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Ability List: Difference between revisions

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{{ infobox
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<span style="font-size: 125%">'''This page is part of the [[Ability]] System, which is part of the [[Proficiency]] System for Combat Roleplay.''' </span><br><hr>
| headerstyle = background: #D0D3D1; width: 100%; text-align: center; vertical-align:middle; font: 15px georgia; font-weight: bolder; font-variant: small-caps; padding-top: 5px; padding-bottom: 5px;
* To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page.<br>
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* To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page.<br>
| header1    = The Ability and Proficiency System
* To see an indexed list of all Abilities, read the [[Ability List]] Page.
| data2      =
</div>
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.  
 
}}
===Passive Techniques===
This page is just an indexed list of all Abilities, which helps the Ability Plugin function.
{| class="wikitable"
__FORCETOC__
! Name
==Instant Powers==
! Type
{| class="wikitable"
! Range
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Cooldown
! Ability Name
! Description
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Divine Burn
| Aegis Command
| Instant Power
| Passive Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| No Cooldown
| N/A
| Aegis Command isn’t active until you have a Link attached to an Ally. When it activates, you gain +1 Defense per Linked Ally. Additionally, when you reach Health Stage 1 grant 1 Block Token to a Linked Ally.
|-
|-
| Divine Revive
| Bardic Harmony
| Instant Power
| 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: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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).
| No Cooldown
| N/A
| You may use the Harmonic Tags of Bardic Point Buy Abilities. You may Target Allies with which to Harmonize. Harmonic Tags grant Bardic Point Buy Abilities additional effects based on their use order, with the first Bardic Ability used by you or a Harmonized Ally being labeled the Intro, and the last Bardic Ability used by you or a Harmonized Ally being labeled the Outro. You may use Basic Attacks between Bardic Point Buy Abilities without losing use of Harmonic Tags, but using any Ability that doesn’t activate an Outro, except Passives and Stances, causes interruption and prevents the use of Harmonic Tags until an Intro is restarted.
|-
|-
| Divine Smite
| Breather
| Instant Power
| Passive 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: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Thrice per Combat, Twice per Health Stage
| N/A
| Breather isn’t active until you gain Health, increasing it by +1HP. Additionally, if you reach Health Stage 1, and have not gained any Health, set the Minimum Defense Dice Roll to 7 for the next 3 turns, but prevent Breather from being used again.
|-
|-
| Hex Apocalypse
| Bruiser Grit
| Instant Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Combat
| N/A
| Bruiser Grit isn’t active until you reach Health Stage 1. When it activates, you gain +5 Attack, decreasing by -1 for every successful Basic Attack you make, until it hits 0. This bonus automatically drops to 0 if you exit Health Stage 1.  
|-
|-
| Hex Bloodlet
| Bulwark
| Instant Power
| 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: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Combat
| N/A
| You always block line of sight for enemies within Range. Additionally, when an enemy takes the Move action within Range, you may apply the Snared Status Effect to them without using an Action.
|-
|-
| Hex Guide
| Cavalry Summon
| Instant Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| 20 Minutes once Ended
| N/A
| You can use Cavalry Summon without using an Action, but Dismounting requires one. Cavalry Summon confers the following benefits and limitations: You gain +4 Blocks Range to your Move Actions and Movement Abilities for the immediate turn after you use a Movement Ability. If the Mount seats multiple, Allies can ride on the same Mount as you. If sharing a Mount, you only have one Move Action between all Riders, and any Snared or Prone Status Effects are duplicated, as well as any Displacements. If the Snared 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. If one Rider does not have this Ability, the Mount will be unable to Move an increased Range. Cavalry Summon has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|-
|-
| Hex Madness
| Chem Supplier
| Instant Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Combat
| N/A
| Chem Supplier isn’t active until you reach Health Stage 2/1. When it activates in Health Stage 2, you may refresh a Charge of one of your Chem Point Buy Abilities that is currently used. If you do not refresh a Charge in Health Stage 2, it reactivates in Health Stage 1, allowing you to refresh a Charge of two different Chem Point Buy Abilities instead.
|-
|-
| Hex Parasite
| Cutthroat Quickstab
| Instant Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Twice per Combat, Once per Health Stage
| N/A
| Cutthroat Quickstab isn’t active until you have applied 4 Status Effects, but only counted once per Ability usage. When it activates, your next Basic Attack only is a guaranteed hit that deals -1HP Damage.
|-
|-
| Magic Cleanse
| Deadeye Barrage
| Instant Power
| 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: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.  
| Once per Combat
| {{#simple-tooltip: N/A }}
| You must spend an Action to activate Deadeye Barrage, but may use a Basic Attack without using an Action. While active, you gain +1 Attack per Basic Attack made for the next 3 turns, stacking up to +2. If the 3rd Attack is successful, it deals +1HP Damage, then Deadeye Barrage ends. Additionally, you cannot move for the duration of Deadeye Barrage, unless you cancel it prematurely.  
|-
|-
| Magic Curse
| Deadeye Luckshot
| Instant Power
| 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 | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Combat
| {{#simple-tooltip: N/A }}
| You always have Deadeye Luckshot. While active, you may roll /dice 1 4, and set the Damage of your next successful Basic Attack to the number rolled. If you roll a 1, set the Damage of your next successful Basic Attack to -1HP and inflict the Brittle Status Effect to the Target. Deadeye Luckshot ends once you make a successful Basic Attack against an Enemy.
|-
|-
| Magic Disengage
| Engineer Fabrication
| Instant Power
| Passive 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Thrice per Combat, but Once per Health Stage
| {{#simple-tooltip: N/A }}
| Engineer Fabrication isn’t active until you spend a turn without Moving beside your Turret, or Moving 2 Blocks with your Turret using Engineering Stance. When it activates without Moving, gain 1 Block Token. When it activates by Moving the full distance, gain 2 Block Tokens.
|-
|-
| Magic Distort
| Fate’s Wheel
| Instant Power
| Passive Technique
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}  
| 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.
| Once per Health Stage
| {{#simple-tooltip: N/A }}
| Fate’s Wheel isn’t active until you make a Dice Roll in Combat Roleplay, that isn’t an Attack Dice roll or Defense Dice roll. When it activates, without using your Action, you may re-roll the dice and choose which result to use.
|-
|-
| Magic Isolate
| Fleet Footed
| Instant Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To isolate an Enemy from their Allies and Buffs, target an enemy within Range, and Link Break the most recently applied Link Power. Additionally, if they have any Block Tokens (from Abilities, not from Armor), remove 1 Block Token. Magic Isolate has a 2 Hour Cooldown.  Break 2 Link Powers, and if the enemy has no Link Powers and no Block Tokens, instead apply the Marked Status.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Fleet Footed isn’t active until you make a successful Melee Basic Attack against an Enemy, you may Move an additional 4 Blocks after that Attack.
|-
|-
| Magic Shove
| Flexible Maneuver
| Instant Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To move an Enemy, instantly Displace a Target 5 Blocks in any direction, meaning further away from the user, or closer, anywhere along a horizontal direction, but never vertically or diagonally up or down. Magic Shove has a 30 Minute Cooldown. Target up to two enemies, sending them in the same or different directions, and apply the Prone Status at the end of the shove.
| Once per Health Stage
| {{#simple-tooltip: N/A }}
| Flexible Maneuver isn’t active until you make an Attack or Defense Dice Roll at the lowest result. When it activates, you can choose to re-roll your Attack Dice Roll if you have taken a Move action on this turn, or choose to re-roll your Defense Dice Roll if you have not taken a Move action on this turn or the turn before.  
