect on Abilities from Artifacts. Steady Body can only be used once per server restart.
| 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
| N/A
|-
|-
| Swimming Expert
| Cutthroat Dodge
| Passive Technique
| Movement Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Self
| The user is able to swim at the speed of Mai-Allar and is able to hold their breath for much longer underwater, while also not being detrimentally affected by sight underwater. Additionally, once per day (refreshed on Server Restart), the user can guarantee a dodge on an Attack Emote against them, so long as it was used on them underwater. This Mundane Technique does not grant the user the ability to fight underwater as if it was above water.  
| As a reaction to being hit by an attack, the user can quickly dodge to negate any damage and secondary effects they would have suffered. Additionally, the user is able to immediately move up to 10 blocks horizontally in a cardinal direction. After using this technique, the user can also perform a basic attack directly after without using an action. Cutthroat Dodge has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Cutthroat Tears
| 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.}}
| 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 a cardinal direction. Once used, Cutthroat Tears goes on a 4 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Diving Tackle
| 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 quickly move across the battlefield, use this ability to immediately move up to 10 blocks in a cardinal direction horizontally, without triggering Opportunity Attacks. If the user lands beside an enemy, apply the Prone Status Effect to up to 3 enemies within a 1 Block radius, and optionally make an Attack Emote on one enemy in the same turn this ability was used (the attack does not use an action). Diving Tackle has a 2 Hour Cooldown.
| N/A
| N/A
|-
|-
| Tank Charge
| Mounted Getaway
| Active Technique
| 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 3 blocks.}}
| 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 (which can include diagonals) before the Target is placed back upon the ground. Mounted Getaway does not use the target’s turn or movement, does not trigger Opportunity Attacks, and has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Hook Shot
| 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 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. 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 }}
|-
| Puretek Evade
| 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.}}
| 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 in a cardinal direction, 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 }}
|-
| Shield Slam
| Movement Technique
| {{#simple-tooltip: 10 Blocks | 10 Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| 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 }}
|-
Tank Charge
| Movement 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.}}
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Tank Stance to be active. The user dashes at a target enemy within range, knocking them back 10 blocks. If the target hits a wall or is blocked from moving the full distance, they are additionally Staggered and have Brittle applied. Tank Charge has a 30 minute cooldown, and counts as a Movement Power in the context of counters.
| 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.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Hero
| Tank Hero
| Active Technique
| 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.}}
| {{#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 requires Tank Stance to be active. The user dashes to a target ally within range as a reaction to an attack or ability emote targeting the ally, forcing the user to be the target instead. When landing, the user knocks back all enemies within melee range by 5 blocks, and if the attacker that triggered this ability is also within range, they have Brittle applied. Tank Hero has a 30 minute cooldown, and counts as a Movement Power in the context of counters.
| To protect an ally, use this as a reaction to an Ally within Range being targeted by an Attack Emote or Ability. Dash in a cardinal direction to a target ally, without provoking Opportunity Attacks, and redirect 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.
| N/A  
| {{#simple-tooltip: N/A }}
|-
| Tank Rush
| 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.}}
| 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
|-
|}
 