|-
|-
| Magic Smog
| Fortify Command
| Instant 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 it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once Ended, use Command Stance Basic 3 times to reuse
| {{#simple-tooltip: N/A }}
| Target an Ally within range, the next time they are attacked by an Enemy, apply the Warned Status Effect to that Enemy. Whilst Warned, they must choose: before rolling, attack normally, and have the Marked Status Effect applied to them, or attack with -4 Attack.
|-
|-
| Magic Snare
| Fortitude
| Instant Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Health Stage
| {{#simple-tooltip: N/A }}
| Fortitude isn’t active until a Status Effect on you is removed or triggered. When it activates, you can choose to add +2 to your next Minimum Attack or Defense Roll.
|-
|-
| Magic Summon
| Iron Will
| Instant Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Iron Will isn’t active until you reach Health Stage 2. When it activates, you can choose to re-roll a failed Defense Dice Roll and must use the new result. If the Defense Dice Roll succeeds, this counts as one use of Iron Will. If the Defense Dice Roll still fails, that usage of Iron Will is refreshed, but cannot be reused for the same attack.
|-
|-
| Magic Trip
| Medical Buff
| Instant Power
| Passive 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 anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
| Four Times per Combat, Twice per Health Stage
| {{#simple-tooltip: N/A }}
| Medical Buff isn’t active until you successfully heal an Ally with Medical Stance. When it activates, without using your Action, you may grant that Ally +2 Attack or Defense for 3 Dice Rolls. Multiple instances of Medical Buff, even from different sources, do not stack.
|-
|-
| Sacred Bleed
| Medical Purging
| Instant Power
| 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: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
| Twice per Combat
| N/A
| Medical Purging isn’t active until you succeed on a Roll to heal an Ally through Medical Stance, you may choose to remove one Status Effect from the Target Ally.
|-
|-
| Sacred Burn
| Momentum
| Instant Power
| Passive Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Self | Self: Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.  
| Triggers Twice per Combat, once per Health Stage
| N/A
| Momentum isn’t active until you make a Basic Attack or use an Ability after Moving more than 5 Blocks. When it activates, you may Target an Ally within Melee Range and increase their next Move or Movement Ability’s range by +4 Blocks. Additionally, you may remove one of the Prone, Snared or Fleeting Status Effects from the Target Ally.
|-
|-
| Sacred Judgement
| Overstep
| Instant Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Combat
| N/A
| Target yourself and apply the Vulnerable Status Effect. Additionally, while you have the Vulnerable Status Effect through Overstep, gain +4 Blocks Range on your next 2 Move Actions.
|-
|-
| Shaman Brutality
| Paladin Vengeance
| Instant Power
| 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: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Combat
| N/A
| Paladin Vengeance’s effects differ based on which Paladin Stance is Active, and is inactive until an Ally within Emote Range would reach 0HP by an Enemy. Blade: Apply the Brittle Status Effect to the Enemy that reduced them to 0HP, and the next Basic Attack you make against that Enemy gains +3 Attack and +3 Minimum Attack. Bow: Apply the Marked Status Effect to the Enemy that reduced them to 0HP, and the next Basic Attack you make against that Enemy gains +2 Attack and +2 Minimum Attack.
|-
|-
| Shaman Earth
| Puretek Blessing
| Instant Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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..
| Twice per Combat, Once per Health Stage
| N/A
| Puretek Blessing isn’t active until you have a Status Effect applied to you by an Occult Character. When it Activates, you may remove that Status Effect and gain +1 Attack against the Character that applied the Status Effect for your next attack only .
|-
|-
| Shaman Quake
| Rage Counter
| Instant Power
| Passive Technique
| {{#simple-tooltip: X 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this.  }}
| 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.
| Once per Health Stage
| N/A
| Rage Counter isn’t active until your Melee Basic Attack would be reduced in any way. When it activates, your next successful Melee Basic Attack deals -1HP additional Damage.
|-
|-
|}
| Ranger Companion
 
| Passive Technique
==Passive Powers==
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
{| class="wikitable"
| Triggers Once per Health Stage
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| Ranger Companion isn’t active until the Marked Status Effect triggers on an Enemy within Emote Range, if Marked is triggered by an attack or Ability by you, gain +2 Defense for your next two Defense Rolls. If Marked is triggered by an Attack or Ability used by an Ally, inflict the Bloody Status Effect on that enemy for 2 turns.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Divine Aura
| Rebound Pack
| Passive Power
| Passive 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.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this.}}
| 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.
| Twice per Combat, Once per Health Stage
| N/A
| You can only use this when you are Displaced unwillingly. Without using an Action, count the number of blocks Displaced, and increase the range of your next Move Action by that number.
|-
|-
| Hex Aura
| Resilience
| Passive Power
| Passive 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: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Health Stage
| N/A
| Resilience isn’t active until you make multiple Defense Rolls in succession from different sources, increase your Minimum Defense Roll for the second Attack onward by a number equal to the number of Attacks made against you, +2.
|-
|-
| Hex Plot
| Ritualist Gale
| Passive Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| No Cooldown
| N/A
| Ritualist Gale isn’t active until you are targeted with a Ranged Attack. When it activates, you may raise your minimum Defense Roll by a number of your choice between 0 and 5, +2. However, your next Minimum Attack Roll is reduced by the number chosen.
|-
|-
| Shaman Ancestor
| Shield Cover
| Passive Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| No Cooldown
| N/A
| Shield Cover isn’t active until you are targeted with a Ranged Attack. When it activates, your minimum Defense Dice Roll is raised by 3+CON. This increase is capped at +7 for Ranger Stance attacks, and +6 for Deadeye Stance Attacks, and +5 for all other Ranged Attacks.
|-
|-
| Shaman Aura
| Shield Impact
| Passive Power
| Passive 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.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this.}}
| 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.
| No Cooldown
| N/A
| Shield Impact isn’t active until you Displace an enemy, and they Impact. When it activates, if the displacement was less than 6 Blocks, reduce their Defense by -2 for their next two Defense Dice Rolls. If the displacement was 6 Blocks or more, apply the Brittle Status Effect to them instead.  
|-
|-
| Shaman Fury
| Stalwart
| Passive Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Combat.
| N/A
| Stalwart isn’t active until you take at least 3HP Damage from a single Attack. When it activates, you can gain 1 Block Token but also apply the Weakened Status Effect to yourself for 2 Turns.  
|-
|-
|}
| Tank Rally
 
| Passive Technique
==Dispel Powers==
| {{#simple-tooltip: 3 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
{| class="wikitable"
| Once Ended, use Tank Stance Basic 5 times to reuse.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| You must spend an Action to activate Tank Rally, but only when you have 1+ Allies within Range. While active, all Allies within Range gain +2 Attack or +2 Defense for the duration, and +2 to their Minimum Attack or Defense Dice for their first Attack or Defense roll only. Multiple instances of Tank Rally, even from different people, don’t stack with each other. Tank Rally lasts until you have no Allies in range.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Divine Antimagi
| Tank Sentry
| Dispel Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Tank Sentry isn’t active until you are Displaced while standing on a block adjacent to an Ally, and end the Displacement on a block with no allies adjacent to you. When it activates, it always grants you 1 Block Token, and +2 Defense for 3 Turns.
|-
|-
| Divine Savior
| Tech Exhaust
| Dispel Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Combat.
| {{#simple-tooltip: N/A }}
| Tech Exhaust isn’t active until you have one of the Snared, Fleeting, Confused, or Bloody Status Effects. When it activates, you can increase the duration of this Status Effect for 5 Turns and it cannot be removed, but set the Minimum of your Attack or Defense Roll to 3 for the duration, gain 1 Block Token, and increase your Move Speed by 4 Blocks.
|-
|-
| Magic Reduce
| Tech Resist
| Dispel Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Combat.
| {{#simple-tooltip: N/A }}
| Tech Resist isn’t active until you lose a Defense Roll. When activated by a Melee Attack, gain a Block Token, but apply the Bloody Status Effect to yourself, which lasts until the Block Token is Broken. When activated by a Ranged Attack, decrease the Damage taken by half rounded up, but apply the Vulnerable Status Effect to yourself.
|-
|-
| Magic Revenge
| Thick Hide
| Dispel Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| No Cooldown
| {{#simple-tooltip: N/A }}
| You always have the benefits of wearing Armor without explicitly wearing it, and this does not count as a Block Token gained from an Ability. Additionally, while you have a Block Token, you can only have up to 2 Status Effects, and are immune to any further applications.  
|-
|-
| Sacred Siphon
| Veteran Sentinel
| Dispel Power
| 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: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Combat
| N/A
| You must spend an Action to activate Veteran Sentinel. While active, you may make Melee Attacks against Enemies that use the Move Action within Melee Range without using your Action, but set the Maximum Dice roll for these Attacks to 10. If an Enemy Moves within Range but outside of Melee Range, apply the Marked Status Effect to them without using an Action. This can only apply once per Target. Once you Move, Veteran Sentinel ends.
|-
|-
| Sacred Rebuke
| Vigor
| Dispel Power
| 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: Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Combat
| N/A
| Vigor isn’t active until your Basic Attack would be Replaced. When it activates, you become Immune to the next Status Effect placed on you that you are not already Immune to.
|-
|-
| Magical Sinistral Sealing
| Wounded Ego
| Dispel Power
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Twice Per Combat, Once per Health Stage
| N/A
| Wounded Ego isn’t active until you fail an Attack Roll. When it activates, you can choose to add +3 to the final result of your next Attack Roll.  
|-
|-
|}
|}


==Link Powers==
===Instant Techniques===
{| class="wikitable"
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
|-
| Hex Doom
| Aria of Distorting
| 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 it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Twice per Combat, Once per Health Stage
| N/A
| Target an Enemy within Emote Range and apply the Confused Status Effect to them for 4 Turns. If used as an Intro, alternatively apply the Blinded Status Effect instead of Confused. If used as an Outro for an Aria Bardic Point Buy Ability, Target two Enemies, applying Blinded to one, and Confused to the other.
|-
|-
| Magic Barrier
| Aria of Harming
| 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 it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target an Ally within Emote Range and grant +4 Attack and +2 Minimum Attack for their next Attack Roll only. If used as an Intro, if the Enemy the Ally attacks is at Health Stage 3, apply the Brittle Status Effect to them after the Ally’s Attack. If used as an Outro for an Sonata Bardic Point Buy Ability, apply the Marked Status Effect to the Enemy if the Ally’s Attack is successful, and apply the Brittle Status Effect if it fails. Both Status Applications apply after the Attack, not before.
|-
|-
| Magic Lifebind
| Aria of Weakening
| 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: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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).
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range and inflict -2 Attack or Defense for their next 2 Rolls of the chosen Stat. If used as an Intro, the effect lasts for 3 Rolls instead of 2. If used as an Outro for an Elegy Bardic Point Buy Ability, the first Ally to make a successful Attack against the Target Enemy gains +2 Attack or Defense that lasts for their next 3 Rolls of the chosen Stat.
|-
|-
|}
| Assault Command
==Buff Powers==
| Instant Technique
{| class="wikitable"
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| Once Ended, use Command Stance Basic 3 times to reuse
! Ability Name
| Target an Ally within range and allow them to make a Basic Attack against an Enemy without using an Action. Additionally, this attack benefits from your Command Stance automatically.
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Divine Aggro
| Blinding Prayer
| Buff 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.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Health Stage
| N/A
| Target an Enemy within Range, inflict -1 Attack or Defense for their next 3 Rolls of the chosen Stat. Additionally, apply the Blinded Status Effect, which ends when the Stat Reduction does.
|-
| Magic Bolster
| 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.}}
| To empower oneself with Magic, grant +2 Attack Stat, or +2 Defense Stat. Alternatively, grant the user +1, and an Ally within Range +1 too. Either way, the +Stat lasts for 20 Minutes, after which Magic Bolster's cooldown begins. Magic Bolster does not Stack, and has a 1 Hour Cooldown. Sinistral Usage:Can no longer grant Stats to Ally, but instead grants +2 Attack and +2 Defense at the same time, that break cap up to 11/9.
| {{#simple-tooltip: N/A }}
|-
| 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
|-
| Sacred Healing
| 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 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
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| 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
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| 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==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Divine Rescue
| Movement Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To save an Ally from a dire situation, pick up an Ally within 4 blocks of the user, and charge in any 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
| {{#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 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
| {{#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 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
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This Ability can only be used if one or more enemies are within 3 Blocks of the user. When used, the user can choose anywhere within range (on a horizontal surface 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
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To get where you shouldn’t, target an opponent that is out of reach, whether by elevation or behind cover. The user immediately propels themselves toward the target, 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==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Attack Command
| Breakthrough
| Instant 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: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.  
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target any 1 block thick stone or wood wall, gate, or doorway and break a hole through it, applying the Prone Status Effect to all characters on the other side of the wall within Melee Range. Additionally, your next Attack against an Enemy with the Prone Status Effect from Breakthrough does not consume an action.
|-
|-
| Break Down
| Bruiser Duel
| Instant 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 2 blocks.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Combat, Only at Health Stage 3
| N/A
| Target an Enemy within Range at Health Stage 3 and apply the Bloody Status Effect to them and yourself which lasts until Health Stage 1. If either Bloody Status Effect is removed early, remove the other as well, and apply the Brittle Status Effect to whoever removed it first.
|-
|-
| Bruiser Flurry
| Bruiser Flurry
| Instant 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 2 blocks.}}
| {{#simple-tooltip: 3 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.  
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| You displace all Enemies within Range away from you by 4 Blocks. Additionally, if any Enemies Impact, apply the Brittle Status Effect to up to 2 Enemies affected by the Displacement.
|-
|-
| Bruiser Ruin
| Bruiser Tackle
| Instant 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 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
| Twice per Combat, Once per Health Stage.
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range and Displace them backward by 6 Blocks and apply the Brittle Status Effect. If the Enemy already has the Brittle Status Effect, remove the Brittle Status Effect and deal -1HP Damage to them. Additionally, if they Impact, apply the Brittle Status Effect to the Character they Impact with.
|-
|-
| Bruiser Tackle
| Bruiser Unsheathe
| Instant 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 2 blocks.}}
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range and make a Basic Attack against them at that Range instead of Melee. Additionally, Displace the Target 6 Blocks away from you and inflict -2 Defense for their next two Defense Rolls.
|-
|-
| Bruising Strike
| Chaining Throw
| Instant 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 2 blocks.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice Per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range and apply the Snared Status Effect to them. Additionally, if they already have the Snared Status Effect, Displace them towards you by 6 blocks. You may only target enemies in Health Stage 3/2 with Chaining Throw.  
|-
|-
| Building Scale
| Chem Berserk
| Instant 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 2 blocks.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Twice per Combat
| N/A
| Target yourself and increase the Damage dealt on Melee Basic Attacks by +1, but also increase the Damage you take from incoming Attacks by +1 for your next 3 Successful Attack Rolls. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. After those 3 Turns, apply the Weakened and Bloody Status Effects to yourself for 2 Turns. You cannot use Chem Berserk whilst you have the Status Effects applied by Chem Berserk.