 
==Mount Techniques==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Tank Rally
| Carriage Summon
| Active Technique
| Mount Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Tank Stance to be active. The user rallies the battlefield around them, immobilizing themselves. Whilst Tank Rally is kept active, any allies within 5 blocks of the user gain +1 Main Combat stat that can break cap. This ability can be held up indefinitely and can be ended either voluntarily, or if the user suffers a Displacement effect. Tank Rally has a 2 Hour Cooldown.
| 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. If sharing a Mount, the users only have one Move Action between all of them, and any Trapped or Prone Status Effects are duplicated, as well as any Displacements. If the Trapped or Prone Status Effect is removed from one rider, remove it from the other, as well. If a Displacement is countered or reduced by one rider, reduce it for the other, as well. Carriage Summon has a 30 minute cooldown, once exited.
| N/A  
| N/A
|-
|-
| Tank Rush
| Cavalry Summon
| Active Technique
| Mount 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.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Tank Stance to be active. The user charges forwards with their shield up to 10 blocks in a single direction (but no less than 5), knocking back any enemies caught in this charge by 5 blocks to either the left or right (chosen by the user of the ability). Up to two enemies caught in this charge have Brittle applied to them. If any enemies were already Brittle, this additionally knocks the Brittled enemy down, and deals a guaranteed hit. Tank Rush has a 4 hour cooldown, and counts as a Movement Power in the context of counters.
| 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. If another Character has this Ability (or Carriage Summon), and the Mount is a two (or multi) seater, they can ride on the same Mount as the user. If sharing a Mount, the users only have one Move Action between the two of them, and any Trapped or Prone Status Effects are duplicated, as well as any Displacements. If the Trapped or Prone Status Effect is removed from one rider, remove it from the other, as well. If a Displacement is countered or reduced by one rider, reduce it for the other, as well. Cavalry Summon has a 30 minute cooldown, once exited.
| N/A  
| N/A
|-
|-
| Tank Slam
|}
| Active 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.}}
==Stance Techniques==
| This ability requires Tank Stance to be active. The user slams the ground with their shield, disabling Asha Speed and Greater Asha Speed for everyone within range for 15 minutes. Additionally, the user can choose up to two people within range, applying Brittle to those two targets. Tank Slam has a 2 hour cooldown.
{| class="wikitable"
| N/A
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Tank Stance
| Bruiser Stance
| Stance Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user must have a shield equipped, and switches to Tank Stance, and gains +1 Constitution that can break Cap, but no higher than 12. When entering Tank Stance, the user generates 1 Block Counter (this effect can only occur once per fight). For the duration of Tank Stance, the user becomes unable to use Attack Emotes or have a weapon equipped, and additionally cannot use Abilities that would cause physical harm to a target. though Tank Stance must remain active for at least 20 Minutes before it can be ended. Additionally, while in Tank Stance, the user can make use of Tank Point Buy Abilities. While in Tank Stance, the user becomes immune to the Brittle Debuff. Tank Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended, the +1 Constitution is lost, and Tank Stance goes on a 20 Minute Cooldown.
| 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. Additionally, if the user’s attacks would have their damage reduced or ignored by anything (except Block Tokens), the user gains +2 Attack Stat (breaks cap up to 11) for their next 3 Attack Emotes. 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.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Switch
| Chem Bolts
| Active Technique
| Stance 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.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Tank Stance to be active. The user quickly Staggers an enemy within range with their shield as a reaction to an attack or ability used on an ally. The user then instantly dashes, placing themself between the attacked ally and the target. For one emote, if the target chooses to target (with an attack or ability) anyone but the user of this ability, the user swings their shield to apply Brittle to the target. Tank Switch has a 1 Hour cooldown, and counts as a Movement Power in the context of counters.
| 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.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Tremor
| Command Stance
| Active Technique
| Stance 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.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Tank Stance to be active. The user smashes the ground, pulling all enemies within range onto a block adjacent to the user. For 5 minutes, they become immune to the effects of abilities from allies that may also hit the user of Tank Tremor. If at least one enemy affected by this ability has the Brittle debuff, then the user of Tank Tremor generates 1 Block Counter. Tank Tremor has a 1 hour cooldown.
| 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 }}
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Triage
| Cutthroat Stance
| Active Technique
| Stance 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.}}
| Self
| This ability requires Tank Stance to be active. The user targets an ally within range, or themself. The user, and target, are immobilized and the user cannot make any other actions whilst using Tank Triage. The target ally is instantly cleansed of any active Debuffs, and any Link Powers applied to them are broken. Additionally, both the user and ally become immune to any attack that is not made from within melee range.. If the user is not displaced or does not take damage for 5 minutes, then both the user and the target ally have one moderate wound healed instantly (or 1HP in the Optional Combat System). Tank Triage can be used once per server restart.
| 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.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Watch
| Deadeye Stance
| Active Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Tank stance to be active. The user fortities their defense and holds the line as a reaction to a movement ability, creating an ‘anti-movement’ zone in a 10 block range around them for 15 minutes. If an enemy uses a movement power, or an ability that causes the user to move a certain amount of blocks, towards the user of Tank Watch or any allies within range, they are instantly countered and have the movement ability set to a 20 minute cooldown, sent back to where they started from and have Brittle applied. Tank Watch has a 4 hour cooldown.
| During Deadeye Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. 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.
| N/A  
| {{#simple-tooltip: N/A }}
|-
|-
| Technique Parry
| Divine Stance
| Counter Technique
| Stance 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.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Technique Parry allows the user to protect themselves from an incoming Mundane Technique used on them from Melee Point Buy or Bruiser Point Buy, Ranged Point Buy, or Firearms Point Buy, effectively countering it on them alone. This Mundane Technique has a 60 minute cooldown. This does not work on Technique Parry.
| 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
| N/A
|-
|-
| Temperature Expert
| Hex Stance
| Passive Technique
| Stance Technique  
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user has trained in temperature resistance, and becomes immune to harm from cold or heat (though can still freeze, or be hurt by fire). Additionally, temperature based slowing effects such as having to wade through knee-high snow, or jogging in the desert, does not cause fatigue, slow-down, or any other negative effects from environmental movement. This does not affect Abilities with ice or fire aesthetics.
| 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
| N/A
|-
|-
| Tracking Node
| Magic Bolts
| Passive Technique
| 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 }}
|-
| 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.}}
| {{#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 apply a tracking node that they create to someone by touching them. The user can then use a small hand-held transceiver to Track the individual for as long as the node is attached to the individual. This node is clandestine and hidden for the first hour it is attached to the person. After the first hour passes, the Node begins to passively beep, and the target is aware of its presence (and can remove/destroy it if they wish) The target must alert the user of their location while the node is active. This Ability has a 24 hour cooldown. The user can only have one Tracking Node active at any given time.
| 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: Artificer | Can be either engineering based or alchemical}}
| {{#simple-tooltip: N/A }}
|-
|-
| Unarmed Expert
| Shaman Stance
| Passive Technique
| Stance Technique  
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 trained as a professional in unarmed combat, allowing them to use their fists as weapons. The user’s unarmed strikes bypass any immunity to unarmed combat, and can allow the user to use other Mundane Techniques from the Melee Point Buy without a weapon.  
| 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 Vengeance, meaning the next Shaman Ability used is altered in some way once the user suffers -2HP from an enemy, after which Vengeance must be regained. When the user reaches 4 HP, they always benefit from Vengeance 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
| N/A
|-
|-
| Volley Assist
| Tank Stance
| Active Technique
| 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. The user also cannot make Attacks, or use Abilities that deal damage to enemies. The user gains a new Basic Attack, targeting an ally within Melee Range. The next time an enemy attacks that ally, the user rolls Defense for the Ally instead, while also being able to use defensive abilities, and if the user fails this Defense Roll, they reduce the damage by -1HP (never to 0). Additionally, the user is immune to the Brittle Status Effect, and has their Max Defense Stat from Proficiencies raised to 7 from 5. 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 }}
|-
| Veteran 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 Veteran Stance, the user cannot use any Abilities from the following categories: Magic Point Buy, Cleric Point Buy. While in Veteran Stance, the user's Attack and Defense Stat Cap are raised to 8 and 6. Additionally, once per Combat Scene, the user can set the Range of any X Block(s) Range Veteran Point Buy Ability to 6 instead of whatever the Block Range is by default. Veteran Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended, Veteran Stance goes on a 20 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
|}
==Custom  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], or through [[Artifacts]]. They are just here so players can use them in the plugin and understand them easier.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Political Power
| N/A
| N/A
| This is not an Ability. This user's Political Votes count as 2 votes, due to a Mechanic they have.
| N/A
|-
| Ekata Equalize
| 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).}}
| Bloodbornekart Custom Kit Prized Combat Mechanic. Ishika’s command over the chaotic unwieldy energies of the Void and Exist extends beyond her own body. Any Sinistral Magic of either Void or Exist category, while used in the Emote Range of Ishika, can be forced back into the Radiant version by Ishika with no use limit. This does not apply to Ordial. If the Radiant version is very different, the user may re-target.
| N/A
|-
| Fiendish Berserker
| 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).}}
| {{#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 kneels down and fires a rapid volley into the air above a target enemy, raining down projectiles. These do no damage, but the target and anyone within 2 blocks of them is rooted to the ground for 5 minutes, until they are attacked or take damage from an ability. This ability has a 45 minute cooldown.
| Saaber Custom Kit Prized Combat Mechanic. For each Sinistral Magic Ability or Theurgy Point Buy Ability used around Sylas in a CRP Scene, he gains 1 Dark Magic Counter. When Sylas has 5 Dark Magic Counters, he gains +2 Attack Stat (breaking Cap up to 11), when he has 10, he gains +2 Defense Stat (breaking cap up to 9), and when he has 15, he sets the minimum of his Attack Dice Roll to 5.
| N/A
|- 
| Mecha Shredder
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Gwyndo Custom Kit Prized Combat Mechanic. If a Character fails to express fear-RP, they take -3 HP from Simoya and deal only -1HP (triggers Block Tokens). If Simoya fights alone, or in a Tech Hive, she gains +2 BT (breaks cap) and can make an extra attack (2 attacks if 4+ enemies). If she is taunted after the fight, negated damage is inflicted all at once. Gwyndo is the final arbitrator on what is adequate fear-RP.
| N/A
|-
| Graue Hoffnung
| N/A
| {{#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 Prized Combat Mechanic. Erwin is a regular soldier, but being pushed into the trenches, memories are unlocked deep within. While in any Raid, or anywhere else in the city with Staff help, Erwin can dig a trench (1 deep 5 long dirt trench with a oak slab in front). While inside his trench, Erwin can shoot, but cannot be Targeted by Ranged Weapons, and each Dice rolls twice for the highest result.
| N/A
|-
| Matter Guard
| N/A
| {{#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 Prized Combat Mechanic. Rhain cannot be Targeted by Sinistral Magic due to his anti-Magic. Secondly, because of anti-matter of weapons approaching him, opponents deal only -1HP (triggers Block Tokens) damage to him (instead of -2 HP) for melee weapons only. This Mechanic applies to Rhain, but can be transferred to another ally once per Combat Scene, before going back to him at the end.
| N/A
|-
| Blood Miasma
| 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 Prized Combat Mechanic. The closer Frida is to the bog, the stronger she becomes, each with overlapping bonuses. While Frida is in the forested wilderness of Regalia, she has +4 HP. If she is in Gloomrot, her attacks do 3 HP Damage (instead of 2 HP) on top of that. If she is in the Bloodswamp, she can attack thrice per Turn. All three can be active at once if the Bloodswamp is in Gloomrot.
| N/A
|-
| Fury Overwhelming
| 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 Prized Custom Kit Combat Mechanic. Siobhan is a consistent fighter, when using a melee weapon. Siobhan’s default minimum Attack Dice Roll is 3, instead of 1. Additionally, whenever an enemy uses an Ability from Magic or Faith Point Buy Categories (excl Prayer Point Buy) that targets Siobhan, her Melee Attacks deal -3HP to that enemy only for the rest of combat.
| N/A
|-
| Agni Herald
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Chapterdeath Custom Kit Prized Combat Mechanic. For every Character (mortal or Spirit) that is a hard-coded part of Jhavartal’s Mercenary Company and aligns exclusively with him that is fighting with him in a combat scene, Jhavartal and all Characters that count as this gain +1 to their Main Defense Stat that breaks cap up to 9 for the duration of the scene, as long as they are all fighting on some kind of contract or hired by someone else.
| N/A
|-
| Pride Godslayer
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Okanara Custom Kit Prized Combat Mechanic. Signe can summon Pride’s Godslayer Sword from a Hell Portal at any time and wield it. While wielding Pride’s Godslayer Sword, Signe does 4 HP damage for each hit on the following Character Types: Renegade Mages that were agreed upon in Aelrrigan Meeting & Announced to the Public, Arkenborn, Lothar Knights, or anyone who denigrates Pride (all versions) in her presence. 
| N/A
|-
| Omen Summons
| 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 Prized Combat Mechanic. When Vaela enters a CRP in  the Sewers or Crookback, she can call on a gang member, which is either a Heavy or a Cutthroat, a nameless NPC minion that can be played by anyone who isn’t in the Scene. Minions do not reserve Kill Perms, cannot share information, and leave if Vaela is KO’d. If Vaela & allies are outnumbered by at least 4, summon 2 minions (one of each).  
| N/A
|-
| Penitent One
| N/A  
| N/A  
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Elamöna’s magics fill her with strength the weaker she is, the Tome’s teachings requiring suffering to unlock. When Elamöna falls to 6 HP, her Defense Stat rises by 3, breaking cap, and her minimum Defense roll rises by the same number. Her Block Tokens cannot be stolen, and cannot be destroyed by Abilities. Additionally, her maximum cap of Block Tokens is raised from 3 to 5.
| N/A
|-
| Tempest Peace
| 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.}}
| As bearer of Regulus’ cause for the preservation of life, Asim is skilled in nonlethal hits. To defeat any enemy in melee range, he only needs to bring them to 2 HP or lower, and can at that point out of turn and without consuming his action knock them out with a potent blast of Dragon Magic. Additionally, if any Sinistral Ability would deal damage to him, that damage is negated.
| N/A
|-
|-
| Weakening Poison
| Just Spellshield
| Active Technique
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user sneakily coats their weapon, bullet or arrow with a sinister poison.  The next attack they  make that damages an opponent, they suffer from -1 Constitution and -1 Highest Combat Stat. If this Ability is countered or the target is immune to poison, then the technique is placed on cooldown. This effect lasts for 15 minutes. Weakening Poison has a 1 hour cooldown. The same person can only be affected by Weakening Poison once per 2 Hours. The weapon, bullet or arrow can be poisoned and held for a maximum of 5 minutes.
| Trent_Rouls Custom Kit Prized Combat Mechanic. Talven bears the Shield of the Second Regiment of Palace Lancers, once an Allorn artifact. Whenever Talven is targeted by a Magic Ability, he gains +2 to his Defense Stat which breaks cap on his next turn, and whenever he is targeted by a non-Magic Ability, he gains +2 to his Attack Stat which breaks cap on his next turn. These expire when used, and do not stack.
| {{#simple-tooltip:Undead | The poison comes from the Corpsefolk’s own fetid fluids, and can be applied via an unarmed attack.}}
| N/A
|-
| Pack Bond
| 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).}}
| Sevenbirds Custom Kit Prized Combat Mechanic. When combat starts, Rionna can take -2 Defense Stat to grant every Allied Marken in the scene +2 Defense Stat (breaks cap up to 9). If Rionna grants more than a combined +6, she suffers -4 Defense Stat instead. This persists even when Rionna is KO’d. When an Allied Marken is KO’d, their +2 is returned to Rionna (maxes out at +6).  
| N/A
|-
| Eclipse Thief
| 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).}}
| booette Custom Kit Prized Combat Mechanic. Marisol is Regalia’s foremost Magic thief. She can steal any Magic-related Heritage/Proficiency/Custom Kit Mechanic from any Magic user in Emote Range while out of Combat, with the sole exception of Prized Roleplay Mechanics. Marisol can choose if this temporarily removes the Mechanic from the user, or allows them both to use it. This only applies while in Emote Range.  
| N/A
|-
|-
| Winging Shot
| Grim Possessor
| Active Technique
| 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).}}
| {{#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 rapidly loads and fires their weapon, automatically hitting a target within range. This technique does no damage, but Staggers them. Winging Shot has a 2 hour cooldown.}}
| TheWizarddd Custom Kit Prized Combat Mechanic. Erich is able to rewrite the capabilities of spirits around him. He can choose between four sets of proficiencies, and swap an ally spirit into that set while he is present: MELEE, RANGER, DEFENSE, or UTILITY. Erich cannot have multiple instances of the same kit in the same scene, cannot re-swap them in the same scene, and, he can also choose to use one of these kits himself.
| N/A  
| N/A
|-
| Ambitious Control
| 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).}}
| Jaehaerys Custom Kit Prized Combat Mechanic. Lehel can duplicate Status Effects she applies onto another enemy within Range, but only once per enemy per combat. If Lehel is fighting alone versus 2 or more opponents, Lehel can make two attacks when taking the Attack Action. When facing 4 or more, Lehel’s movement speed is increased by +5 blocks. These effects stack, and (if conditional) end the moment Lehel gains allies.
| N/A
|-
| Ichor Bloodletting
| 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).}}  
| Dedjok Custom Kit Prized Combat Mechanic. Cyrus’ control over blood is precise. When he takes damage, he can choose to have any ally within 5 Blocks of him suffer that damage instead (willing or unwilling). Whenever an Enemy within Emote Range reduces damage that Cyrus, or one of his allies, would do, Cyrus can instantly deal damage to a different enemy equal to the amount it was reduced by. Limit x5 uses.
| N/A
|-
|-
|}
|}