|-
|-
| Chem Berserk
| Chem Blight
| Instant 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: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Combat
| N/A
| Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them +2 Defense for their next two Defense Rolls and remove one Status Effect from them of your choosing. If an Enemy was chosen, inflict -2 Defense for their next two Defense Rolls, and apply the Vulnerable Status Effect.
|-
|-
| Chem Bloodboil
| Chem Freeze
| Instant 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: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Twice per Combat, Once per Health Stage.
| N/A
| Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them 1 Block Token, but set the Move Speed of their next Move to 1 Block. If an Enemy was chosen, apply the Snared Status Effect to them and all Characters within 2 Blocks of them. You can only use Chem Freeze on a Target that has one or more Enemies adjacent to them.
|-
|-
| Chem Cleanse
| Chem Hyperfocus
| Instant 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Twice per Combat, Once per Health Stage
| N/A
| You set your Minimum Attack Roll to 4 for your next 3 Attack Rolls. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Once Chem Hyperfocus is over, you apply the Prone Status Effect to yourself, and set your Minimum Attack Roll to -5, for your next 3 Attack Rolls. You cannot use Chem Hyperfocus whilst your Minimum Attack Roll is reduced by Chem Hyperfocus.
|-
|-
| Chem Hyperfocus
| Chem Ignite
| Instant 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: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Twice per Combat, Once per Health Stage
| N/A
| Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them +1 Attack and +1 Minimum Attack for their next two Attack Rolls. If an Enemy was chosen, inflict -1 Attack and -1 Minimum Attack for their next two Attack Rolls.
|-
|-
| Chem Revive
| Chem Mend
| Instant 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 it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Twice per Combat, Once per Health Stage.
| N/A
| Target an Ally within Range on Health Stage 3/2 and heal them +1HP, but reduce their Attack and Defense by 2 for their next 2 Rolls. Additionally, if the Ally does not Move or use Movement Abilities for 2 Turns, heal them an additional +1HP.
|-
|-
| Concussive Blow
| Concussive Blow
| Instant 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 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
| Twice Per Combat, Once per Health Stage
| N/A
| Target an Enemy or Ally within Range and break an active Link Ability affecting them of your choice. Additionally, if Target is an Enemy, you apply the Weakened Status Effect to yourself for 2 turns. If the Target has no active Link Ability, apply the Confused Status Effect to the Target Enemy for 3 Turns.
|-
|-
| Cutthroat Evasion
| Cutthroat Bleed
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Health Stage 2/1 only.
| Target an Enemy within Range, and apply the Bloody Status Effect for 3 Defense rolls. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
| Cutthroat Dodge
| Instant Technique
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Health Stage 3/1 only.
| {{#simple-tooltip: N/A }}
| You can only use this when an Enemy would deal Damage to you with a Basic Attack. Without using an Action, reduce the Damage from that Attack by -1HP, and apply the Weakened Status Effect to Self for 2 Turns.
|-
|-
| Cutthroat Flank
| Cutthroat Escape
| Instant Technique
| Instant Technique
| Melee Range
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
| Once per Health Stage 1 only.  
| {{#simple-tooltip: N/A }}
| Target up to 3 Enemies within Range, and apply the Snared Status Effect. If an Enemy is already Snared, apply the Prone Status Effect instead. Additionally, you may add +4 Blocks Move Speed to your next Move only.
|-
|-
| Cutthroat Flash
| Cutthroat Flash
| Instant Technique
| Instant Technique
| 10 Block Range
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Combat
| {{#simple-tooltip: N/A }}
| You Target one Enemy within Range and apply the Blinded Status Effect for 3 Turns, which also applies to all characters within 2 blocks of the Target.  
|-
|-
| Cutthroat Target
| Cutthroat Target
| Instant Technique
| Instant Technique
| 10 Blocks
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
| Once per Health Stage 3/1 only.
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range, and apply the Marked Status Effect. Additionally, this doesn’t use an Action if you use your action to make a Basic Attack, immediately consuming the Marked Status Effect. If your Attack roll fails, reapply the Marked Status Effect.
|-
|-
| Deadeye Barrage
| Deadeye Doubletap
| Instant Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per combat
| Target an enemy within Range who has just been Revived from KO and perform a doubletap, allowing the target one turn before you instantly KO them after. This does not consume an action, cannot have its target changed, and cannot be intercepted.
|-
| Deadeye Drillshot
| Instant Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, Once per Health Stage.
| Target an Enemy within Range and make a Basic Attack against them that ignores the benefits of Minimum Defense Increases. Additionally, if successful, reduce the Target’s Minimum Defense Roll against your attacks only by -3 for 2 turns.
|-
| Deadeye Execute
| Instant 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: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range who is on Health Stage 1, make a Basic Attack against them with +4 added to the Final Result that deals -1HP Damage if it misses.  
|-
|-
| Deadeye Focus
| Deadeye Focus
| Instant 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: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Twice per Combat, Once per Health Stage.
| {{#simple-tooltip: N/A }}
| Target yourself and remove a Status Effect that isn’t Weakened, apply the Weakened Status Effect to yourself for 2 turns. Additionally, gain +2 Attack for your next attack only.  
|-
|-
| Deadeye Luckshot
| Deadeye Overwatch
| Instant 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: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Twice per Combat, on Different Targets
| {{#simple-tooltip: N/A }}
| Target an Enemy within range and apply the Snared Status Effect to yourself and the Target. This does not consume an Action, but cannot be used on Enemies on Health Stage 1.
|-
|-
| Deadeye Pinshot
| Deadeye Pinshot
| Instant 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 | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Combat.
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range with the Marked Status Effect and make an Attack Roll against them, dealing -3HP Damage on a successful hit, or re-apply the Marked Status on a miss.  
|-
|-
| Deadeye Quickshot
| Deadeye Quickshot
| Instant 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 | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target an enemy within Range and make an Attack, rolling three times and selecting the highest result. Additionally, if two of the Rolls were above 10, apply Marked to the Target, if three of the rolls were above 10, also apply Marked to a second enemy within range. Deadeye Quickshot deals -1HP additional Damage to enemies with the Marked Status Effect.
|-
| Elegy of Foreboding
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target an Enemy within Range and apply the Warned Status Effect, whilst Warned, the next Action the Enemy takes must Target you or one Ally of your choosing. If they Target you or the Ally, inflict -2 to the Minimum of their next 2 Rolls. If they choose not to Target you or the chosen Ally, grant the chosen Ally 1 Block Token. If used as an Intro, choose 2 Enemies instead of 1 to apply the Warned Status Effect to. If used as an Outro for an Elegy Bardic Point Buy Ability, grant the chosen Ally +4 Blocks Range and allow them to ignore Move Reactions for their next Move only.
|-
| Elegy of Headwind
| Instant Technique
| {{#simple-tooltip: 15 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat, Once per Health Stage
| Target an Enemy within Range and Displace them a number of Blocks in any direction relevant to their Health Stage: Health Stage 3: 6 Blocks, Health Stage 2: 4 Blocks, Health Stage 1: 2 Blocks. If used as an Intro, apply the Snared Status Effect to the Target at the end of their Displacement. If used as an Outro for an Aria Bardic Point Buy Ability, increase the Displacement Range by +2 Blocks, and apply the Prone Status Effect to them if they Impact.
|-
|-
| Desperate Prayer
| Elegy of Tailwind
| Instant 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: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Combat
| N/A
| Target an Ally within Range and grant them +4 Blocks Range for their next Move, additionally, if they end this Move adjacent to an Enemy, apply the Vulnerable Status Effect to that Enemy. If used as an Intro, reduce the Damage the Target Ally would take from Move Reactions by -1HP. If used as an Outro for a Sonata Bardic Point Buy Ability, if the Ally ends this Move adjacent to an Ally and nobody else, heal the Target and the Ally they stop adjacent to +1HP.
|-
|-
| Disrupt Prayer
| Endure Command
| Instant 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 it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once Ended, use Command Stance Basic 4 times to Reuse
| N/A
| Target an ally who has just lost a Defense Dice Roll, for the next 2 times they lose Defense Dice Rolls, reduce the Damage dealt to them by -1HP.
|-
|-
| Escape Artist
| Engineer Alarm
| Instant 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: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Twice per Combat, Only on health stages 3/1
| N/A
| Target an enemy within range, and within Line of Sight of you or your Turret, apply the Silenced or Weakened Status Effect to them for 2 turns. Additionally, you can consume 1 Block Token to increase the duration of the applied Status Effect by 2 turns, and reduce their Attack by -2 for the Duration of the Status Effect.
|-
|-
| Familiar Disrupt
| Engineer Emergency
| Instant 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: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Combat
| N/A
| Target an ally within Range or adjacent to your Turret on Health Stage 1, consume 1 Block token to heal them +2HP. Additionally, you may consume 2 Block Tokens to heal them +3HP instead.
|-
|-
| Fancy Footwork
| Engineer Maintain
| Instant 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: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
| Twice per Combat, Once per Health Stage
| N/A
| Target yourself or an Ally adjacent to your Turret, if the Ally has no Block Tokens, give them 1 but apply the Snared Status Effect to them. If used on yourself, grant 2 Block Tokens and the Snared Status Effect and this Ability does not use an Action.
|-
|-
| Force Toss
| Engineer Overheat
| Instant 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 2 blocks.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| No Cooldown
| N/A
| Target yourself and consume 1 Block Token, your next Basic Attack can be made at Emote Range against an enemy within Line of Sight of you or your Turret, and is made with +1 Attack. If you haven’t had a Block Token for 5 turns consecutively, you can ignore the cost to activate this Ability to overheat your Turret, granting +2 Attack to yourself and up to 3 Allies who are adjacent to it, this lasts until you gain a Block Token.
|-
|-
| Guidance Prayer
| Engineer Reel
| Instant 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 | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Twice per Combat, Once per Health Stage
| N/A
| Target an Enemy within Range and Displace them 4 Blocks towards your Turret, ignoring LOS as long as the Turret would have LOS on the Target. You can spend a Block Token to add +4 Blocks to the Displacement. If the Enemy would Impact, gain 1 Block Token.
|-
|-
| Gut Punch
| Escape Artist
| Instant 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 2 blocks.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Twice per Combat, once per Health Stage
| N/A
| Target yourself and remove the Snared Status Effect, or negate one instance of any Movement Speed reduction currently applied to you. Additionally, outside of Combat, you are able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold you down.
|-
|-
| Harming Prayer
| Execute Command
| Instant 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 it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Combat
| N/A
| Target an Ally within range and allow them to make a Melee Basic Attack against an Enemy on Health Stage 2/1 without using an Action. Additionally, grant the ally +4 Attack and +4 Minimum Attack for that Attack only. If the Ally fails the Attack via the dice roll, and not through other means, apply the Weakened Status Effect to them for 2 turns.
|-
|-
| Improvised Attack
| Fancy Footwork
| Instant 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: 1 Block | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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) insteadImprovised Attack has a 30 Minute Cooldown.
| Once per Combat
| N/A
| Target an Enemy within 1 Block Range and take the Move action, if possible. Move until you are standing within 1 Block of a different Enemy, and for this Move, you are immune to the first 2 Opportunity Attacks that would Target you. Count the number of Blocks moved, and receive a bonus to your next minimum Attack Roll equal to the number of Blocks (max 6).  Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Knockback Sweep
| Fortify Command
| Instant 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 2 blocks.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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..
| Once Ended, use Command Stance Basic 5 times to reuse
| {{#simple-tooltip: N/A }}
| Target an Ally within range, the next time they are attacked by an Enemy, apply the Warned Status Effect to that Enemy. Whilst Warned, they must choose: before rolling, attack normally, and have the Marked Status Effect applied to them, or attack with -4 Attack.
|-
|-
| Mounted Evasion
| Guided Prayer
| Instant 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target yourself and increase the Attack and Minimum Attack of your next Basic Attack by +2. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Mounted Lancer
| Heavy Throw
| Instant 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: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.  
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target a Character within Range and Displace them a minimum of 6 blocks and up to 10 in any direction away from you and apply the Prone Status Effect to them on landing. If the Target is an Ally, grant that Ally +3 Defense for their next two Defense Rolls.
|-
|-
| Medical Barrier
| Improvised Attack
| Instant 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: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Twice per Combat, Once per Health Stage
| N/A
| Target an Enemy within Range and roll /dice 1 3. If you roll a 1 or 2, make an Attack at Emote Range with -2 Attack. If you roll a 3, make an Attack at Emote Range with +2 Attack.
|-
|-
| Medical Bolster
| Knockback Sweep
| Instant 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: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
| Once per Combat.
| N/A
| Target one Enemy within Range, Displace them backwards away from you by 10 Blocks. If there are multiple Enemies within Range, you may instead Displace all Characters within Range away from you by 4 Blocks. Additionally, the Character that Impacts with the shortest Block distance traveled, your choice if tied, suffers -1HP Damage.
|-
|-
| Medical Buff
| Medical Bolster
| Instant 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: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat, Only during Health Stage 2/1
| N/A
| Target an Ally within Range and grant them 1 Block Token, whilst they have this Block Token increase that Ally’s Defense by +2. The next time you would take -HP Damage, the Target Ally suffers it instead of you. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Medical Stance Basic Attack.
|-
|-
| Medical Canteen
| Medical Extension
| Instant 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: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Combat
| N/A
| Target an Ally on Health Stage 1 and grant them an additional Basic Attack use without using an Action when they reach 0HP. Additionally, if the Attack is successful, it deals -3HP Damage, if it is unsuccessful, it deals -1HP Damage.
|-
|-
| Medical Rescue
| Medical Rescue
| Instant 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: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat
| N/A
| Target an Ally within Range and displace them to a block adjacent to you. Additionally, grant them 1 Block Token and heal them +1HP. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Medical Stance Basic Attack.
|-
|-
| Medical Resist  
| Medical Resist
| Instant 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: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat
| N/A
| Target Yourself or an Ally on Health Stage 2/1 who has just lost a Defense Roll, reduce the Damage taken by that Ally by -1HP for the next 2 failed Defense Rolls.
|-
|-
| Medical Revive
| Medical Sweep
| Instant 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 2 blocks.}}
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Combat, but only after you have used Medic Stance Basic 5 Times
| N/A
| You move to a non-vertical unoccupied space in Range. This does not provoke Move Reactions, allows you to move through people and heals Allies passed through for +1HP. You can only heal up to 3 Allies using Medical Sweep.
|-
|-
| Nimble Bola
| Nimble Bola
| Instant 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: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Combat
| N/A
| Target an enemy within Range and count the number of blocks between yourselves. If the number of blocks is Even, apply the Prone Status Effect. If the number of blocks is Odd, apply the Snared Status Effect.
|-
|-
| Pinning Throw
| Paladin Armaments
| Instant 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Use Basic Attacks 3 Times to Reuse
| N/A
| Target yourself and switch Paladin Stance, if you were in Blade, switch to Bow, and vice-versa. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Your first Attack after using Paladin Armaments gains +3 Minimum Attack, and +3 Attack.