==Mount Techniques==
==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.
{| 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 1,273: Line 1,602:
! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Cavalry Charge
| Trapped
| Mount Technique
| 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).}}
| N/A
| This Mount Technique requires the user to be Mounted. The user chooses an Enemy in Emote Range and instantly charges at them. The user arrives at the Target and can deliver a basic Melee attack. Anyone standing in the path of the horse is unaffected, but any deployable Mundane Cover is destroyed. Calvary Charge has a 1 Hour Cooldown, and counts as a Movement Power in the context of counters.
| 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
| N/A
|-
|-
| Cavalry Bucking
| Cursed
| Mount Technique
| 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 3 blocks.}}
| N/A
| This Mount Technique can only be used if an Enemy is standing behind the user, and the user is Mounted. The user signals their mount to kick or punch backwards, causing a single person standing behind them to be thrown back by 5 blocks, and Knocked Over. This also causes the harm of a basic attack from the Mount’s force. This Ability has a 1 Hour Cooldown.  
| When Cursed, enemy Healers can target you, and Healing does Damage instead.
| N/A
| N/A
|-
|-
| Cavalry Rearing
| Prone
| Mount Technique
| 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 3 blocks.}}
| N/A
| This Mount Technique can only be used if an Enemy is standing in front of the user, and the user is Mounted. The user signals their mount to start rearing, freeing up hooves or arms with which to kick or punch at the opponent, causing the harm of a basic attack. This ability can additionally be used on a metal or wooden gate to destroy it. It takes one minute to completely destroy a gate. This ability has a 2 Hour Cooldown, or a 30 Minute Cooldown when used to destroy a gate.
| 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 Abilities, and can only Move up to 5 Blocks. When Prone is removed, this applies for the rest of that Turn.
| N/A
| N/A
|-
|-
| Cavalry Summon
| Fleeting
| Mount Technique
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| N/A
| 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 moves at Asha Speed. This Ability has a 5 Minute Cooldown once dismounted.  
| When Fleeting, if using a Movement Ability, become Prone instead, then the Effect ends.
| N/A
| N/A
|-
|-
| Wild Hunt
| Dazzled
| Mount Technique
| 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).}}
| N/A
| The user enhances their mount, allowing them to ethereally ride through people uninterrupted and also become immune to being dismounted for 15 minutes. This ability has a 1 hour cooldown.
| When Dazzled, you suffer -1 Attack and -1 Defense, until you fail a Defense Roll, then the Effect ends.
| N/A
| N/A
|-
|-
|}
|}

Latest revision as of 21:41, 17 November 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. Sinistral Usage: 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. Sinistral Usage: 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 after the user or an ally has been hit by a basic attack, to apply the Blinded Status to the attacker. 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: Instead of granting equipment to allies, only grant equipment to Self, grant +1 Attack and +1 Defense (breaks cap up to 11/9) while using it. Additionally, prevent Attack/Defense Stat Reduction for 30 Minutes.
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 Vengeance when triggered: Also applies the Brittle Status Effect to the target, after the Attack. 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 Vengeance when triggered: The target is considered immune to Status Effects until the Block Token is broken.. N/A
Shaman Quake Instant Power X Blocks

The user causes tremors around them, with increased range the lower on health the user is: 10HP, 2 Block Range, 6HP 5 Block Range, 4HP 10 Block Range, 1HP 15 Block Range. The user chooses two enemies in range to apply the Prone Status to, and one different enemy in range to apply the Brittle Status Effect to. Additionally, the user can choose one ally in range to grant 1 Block Token. Shaman Quake has a 4 Hour Cooldown. If the user has Vengeance when triggered: Choose up to 5 enemies to apply Prone to, instead, and also deal -1HP damage to the enemy that the Brittle Status is applied to. 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. When the user wins a Defense roll against an enemy, they are able to apply the Marked Status Effect upon them without consuming their action. 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 Vengeance when triggered: The user can re use this Ability on a Target they already used it on, but instead of applying the Marked Status, it applies the Brittle Status instead. 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 5 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 Vengeance when triggered:: When detonated, grant 2 Allies within range 1 Block Token each. 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 Vengeance when triggered: The user has the Brittle Status applied instead, also gains +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
Magical Sinistral Sealing Dispel Power Emote Range

This ability can only be used when an Enemy within range uses a Sinistral Magic Point Buy Ability. That Magic Point Buy Ability becomes its non-Sinistral version instead. The next time the user makes a Basic Attack against that Enemy, grant them +1 Attack Stat (breaks cap up to 11). Magical Sinistral Sealing 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 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. Sacred Circle ends automatically once it has cleansed 5 Status effects. Once ended, Sacred Circle has a 2 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 cardinal 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: Instead target an enemy within range, picking up and dragging them along the ground before stopping at the end of your movement. This is considered a displacement, and the target is given the Prone and Brittle status effects if not countered. N/A
Magic Warp Movement Power 10 Blocks

To move yourself or an ally, use this ability to relocate them in a straight line 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 or movement if used on them. Magic Warp ignores Opportunity Attacks, and can 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 in a cardinal direction to the ally, ignoring Opportunity Attacks and 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 +2 Attack Stat and +2 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 and in a straight line) to relocate to while ignoring Opportunity Attacks. Additionally, any enemies within 3 Blocks of the position they relocate from have the Blindness Status applied to them. Shaman Darkness has a 2 Hour Cooldown. If the user has Vengeance when triggered: The user can make an attack with +2 Attack Stat (breaks cap up to 11) after moving without using an action. 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, ignoring verticality (meaning the user can reach the target from any height as long as they are horizontally within 10 blocks), not triggering opportunity attacks, and allowing them to make an attack after landing without using an action. Shaman Pounce has a 1 hour cooldown. If the user has Vengeance 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, remove up to three of them, and grant them to the User instead. Bruiser Flurry has a 1 Hour cooldown.
Bruiser Ruin Instant Technique Melee Range

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 within range, charging their weapon for their next 2 Actions whilst becoming entirely immobilized. If the user is hit with any Ability or Basic Attack, this Ability is interrupted and put on a 10 minute cooldown. If the target leaves the range of this Ability, activate it early, and deal a -2HP guaranteed hit. If left uninterrupted, on the 3rd Action, the user unleashes a strike that deals -4HP damage to the target. If the target had the Brittle Status Effect, deal -6HP instead, and remove it. Bruiser Ruin has a 2 hour cooldown.
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

The next 4 Attack Emotes the user makes are enhanced, gaining +1 Attack Stat (breaks cap up to 11), stacking for each attack (ex. +1, +2, +3). The 4th shot, if it hits, deals +1HP Damage, and if it misses, extend this Ability to 5 Attack Emotes, instead of 4, and increase the cap break to 12. Deadeye Barrage does not consume the user’s action, but, the user cannot Move until they have made 4 Attack Emotes, or until they choose to end this ability prematurely, and gain no benefits. Once ended, Deadeye Barrage has a 2 Hour Cooldown.
Deadeye Focus Instant Technique Self

The user must have a Status Effect, other than Weakened, applied to them in order to use this Ability. When used, remove one Status Effect the user is affected by, and apply the Weakened Status Effect to the user for the next 2 Turns. Additionally, they gain +2 Attack (breaks Cap up to 11) for their next Attack only. 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 1 4. If the dice lands on 1, the Attack Emote is Staggered. If it lands on any other number, that number is now the HP Damage. 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 that has the Marked Status Effect. This counts as an Attack Emote, applies +1HP Damage, and removes Marked. Afterwards, choose a different Enemy within range to apply the Marked Status Effect to. Deadeye Pinshot has a 30 Minute Cooldown.
Deadeye Quickshot Instant Technique Emote Range