|-
|-
| Puretek Reload
| Paladin Bulwark
| Instant 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: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
| Twice per Combat, during Health Stage 2/1 Only.
| {{#simple-tooltip: N/A }}
| Paladin Bulwark’s effects differ based on which Paladin Stance is Active. Blade: Target up to 3 Enemies in Melee Range and apply the Warned Status Effect. When Warned, they must Choose: If their next Basic Attack does not Target you, reduce the Damage they would deal by half, if their next Basic Attack Targets you, and all three hit, reduce the damage of the 3rd attack by -2. Bow: Target an Ally within 10 Blocks who uses Melee Basic Attacks, Move to a Block adjacent to them without provoking Move Reactions and moving through people. Additionally, grant them +1 Attack for their next 2 Dice Rolls. This counts as a Movement Technique.
|-
|-
| Ranger Blur
| Paladin Cleanse
| Instant 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: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| To hinder enemies, instantly apply the Blinded Status Effect to an enemy within range. Ranger Blur has a 2 hour cooldown.
| Twice per Combat, during Health Stage 2/1 Only.
| {{#simple-tooltip: N/A }}
| Paladin Cleanse’s effects differ based on which Paladin Stance is Active. Blade: Target an Ally in Melee Range and apply two of the following effects to them: Remove Defense Reductions, Remove one Status Effect or break one Link Applied to them by an Enemy. Bow: Target an Ally in Emote Range apply one of the following effects: Remove one Status Effect or Break one Link applied to them by an Enemy.
|-
|-
| Ranger Cover
| Paladin Cleave
| Instant 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: 2 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Paladin Cleave’s effects differ based on which Paladin Stance is Active. Blade: Apply the Fleeting Status Effect to all Enemies within 2 Blocks, if Fleeting is applied to 2 or more Enemies, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Bow: Target an Enemy within 10 Blocks and apply the Fleeting Status Effect. Additionally, inflict -2 Attack for their next 2 Attack Rolls.
|-
|-
| Ranger Splash
| Paladin Repulse
| Instant 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: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat, Once per Health Stage.
| {{#simple-tooltip: N/A}}
| Paladin Repulse’s effects differ based on which Paladin Stance is Active. Blade: Displace all Enemies within 4 Blocks backward away from you by 6 Blocks. Additionally, if any Enemies Impact, inflict -2 Defense to them for their next Defense Roll. Bow: Displace an Enemy within Emote Range backward away from you by 10 Blocks. Additionally, if they Impact inflict -2 Defense for their next 2 Defense Rolls.
|-
|-
| Ranger Tag
| Paladin Smite
| Instant 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: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat.
| {{#simple-tooltip: N/A }}
| Paladin Smite’s effects differ based on which Paladin Stance is Active. Blade: Target an Enemy with a Block Token within 10 Blocks and make a Basic Attack against them at that Range with +3 Attack. Bow: Target two Enemies with Block Tokens within Emote Range, and adjacent to each other, make an Attack Roll against one of them. Additionally, make an Attack Roll against the other with 2 Attack Maximum (dice 12).
|-
|-
| Ranger Trap
| Paladin Veilbane
| Instant 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: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand.}}
| 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.
| Twice per Combat, Once per Health Stage.
| {{#simple-tooltip: N/A }}
| Paladin Veilbane’s effects differ based on which Paladin Stance is Active. Blade: Target an Enemy within 10 blocks and Move to a block adjacent to them without triggering Move Reactions and moving through people, apply the Silenced Status Effect to the Target for 2 Turns. This counts as a Movement Technique. Bow: Target an Enemy within Range and apply the Silenced Status Effect for 3 Turns, if the Target had just used a Power, also apply the Marked Status Effect. Additionally, when you use your Action to use the Blade version of this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
| Chem Supplier
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| Chem Supplier isn’t active until you reach Health Stage 2/1. When it activates in Health Stage 2, you may refresh a Charge of one of your Chem Point Buy Abilities that is currently used. If you do not refresh a Charge in Health Stage 2, it reactivates in Health Stage 1, allowing you to refresh a Charge of two different Chem Point Buy Abilities instead.
|-
|-
| Ranger Wallop
| Protocol Scout
| Instant 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) }}
| 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.
| Twice per Combat
| {{#simple-tooltip: N/A }}
| Target an Ally within Range, ignoring Line of Sight and consider them always in Range of you and your Abilities and Attacks, regardless of Line of Sight, for your next 2 Turns. Once Protocol Scout Ends, if that Ability is still active, you are no longer considered ‘in Range’ for that Ability (unless you would be normally without Protocol Scout). Protocol Scout does not use your Action.  
|-
|-
| Shield Bunker
| Puretek Reload
| Instant 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Combat, Only during Health Stage 1
| {{#simple-tooltip: N/A }}
| Target yourself and grant an additional usage of any previously used and currently inactive Puretek, Ranger, or Deadeye Point Buy Ability without using an Action.
|-
|-
| Shield Command
| Puretek Roulette
| Instant 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target yourself and roll /dice 1 6, apply an effect based on the number rolled. 1: Do Nothing but refund this Use of Puretek Roulette, 2: Grant yourself +1 Attack for your next two Attack Rolls, 3: Increase your Move by 3 Blocks for your next two Move Actions, 4: Grant yourself 1 Block Token, 5: Reroll your next Defense Roll even if you succeed, 6: Apply the Marked Status Effect to two Enemies in Emote Range.
|-
|-
| Shield Phalanx
| Ranger Cut
| Instant Technique
| Instant Technique
| {{#simple-tooltip: 1 Block | 1 Block range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Thrice per Combat, but only during Health Stage 3/2
| {{#simple-tooltip: N/A }}
| Target a character who is part of a Link but not the original caster, sever one Link affecting them and grant them +2 Attack for their next 2 Attack Rolls. Additionally, if the Target has a Status Effect, apply Marked to the Link Caster.  
|-
|-
| Shield Taunt
| Ranger Entrapment
| Instant Technique
| 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.}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target a Character within Range and apply the Snared Status Effect to them. Additionally, apply the Snared Status Effect to all Enemies within Melee Range of the Target, and deal -1HP Damage to any Enemies who already had the Snared Status Effect. Ranger Entrapment does not Stack.
|-
|-
| Shield Wall
| Ranger Fan
| Instant 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: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target two Enemies in front of you within Range, Displace them away from you by 6 blocks. Additionally, if any of the Targets Impact, apply the Fleeting Status Effect to them.
|-
|-
| Shrug Off
| Ranger Shower
| Instant 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: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Combat
| N/A
| Target an Enemy within Range and make an Attack Roll against them, if successful, make an Attack Roll against a different Enemy within Melee Range of the Target. If both Attacks are successful, apply the Vulnerable Status Effect to both Enemies in addition to the Damage. If only the first Attack is successful, it deals -3HP Damage. You must have at least 3 Enemies within Range to use Ranger Shower.
|-
|-
| Smokescreen
| Ranger Tag
| Instant Technique
| Instant Technique
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Emote | Emote: Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Four Times per Combat, but Twice per Health Stage
| N/A
| Target an enemy within Range and apply the Marked Status Effect to them. Additionally, if any Ally within 3 blocks of the target enemy has the Marked Status Effect, remove it and apply it to a second Enemy within range.
|-
|-
|Tank Rally
| Ranger Viper
| Instant 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: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Twice per Combat, but only Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range and make a Basic Attack against them with +2 Attack and +2 to the Minimum Dice Roll. Additionally, you may make this Attack using an Ally’s Line of Sight for targeting.
|-
|-
| Tank Slam
| Reflecting Strike
| Instant Technique
| 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.}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once Per Combat
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range and make a Basic Attack at Emote Range, if the attack is successful, target another Enemy within two blocks of the first and make a Basic Attack against that Enemy. If only the first Attack is successful, it deals -2HP Damage and inflicts -1 Defense on the Target for their next Defense Roll. If both Attacks are successful, they each deal -1HP Damage.
|-
|-
| Tank Switch
| Ritualist Expulsion
| Instant 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 | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
| Twice per Combat, Once per Health Stage.