As a part of this Ability, the user makes an Attack Emote on an enemy. Instead of rolling once for this Attack, the user rolls 3 times and chooses the highest result. If 2 of the Dice Rolls were above 10's (without post-roll additions), additionally apply the Marked Status Effect. If 3 of the Dice Rolls were above 10's (without post-roll additions), apply the Marked Status Effect to the Target and another Enemy within Range. Deadeye Quickshot has a 2 Hour Cooldown.
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. Additionally, while in combat the user can spend an Action to remove the Trapped Status Effect. Escape Artist has no Cooldown, unless used in Combat, during which it has a 30 Minute 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
Fancy Footwork Instant Technique 10 Blocks

This Ability can only be used when the user has at least one enemy within 1 Block of them. As a part of this Ability, the user takes the Move action, if able. The user Moves until they are standing within 1 Block of a separate enemy. Count the number of Blocks moved, and grant the user a bonus to their minimum Attack Roll equal to the number of Blocks (max 6), for their next Attack only. After using this Ability, the user can make an Attack Roll, that does not use an Action. Fancy Footwork has a 2 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
Improvised Attack Instant Technique Emote Range

Target an enemy within range, and roll /dice 1 3. If the user rolls a 1 or a 2, make an Attack Emote against the Target, at Emote Range, but with -2 Attack Stat. If the user rolls a 3, make the Attack Emote at Emote Range, but with +2 Attack Stat (breaks cap up to 11) instead. Improvised Attack has a 30 Minute Cooldown. N/A
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 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.
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

The user holds up their a makeshift barrier, protecting themselves and any character within a 3x3 block area behind them. While active, the user can’t use their basic action, but gains a new action that replaces their Attack. As a reaction to an ally within Medical Barrier 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. Medical Barrier can be held for a maximum of 20 minutes, and once ended has a 1 Hour 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 any damage the target takes is reduced by 1 HP (but never to 0). 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 between themselves and a downed target within range, remaining in that state for 5 minutes. If left unbroken, the target is immediately brought back to 2 HP, 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
Nimble Bola Instant Technique 10 Blocks

This Ability can only be used if the user has not Moved yet in a turn. The user targets an enemy within Range, and counts the amount of Blocks between them. If the number of blocks is Even, apply the Trapped Status Effect to the enemy for 3 Turns. If the number of blocks is Odd, apply the Prone Status Effect to the enemy. Usage of this Ability does not disable Fleet Footed. Nimble Bola has a 2 Hour Cooldown. 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
Smokescreen Instant Technique 4 Blocks

The user creates a temporary smokescreen around themselves. For the next 3 turns, the user cannot be targeted by Abilities used by Characters outside of this Ability’s Range, and any Basic Attacks made targeting the user outside the Range have -2 added to the Final Result. Smokescreen has a 2 Hour Cooldown. N/A
Tank Rally Instant Technique 5 Blocks

The user rallies the battlefield around them, granting all allies +2 Attack Stat. Also, increase their Attack Stat Cap by 1. 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 6 Blocks

In order to pull enemies toward and disrupt their formation, displace all enemies within range 4 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 1 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
Theft Instant Technique 1 Block

The user targets an enemy within Range, and rolls /dice 1 5. If the user rolls a 1, and the target has a Block Token, remove the Block Token and grant it to the user, and if they have no Block Token, treat this as rolling a 4. If the user rolls a 2, they can reduce the Cooldown of another Ability (that is on Cooldown) by 30 Minutes. If the user rolls a 3, the user, and the target, can each reduce the Cooldown of another Ability of theirs (that is on Cooldown) by 15 Minutes. If the user rolls a 4, reduce the target’s next Move action by -3 Blocks, and increase the user’s next move action by +3 Blocks. If the user rolls a 5, remove any Attack and Defense Stat increases the target has for the next 3 turns, and grant them to the user for the next 3 turns (they are re-applied when this Ability ends). Theft has a 1 Hour Cooldown. N/A
Venomous Strikes Instant Technique Self

The user applies a venom to their weapon, without using an Action. For the next 30 Minutes, whenever the user deals damage to an Enemy, they can reduce that damage by any amount (even to 0), and then reduce the target’s Attack or Defense Stat by the amount reduced. This Stat reduction lasts until the user damages an enemy with a reduced stat, without reducing it, until this Ability ends, or until the user is KO’d. The same target can only have their Stats reduced by a maximum of -3 in each Stat, even by multiple uses of Venomous Strikes. Once ended Venomous Strikes has a 4 Hour Cooldown. N/A
Veteran AntiMagi Instant Technique Melee Range

While Veteran AntiMagi isn't on Cooldown, it passively grants the user +1 Attack Stat. Veteran AntiMagi cannot be actively used until an enemy uses an Ability from one of the following Categories: Magic Point Buy, Cleric Point Buy, or Theurgy/Shaman/Paladin Point Buy. When actively used, target an enemy within Range, and apply the Silenced Status Effect to them for the next 2 Turns. When the Silenced Status Effect ends, set the user's minimum Attack Dice to 5 for their next Attack Emote made against that target. Veteran AntiMagi has a 1 Hour Cooldown.
Veteran Impurity Instant Technique Melee Range

While Veteran Impurity isn't on Cooldown, it passively grants the user +1 Defense Stat. Veteran Impurity cannot be actively used until an enemy uses an Ability from Puretek Point Buy. When actively used, target an enemy within range, and apply the Weakened Status Effect to them for the next 2 Turns. When the Weakened Status Effect ends, apply a -1 Attack or -1 Defense reduction to the target (user's choice) for their next 3 Dice Rolls. Veteran Impurity has a 1 Hour Cooldown.
Veteran DemonSpite Instant Technique Melee Range

While Veteran DemonSpite isn't on Cooldown, it passively grants the user +1 to their minimum Attack or Defense Dice Roll (user choice, but once one is chosen, the other doesn't apply for that combat scene). Veteran DemonSpite cannot be actively used until an enemy Mystech uses an Ability. When actively used, if the user has no Block Tokens, grant the user 1 Block Token, or grant an ally in range 1 Block Token instead. If the user has Block Tokens, instead choose an enemy within Range that also has Block Tokens, and apply the Marked Status Effect to them. Veteran DemonSpite has a 2 Hour Cooldown.
Veteran Tri-Slash Instant Technique Melee Range

As a part of this Ability, the user makes an Attack Emote on an enemy within Range. Instead of rolling once for this Attack, the user rolls 3 times and chooses the highest result. If 2 of the Dice Rolls were above 15's (without post-roll additions), this attack does -3HP Damage. If 3 of the Dice Rolls were above 15's (without post-roll additions), this attack does -4HP Damage and applies the Prone Status Effect, and cannot be Staggered, Avoided, or Countered. . Veteran Tri-Slash has a 2 Hour Cooldown.
Veteran Sentinel Instant Technique 4 Blocks

To create a zone of control, use this Ability to create a persistent area around the user equal to the range. Whenever an Enemy takes the Move Action within this Range, if they are within Melee Range, make an Attack on them out of turn and without using an Action, but with the maximum Dice set to 10. If they are outside of Melee Range, instead apply the Brittle Status to them, out of turn and without using an action, but this can only apply once per target, even with different users of Veteran Sentinel. Veteran Sentinel can be upheld indefinitely, but ends when the user Moves, uses a Movement Ability, or has an ally use a Movement Ability on them. Veteran Sentinel has a 4 Hour Cooldown once ended.
Veteran Swiftstrike Instant Technique 2 Blocks

To strike as many opponents as possible, target all enemies within Range, displace them backwards and away from the user by 3 Blocks, and target one enemy displaced by this ability. Teleport the user next to target enemy, without using the user's Move, or triggering Opportunity Attacks, and make an Attack Emote in the same turn. For this attack only, grant the user +2 Attack Stat (breaks cap up to 11). Veteran Swiftstrike has a 2 Hour Cooldown.
Veteran Solitude Instant Technique 10 Blocks

To use this Ability, count the number of Enemies within Range, and determine this Ability's effect based on the number. Thresholds are always greater than or equal to, and only one threshold can be used. >8 Enemies: Target 3 Enemies in Range, apply -2 Attack or Defense Stat Reduction (user's choice, must be the same for all 3) for their next 3 Rolls only. >5: Target 1 Enemy in Range, and apply a Status Effect to them (excluding Cursed and Warned), that the user chooses. The Status Effect lasts for 2 turns, unless it is a consumable Status (like Marked or Brittle). Also, remove one Status Effect from the user. >2: Grant the user 1 Block Token, and apply the Marked Status Effect to one enemy within range. 1: The user chooses: set their minimum Defense Dice Roll to 5, or their minimum Attack Dice Roll to 6. Then, grant the enemy in range whichever wasn't chosen, but this only applies to rolls versus the original target, and vice versa. Veteran Solitude has a 1 Hour Cooldown.
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

When the user would gain Health from any Source, increase it by +1HP, and put this Ability on Cooldown. If the user reaches 4HP, and has not gained any Health, increase their Minimum Defense Dice roll by +2 for the rest of Combat, but prevent this Ability from being used again. Breather has a 20 Minute 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. Staggers do not count as failing an Attack Roll, and instead count as a successful attack for the purpose of this Ability. 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 5 Blocks

The user counts as an obstruction for enemies, blocking Line of Sight for Enemies within Range. Additionally, when an Enemy takes the Move action within Range, the user can apply the Prone Status Effect to them, without using an Action. This can only be done once per combat.
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 apply the Trapped Status to them, for 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 an Action. Deadeye Overwatch has no Cooldown.
Fate’s Wheel Passive Technique Self

When the user makes a Dice Roll in Combat Roleplay, that isn’t an Attack Dice roll or Defense Dice roll, they may use this Ability to re-roll the dice and choose which result to use. Fate’s Wheel does not consume the user’s Action, and once used, goes on a 30 Minute Cooldown. N/A
Fleet Footed Passive Technique Self

The user is quick on their feet, granting them an additional 5 blocks of movement each turn. This Ability is disabled for 15 Minutes when the user uses an Ability, excluding Stances and Passives, or makes an Attack Emote (or something that replaces an Attack Emote). Additional uses don’t extend the timer, but reset it. N/A
Flexible Maneuver Passive Technique Self

If the user has taken a Move action on this Turn, when they make an Attack Dice Roll, if they roll the lowest result, they may re-roll it once. If the user has not taken a Move action on this Turn, or the turn before, when they make a Defense Dice Roll, if they roll the lowest result, they may re-roll it once. If the user is in Deadeye or Ranger Stance, reverse this. After the user succeeds on a Dice Roll using this Ability, it goes on a 20 Minute Cooldown. N/A
Iron Will Passive Technique Self

This Ability can only be used when the user has 6 or less HP. When the user fails a Defense Dice Roll, they can re-roll their Dice only and must use the new result. If they still fail, this Ability’s Cooldown is set to 0, but this Ability cannot be re-used instantly. If the succeed, this Ability’s Cooldown is set to 1 Hour.
Mounted Trooper Passive Technique 6 Blocks

While Mounted, the user counts as an obstruction for enemies, blocking Line of Sight for Enemies within Range. This aspect of the Ability has no cooldown. Additionally, when the user takes damage from an Opportunity Attack, they can immediately make an attack, without using an Action, and with +2 Attack Stat (breaks cap up to 11). This aspect of the Ability has a 1 hour cooldown. 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.
Rage Counter Passive Technique Melee Range

The first time the damage from the user’s Melee Basic Attack would be reduced in any way (ex. by block tokens, or abilities, etc), increase the damage of the user’s next successful Melee Basic Attack by +1. Once activated, Rage Counter has a 1 Hour Cooldown.
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.
Status Endure Passive Technique Self

When the user has a Status Effect removed from them by any means other than an Ability or the Status Effect activating (ex. timing out naturally, using an action to remove), increase the minimum of the user’s Defense Rolls by +1 for the rest of Combat. This Ability can activate multiple times, but caps at a +4 Bonus. Status Endure had no Cooldown. N/A
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. This does not count as a Block Token gained from an Ability. Additionally, the user’s maximum Block Token Cap is increased from 3 to 4.

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 split it between them, or put all 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 4 Blocks

To push an ally out of harm’s way, use this Ability as a reaction to an ally taking damage from a Basic Attack or Ability. Instead of the ally taking damage, the user takes damage equal to half the original damage, rounded up. 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 their next 2 Actions whilst becoming entirely immobilized. If the user is hit with any Ability or Basic attack this Ability is interrupted and put on a 10 minute cooldown. If the target leaves Line of Sight or Emote Range, activate this Ability early, and deal a -2HP guaranteed hit. If left uninterrupted, on the 3rd Action, the user fires a projectile that deals -4HP damage to the target. Deadeye Crit has a cooldown of 2 hours.
Deadeye Doubletap Counter Technique Emote Range

Target any person in Range who has just Revived after hitting 0 HP. The user performs a Double Tap, allowing the Target one turn, but instantly KO-ing them after. This Ability cannot have its Target changed, can be used out of Turn, and doesn’t consume the user’s Action. Deadeye Doubletap can be used once per Combat Scene.
Deadeye Puffshot Counter Technique 7 Blocks

This Ability has two different uses, depending on whether it is used during a Turn, or out of Turn. If used during your Turn, Target an Enemy in Emote Range, apply the Prone Status Effect to them, and displace them backwards 3 Blocks. If used out of Turn, this Ability can only be used to reduce the damage of an incoming Melee Attack on the user by 2 HP. If either function is used, the Ability goes on Cooldown. Deadeye Puffshot has a 2 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 10 Blocks

Target an enemy within Range, and apply the Blinded Status Effect to them. If the target is within 2 Blocks of the user, additionally apply a -2 Defense Stat Reduction for the next turn only. Dirty Fighter has a 2 Hour Cooldown. 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