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range with a Status Effect, and make a Basic Attack with +1 Attack. After the attack, Displace them backwards away from you by 6 Blocks. Additionally, if they Impact, deal -1HP Damage to them.
|-
|-
| Tank Tremor
| Ritualist Hunt
| Instant Technique
| 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.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target yourself and gain +4 Move Speed to your next Move Action taken. Additionally, for every Opportunity Attack an Enemy takes against you, you gain +2 to Defense against that Opportunity Attack. If the Enemy’s Opportunity Attack hits you, you get to make an Opportunity Attack back with +2 Attack for that roll only.
|-
|-
| Tank Watch
| Ritualist Mirage
| Instant 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: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.  
| Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range and apply the Confused Status Effect to them which lasts for 5 Turns, or until you make a Basic Attack against them, whichever comes first. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Tech Auto
| Ritualist Roots
| Instant 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: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Combat
| N/A
| Target an Enemy within Range and apply the Prone Status Effect. While the Enemy has the Prone Status Effect from Ritualist Roots, you gain +2 Attack against them. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Tech Charge
| Ritualist Slaughter
| Instant 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: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
| Once per Health Stage
| N/A
| Target an Enemy within Range and roll for an Attack Emote twice. If one roll would hit, deal -2HP Damage. If both rolls would hit, deal -2HP Damage and apply the Brittle Status Effect after the Attack Emote. If both rolls would miss, apply the Bloody Status Effect to the Target Enemy for their next two Defense Dice Rolls.
|-
|-
| Tech Exhaust
| Shattering Strike
| Instant 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: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.  
| Twice Per Combat, Once per Health Stage
| N/A
| Target an enemy within Range and apply the Brittle Status Effect. Additionally, Shattering Strike does not use your Action but can only be used after making a Basic Attack.
|-
|-
| Tech Resist
| Shield Bunker
| Instant 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once Per Combat
| N/A
| Target yourself and reduce the Block distance of all Displacements by -4 (never to 0, minimum 2), but your Moves and all Movement Abilities used on you and by you are capped at 4 Blocks for the duration. Shield Bunker lasts until you reach Health Stage 1, and can be ended early.  
|-
|-
| Theft
| Shield Phalanx
| Instant 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: 1 Block | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.  
| Once Per Combat
| N/A
| You create a defensive zone within Range, ignoring LOS, and increasing your and allies’ Defense by +1, and their minimum Defense Roll by +1. If another ally within range has Shield Phalanx, they can activate it without using their Action in response, which can chain to allies further down the line from you. For each person using Shield Phalanx in a chain, increase the bonuses by +1, but never more than +5. Shield Phalanx lasts for the rest of your current Health Stage.  
|-
|-
| Venomous Strikes
| Shield Rumble
| Instant 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: 3 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice Per Combat, but once per Health Stage.  
| N/A
| You slam your shield, which Displaces all Characters within Range backwards and away from you by 4 Blocks. Additionally, if at least 2 enemies Impact, you gain 1 Block Token.  
|-
|-
| Veteran AntiMagi
| Shield Taunt
| Instant 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 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.  
| Once per Health Stage.  
| {{#simple-tooltip: N/A }}
| Target up to 3 enemies within Range, and apply the Warned Status Effect to them. While Warned, they must choose: Target you with an Attack or an Ability, or have the Marked Status Effect applied to them. Warned is removed after either choice. Additionally, set the minimum of your Defense Dice Rolls to 4 against anyone who has the Warned Status Effect. Shield Taunt lasts until all Warned Status Effects applied by Shield Taunt have been removed.  
|-
|-
| Veteran Impurity
| Shrug Off
| Instant 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 2 blocks.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it. }}
| 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.
| Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target yourself and remove a Status Effect of your choice without using an Action, but apply a -2 Attack to your next two Attack Rolls.
|-
|-
| Veteran DemonSpite
| Smokescreen
| Instant 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 2 blocks.}}
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target yourself and become untargetable by Abilities used outside of this Range for the next 3 turns. Additionally, any Basic Attacks targeting you outside of this Range have -2 to the Final Result.
|-
|-
| Veteran Tri-Slash
| Sonata of Justice
| Instant 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 2 blocks.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target an Ally within Range and grant them +2 Attack or Defense to their next 3 Rolls of the chosen Stat. If used as an Intro, this lasts for 4 Rolls instead. If used as an Outro for an Elegy Bardic Point Buy Ability, whilst the Ally has this Stat Increase, grant them +2 Blocks Range for all Move Actions they make, and the first time they Impact because of an Enemy, heal them +1HP.
|-
|-
| Veteran Sentinel
| Sonata of Purity
| Instant Technique
| Instant Technique
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat
| {{#simple-tooltip: N/A }}
| Target yourself or an Ally within Range and remove 1 Status Effect of your choice from the Target. If used as an Intro, increase this Ability’s Range to 10 Blocks. If used as an Outro for an Aria Bardic Point Buy Ability, when you use this on an Ally, additionally Target the Enemy within Emote Range that applied the removed Status Effect and apply the Marked Status Effect if the Target Enemy is on Health Stage 3/2, and apply the Bloody Status Effect if the Target Enemy is on Health Stage 1, which lasts until they leave Health Stage 1.
|-
|-
| Veteran Swiftstrike
| Sonata of Sanctuary
| Instant Technique
| 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.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target an Ally within Range on Health Stage 1 and grant them 1 Block Token. If used as an Intro, Target an Ally on Health Stage 2/1 instead. If used as an Outro for a Sonata Bardic Point Buy Ability, additionally heal yourself and the Target Ally +1HP.
|-
|-
| Veteran Solitude
| Tangle Strike
| Instant 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: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range and apply the Warned Status Effect to them for 2 Turns. While Warned: Remain within 5 Blocks of you, or willingly leave it and have the Fleeting Status Effect applied, and suffer -2 Attack for 3 turns. Multiple instances of Tangle Strike do not stack.
|-
|-
| Weapon Throw
| Tank Sanctuary
| Instant 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: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
| Once per Combat
| N/A
| Tank Sanctuary isn’t active until you take Damage from using Tank Stance’s Basic Attack 5 times. When it activates, you can choose to use it to reduce the Damage taken by yourself and Allies within Range by -1HP for 3 Turns.
|-
|-
|}
| Tank Shove
 
| Instant Technique
==Passive Techniques==
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
{| class="wikitable"
| Once per Health Stage 3/1 only.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| Target an enemy within Range, and Displace them in a straight line away from you by 10 Blocks. If the target Impacts, apply the Marked Status Effect. Additionally, set your Move speed to 4 Blocks for this turn only, or, if you already Moved, reduce the Move speed of your next Move to 4 Blocks.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Breather
| Tank Slam
| 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: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Combat
| {{#simple-tooltip: N/A }}
| You apply the Snared Status Effect to all enemies within Range. Additionally, apply the Fleeting Status Effect to one enemy within Range of your choice.
|-
|-
| Bruiser Agony
| Tech Auto
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target yourself and reduce the Damage you deal with attacks by -1HP, grant yourself +5 to the Minimum of your next 3 rolls. If two of these rolls are successful, apply the Bloody Status Effect to an enemy within Emote Range for 2 turns. Additionally, if your Basic Attack is Replaced by something else when you use this Ability, instead of reducing the Damage you deal, increase the Damage you take from incoming Attacks by -1HP.
|-
|-
| Bruiser Rampage
| Tech Shelter
| 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: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat
| {{#simple-tooltip: N/A }}
| Target an Ally within Range that has just taken -1HP Damage, reduce that Damage to 0 but decrease their Attack by -2 for the next 2 rolls.
|-
|-
| Bulwark
| Theft
| Passive 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: 1 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}  
| 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.  