As a reaction to an ally within range becoming the target of a Basic Attack, this Ability forces the user to be the target instead. If the user takes 3 or more damage from this Attack, grant the user 1 Block Token afterwards. Interception has a 1 Hour 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 Stat (breaks cap up to 11) for 10 Minutes 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.
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.
Rebound Counter Technique Self

As a reaction to the user being Displaced any number of blocks unwillingly, count the number of Blocks Displaced, and increase the distance of the user’s next Move action by that number. Rebound has a 1 Hour 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.
Sinistral Sealing Counter Technique 5 Blocks

This ability can only be used when an Enemy within range uses a Sinistral Magic Point Buy Ability. That Magic Point Buy Ability becomes its non-Sinistral version instead. The next time the user makes a Basic Attack against that Enemy, grant them +1 Attack Stat (breaks cap up to 11). Sinistral Sealing has a 2 Hour Cooldown. N/A
Sharp Reflexes Counter Technique Self

To dodge a dangerous attack, this ability can be used as a reaction to a Basic Attack targeting the user. Before making the Defense Dice Roll, and without consuming the user’s Action, add +5 to the final roll. If the user still fails the Defense Roll, reduce this Ability’s Cooldown to 10 Minutes, otherwise, 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 by -2, which can be to 0. This does not consume an Action. Shield Block has a 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. If the attack hits the user, reduce the damage by -1HP (never to 0). If the attack misses the user, 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 sets their maximum HP to 2 and gains 6 Block Tokens which exceed the limit. For the duration of this ability, any instances of 1HP damage caused by other characters is reduced to 0, unless that damage was already reduced by another source, and the user cannot benefit from HP threshold mechanics while active. If the user were to take -1HP damage, it does not ignore Block Tokens, and instead breaks a Block Token. Tech Assimilate ends when the last Block Token is Broken, and has a 2 Hour 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, Veteran, or Cutthroat Point Buy. Technique parry does not use an Action. Technique Parry has a 1 Hour Cooldown.
Veteran Parry Counter Technique 2 Blocks

To parry a blow, as a reaction to an enemy within range making an Attack Emote, or using a Technique: stagger them. If an attack was Staggered: the user suffers -1HP, and sets the minimum of their next Attack Dice Roll to 5. If a Technique was Staggered: Set the minimum of the user's next Defense Dice Roll to 5, and if the target tries to use the same Technique on their subsequent turn, also heal the user +1HP. Veteran Parry has a 2 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 a hold of a character within melee range. Stampeding in a cardinal direction 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. The user cannot use Movement Abilities 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 in a straight line to an Enemy within Range without triggering Opportunity Attacks. If the Target has Block Tokens, one 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 an attack, the user can quickly dodge to negate any damage and secondary effects they would have suffered. Additionally, the user is able to immediately move up to 10 blocks horizontally in a cardinal direction. After using this technique, the user can also perform a basic attack directly after without using an action. 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 a cardinal 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 cardinal direction horizontally, without triggering Opportunity Attacks. If the user lands beside an enemy, apply the Prone Status Effect to up to 3 enemies within a 1 Block radius, and optionally make an Attack Emote on one enemy in the same turn this ability was used (the attack does not use an action). 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 (which can include diagonals) before the Target is placed back upon the ground. Mounted Getaway does not use the target’s turn or movement, does not trigger Opportunity Attacks, 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. 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 in a cardinal direction, 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 in a cardinal direction to a target ally, without provoking Opportunity Attacks, and redirect 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. If sharing a Mount, the users only have one Move Action between all of them, and any Trapped or Prone Status Effects are duplicated, as well as any Displacements. If the Trapped or Prone Status Effect is removed from one rider, remove it from the other, as well. If a Displacement is countered or reduced by one rider, reduce it for the other, as well. 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. If another Character has this Ability (or Carriage Summon), and the Mount is a two (or multi) seater, they can ride on the same Mount as the user. If sharing a Mount, the users only have one Move Action between the two of them, and any Trapped or Prone Status Effects are duplicated, as well as any Displacements. If the Trapped or Prone Status Effect is removed from one rider, remove it from the other, as well. If a Displacement is countered or reduced by one rider, reduce it for the other, as well. 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. Additionally, if the user’s attacks would have their damage reduced or ignored by anything (except Block Tokens), the user gains +2 Attack Stat (breaks cap up to 11) for their next 3 Attack Emotes. 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. 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.
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
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.
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 Vengeance, meaning the next Shaman Ability used is altered in some way once the user suffers -2HP from an enemy, after which Vengeance must be regained. When the user reaches 4 HP, they always benefit from Vengeance 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. The user also cannot make Attacks, or use Abilities that deal damage to enemies. The user gains a new Basic Attack, targeting an ally within Melee Range. The next time an enemy attacks that ally, the user rolls Defense for the Ally instead, while also being able to use defensive abilities, and if the user fails this Defense Roll, they reduce the damage by -1HP (never to 0). Additionally, the user is immune to the Brittle Status Effect, and has their Max Defense Stat from Proficiencies raised to 7 from 5. 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.}
Veteran Stance Stance Technique Self

During Veteran Stance, the user cannot use any Abilities from the following categories: Magic Point Buy, Cleric Point Buy. While in Veteran Stance, the user's Attack and Defense Stat Cap are raised to 8 and 6. Additionally, once per Combat Scene, the user can set the Range of any X Block(s) Range Veteran Point Buy Ability to 6 instead of whatever the Block Range is by default. Veteran Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended, Veteran Stance goes on a 20 Minute Cooldown.

Custom Abilities

These Abilities are not available to all players, they are specific only to certain Players, through the Custom Kit System, or through Artifacts. 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
Political Power N/A N/A This is not an Ability. This user's Political Votes count as 2 votes, due to a Mechanic they have. N/A
Ekata Equalize N/A Emote Range

Bloodbornekart Custom Kit Prized Combat Mechanic. Ishika’s command over the chaotic unwieldy energies of the Void and Exist extends beyond her own body. Any Sinistral Magic of either Void or Exist category, while used in the Emote Range of Ishika, can be forced back into the Radiant version by Ishika with no use limit. This does not apply to Ordial. If the Radiant version is very different, the user may re-target. N/A
Fiendish Berserker N/A Emote Range

Saaber Custom Kit Prized Combat Mechanic. For each Sinistral Magic Ability or Theurgy Point Buy Ability used around Sylas in a CRP Scene, he gains 1 Dark Magic Counter. When Sylas has 5 Dark Magic Counters, he gains +2 Attack Stat (breaking Cap up to 11), when he has 10, he gains +2 Defense Stat (breaking cap up to 9), and when he has 15, he sets the minimum of his Attack Dice Roll to 5. N/A
Mecha Shredder N/A Self

Gwyndo Custom Kit Prized Combat Mechanic. If a Character fails to express fear-RP, they take -3 HP from Simoya and deal only -1HP (triggers Block Tokens). If Simoya fights alone, or in a Tech Hive, she gains +2 BT (breaks cap) and can make an extra attack (2 attacks if 4+ enemies). If she is taunted after the fight, negated damage is inflicted all at once. Gwyndo is the final arbitrator on what is adequate fear-RP. N/A
Graue Hoffnung N/A Self

Beetrootsalad Custom Kit Prized Combat Mechanic. Erwin is a regular soldier, but being pushed into the trenches, memories are unlocked deep within. While in any Raid, or anywhere else in the city with Staff help, Erwin can dig a trench (1 deep 5 long dirt trench with a oak slab in front). While inside his trench, Erwin can shoot, but cannot be Targeted by Ranged Weapons, and each Dice rolls twice for the highest result. N/A
Matter Guard N/A Self

Waterdruppel Custom Kit Prized Combat Mechanic. Rhain cannot be Targeted by Sinistral Magic due to his anti-Magic. Secondly, because of anti-matter of weapons approaching him, opponents deal only -1HP (triggers Block Tokens) damage to him (instead of -2 HP) for melee weapons only. This Mechanic applies to Rhain, but can be transferred to another ally once per Combat Scene, before going back to him at the end. N/A
Blood Miasma N/A Self

Lizmun Custom Kit Prized Combat Mechanic. The closer Frida is to the bog, the stronger she becomes, each with overlapping bonuses. While Frida is in the forested wilderness of Regalia, she has +4 HP. If she is in Gloomrot, her attacks do 3 HP Damage (instead of 2 HP) on top of that. If she is in the Bloodswamp, she can attack thrice per Turn. All three can be active at once if the Bloodswamp is in Gloomrot. N/A
Fury Overwhelming N/A Self

Patsie Prized Custom Kit Combat Mechanic. Siobhan is a consistent fighter, when using a melee weapon. Siobhan’s default minimum Attack Dice Roll is 3, instead of 1. Additionally, whenever an enemy uses an Ability from Magic or Faith Point Buy Categories (excl Prayer Point Buy) that targets Siobhan, her Melee Attacks deal -3HP to that enemy only for the rest of combat. N/A
Agni Herald N/A Self

Chapterdeath Custom Kit Prized Combat Mechanic. For every Character (mortal or Spirit) that is a hard-coded part of Jhavartal’s Mercenary Company and aligns exclusively with him that is fighting with him in a combat scene, Jhavartal and all Characters that count as this gain +1 to their Main Defense Stat that breaks cap up to 9 for the duration of the scene, as long as they are all fighting on some kind of contract or hired by someone else. N/A
Pride Godslayer N/A Self

Okanara Custom Kit Prized Combat Mechanic. Signe can summon Pride’s Godslayer Sword from a Hell Portal at any time and wield it. While wielding Pride’s Godslayer Sword, Signe does 4 HP damage for each hit on the following Character Types: Renegade Mages that were agreed upon in Aelrrigan Meeting & Announced to the Public, Arkenborn, Lothar Knights, or anyone who denigrates Pride (all versions) in her presence. N/A
Omen Summons N/A Self

Kitchenrefugee Custom Kit Prized Combat Mechanic. When Vaela enters a CRP in the Sewers or Crookback, she can call on a gang member, which is either a Heavy or a Cutthroat, a nameless NPC minion that can be played by anyone who isn’t in the Scene. Minions do not reserve Kill Perms, cannot share information, and leave if Vaela is KO’d. If Vaela & allies are outnumbered by at least 4, summon 2 minions (one of each). N/A
Penitent One N/A Self

Elamöna’s magics fill her with strength the weaker she is, the Tome’s teachings requiring suffering to unlock. When Elamöna falls to 6 HP, her Defense Stat rises by 3, breaking cap, and her minimum Defense roll rises by the same number. Her Block Tokens cannot be stolen, and cannot be destroyed by Abilities. Additionally, her maximum cap of Block Tokens is raised from 3 to 5. N/A
Tempest Peace N/A Melee Range

As bearer of Regulus’ cause for the preservation of life, Asim is skilled in nonlethal hits. To defeat any enemy in melee range, he only needs to bring them to 2 HP or lower, and can at that point out of turn and without consuming his action knock them out with a potent blast of Dragon Magic. Additionally, if any Sinistral Ability would deal damage to him, that damage is negated. N/A
Just Spellshield N/A Self

Trent_Rouls Custom Kit Prized Combat Mechanic. Talven bears the Shield of the Second Regiment of Palace Lancers, once an Allorn artifact. Whenever Talven is targeted by a Magic Ability, he gains +2 to his Defense Stat which breaks cap on his next turn, and whenever he is targeted by a non-Magic Ability, he gains +2 to his Attack Stat which breaks cap on his next turn. These expire when used, and do not stack. N/A
Pack Bond N/A Emote Range

Sevenbirds Custom Kit Prized Combat Mechanic. When combat starts, Rionna can take -2 Defense Stat to grant every Allied Marken in the scene +2 Defense Stat (breaks cap up to 9). If Rionna grants more than a combined +6, she suffers -4 Defense Stat instead. This persists even when Rionna is KO’d. When an Allied Marken is KO’d, their +2 is returned to Rionna (maxes out at +6). N/A
Eclipse Thief N/A Emote Range

booette Custom Kit Prized Combat Mechanic. Marisol is Regalia’s foremost Magic thief. She can steal any Magic-related Heritage/Proficiency/Custom Kit Mechanic from any Magic user in Emote Range while out of Combat, with the sole exception of Prized Roleplay Mechanics. Marisol can choose if this temporarily removes the Mechanic from the user, or allows them both to use it. This only applies while in Emote Range. N/A
Grim Possessor N/A Emote Range

TheWizarddd Custom Kit Prized Combat Mechanic. Erich is able to rewrite the capabilities of spirits around him. He can choose between four sets of proficiencies, and swap an ally spirit into that set while he is present: MELEE, RANGER, DEFENSE, or UTILITY. Erich cannot have multiple instances of the same kit in the same scene, cannot re-swap them in the same scene, and, he can also choose to use one of these kits himself. N/A
Ambitious Control N/A Emote Range

Jaehaerys Custom Kit Prized Combat Mechanic. Lehel can duplicate Status Effects she applies onto another enemy within Range, but only once per enemy per combat. If Lehel is fighting alone versus 2 or more opponents, Lehel can make two attacks when taking the Attack Action. When facing 4 or more, Lehel’s movement speed is increased by +5 blocks. These effects stack, and (if conditional) end the moment Lehel gains allies. N/A
Ichor Bloodletting N/A Emote Range

Dedjok Custom Kit Prized Combat Mechanic. Cyrus’ control over blood is precise. When he takes damage, he can choose to have any ally within 5 Blocks of him suffer that damage instead (willing or unwilling). Whenever an Enemy within Emote Range reduces damage that Cyrus, or one of his allies, would do, Cyrus can instantly deal damage to a different enemy equal to the amount it was reduced by. Limit x5 uses. 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 Abilities, and can only Move up to 5 Blocks. When Prone is removed, this applies for the rest of that Turn. N/A
Fleeting N/A N/A When Fleeting, if using a Movement Ability, become Prone instead, then the Effect ends. N/A
Dazzled N/A N/A When Dazzled, you suffer -1 Attack and -1 Defense, until you fail a Defense Roll, then the Effect ends. N/A