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target an enemy within Range and roll /dice 1 5. If you roll a 1, and the enemy has a Block Token, remove the Block Token and grant it to yourself, and if the enemy has no Block Token, treat this as rolling a 4. If you roll a 2, choose an Ability that is “Twice or Thrice per Combat” and refresh one of its uses. If you roll a 3, you and the Enemy gain the benefit of a 2 roll. If you roll a 4, reduce the enemy’s next Move action by -3 Blocks, and increase your next Move action by +3 Blocks. If you roll a 5, remove any Attack and Defense Stat increases the enemy has for the next 3 turns, and grant them to yourself for the next 3 turns (they are re-applied when this Ability ends).  
|-
|-
| Careful Fighter
| Venomous Strikes
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}  
| 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.
| Once per Combat.
| N/A
| Target yourself and modify your Attack for the next 4 turns. Whenever you deal Damage to an enemy, you can reduce the Damage by any amount (even to 0), and then reduce the enemy’s Attack or Defense Stat by the amount reduced. This Stat reduction lasts until you Damage the affected enemy without reducing the Damage, until this Ability ends, or until you are KO’d. The same enemy can only have their Stats reduced by a maximum of -3 in each Stat, even by multiple uses of Venomous Strikes.
|-
|-
| Chem Mend
| Veteran Solitude
| 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: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat
| N/A
| Count the number of Allies and Enemies, and apply a different effect of Veteran Solitude depending on the difference between the counted numbers. 0: Target 1 Enemy within Range and set your Minimum Attack or Defense Roll against them to 5, and grant the Enemy the opposite. 1-2: Grant yourself 1 Block Token, and apply the Marked Status Effect to one Enemy within Range. 3-4: Remove up to two Status Effects from yourself and apply 1 Status Effect of your choosing to an Enemy within Range, 5+: Target 3 Enemies in Range, inflict -3 Attack and Defense to all three for their next 3 Rolls.
|-
|-
| Combat Sight
| Veteran Swiftstrike
| Passive 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 2 blocks.}}
| {{#simple-tooltip: 2 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat, Once per Health Stage
| N/A
| Target all Enemies within Range and displace them backward away from you by 4 Blocks. Additionally, target one Enemy displaced by this Ability and move to an unoccupied space adjacent to them without provoking Move Reactions. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Deadeye Overwatch
| Veteran Tri-Slash
| Passive 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: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
| Once per Health Stage, only on Health Stage 3/2
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range and make a Basic Attack against them rolling /dice 1 19, ignoring all current bonuses and penalties, rolling three times and using the Highest Result. If 2 of the Rolls were above 15 without post-roll additions, this attack deals -3HP Damage. If 3 of the Rolls were above 15 without post-roll additions, this attack deals -4HP Damage and applies the Prone Status Effect to the target, and this Attack’s Damage cannot be reduced or ignored in any way.
|-
|-
| Fate’s Wheel
| Warding Prayer
| 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: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat, Once per Health Stage
| N/A
| Target an Enemy within Range, the next time they take the Move Action, or the next time an Enemy adjacent to the Target takes the Move Action, apply the Snared and Fleeting Status Effect to the Target.
|-
|-
| Fleet Footed
| Weapon Throw
| 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: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes.}}
| 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.
| Thrice Per Combat, Once per Health Stage
| N/A
| Target an enemy within Range and make a Basic Attack at Emote Range, but with -2 Attack.  
|-
| Flexible Maneuver
| Passive Technique
| {{#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 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
| {{#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 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.
| {{#simple-tooltip: N/A }}
|-
| Mounted Trooper
| Passive 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.}}
| 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
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To protect oneself from the occult, automatically activate when an Attuned or Occult character applies a Status Effect to the user, without using an Action. Remove that Status Effect, and gain +1 Attack Stat (breaks cap up to 11) for the next Attack roll against Target Attuned/Occult. Puretek Blessing has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| 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 }}
|-
| Shield Cover
| 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 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.
| {{#simple-tooltip: N/A }}
|-
| Status Endure
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| When the user has a Status Effect 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
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| 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==
===Counter Techniques===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! 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
|-
| Tech Livewire
| 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 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==
{| 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
| Bruiser Parry
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Combat
| {{#simple-tooltip: N/A }}
| You can only use this when an Enemy using Ranger or Deadeye Stance makes a successful Attack against you, reduce the Damage taken from that Attack by -1HP. Additionally, apply the Brittle Status Effect to the Enemy within Emote Range that attacked you.
|-
| 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
|-
|-
| Cheap Shot
| Bruiser Riposte
| Counter 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 2 blocks.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Twice per Combat, Once per Health Stage
| N/A
| You can only use this when an Enemy with the Brittle Status Effect makes a successful Melee Attack against you, without using an Action, reduce the Damage taken from that attack by -1HP. Additionally, deal -1HP Damage to the Enemy that attacked you and remove the Brittle Status Effect from them.
|-
|-
| Chem Bang
| Chem Bang
| Counter 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: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat
| N/A
| You can only use this when an Enemy in Range would use a Movement Ability, reduce the range of that Movement Ability by 7 Blocks. Additionally, if the Enemy was Mounted, they cannot gain increased Move Range for 2 Moves after this effect.
|-
|-
| Chem Purge
| Chem Purge
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self Range | 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.  
| Twice per Combat, Once per Health Stage
| N/A
| You can only use Chem Purge when you have a Status Effect applied by an Enemy, remove all Status Effects. Additionally, set your Maximum Defense Roll to 6 (cannot be raised) for a number of Defense Rolls equal to the number of Status Effects removed. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Close Save
| Close Save
| Counter Technique
| Counter Technique
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Combat
| N/A
| You can only use this when an ally is targeted by a Basic Attack or an Ability that does -HP damage. Instead of the ally taking Damage, you become the Target and take Damage equal to half the original Damage, rounded up. Close Save only works if you can be a valid Target for the Attack/Ability. Multiple instances of Close Save, even from different people, don’t stack with each other.
|-
|-
| Cutthroat Backstab
| Cutthroat Mirror
| Counter Technique
| Counter Technique
| Melee Range
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice Per Combat, but once per Health Stage.
| {{#simple-tooltip: N/A }}
| You can only use this when an Enemy applies a Status Effect to you. When gaining a Status Effect, apply the Warned Status Effect to the Enemy who targeted you. They must choose to either suffer the same Status Effect for the same duration or suffer -2 Attack for their next 3 Attack Dice Rolls. Cutthroat Mirror does not use an Action.
|-
|-
| Cutthroat Reversal
| Dirty Fighter
| Counter Technique
| Counter Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand.}}
| 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.
| Once per Combat
| {{#simple-tooltip: N/A }}
| You can only use this when an enemy is within Range. Apply the Confused Status Effect to them for 2 turns. Additionally, if the target is within 2 Blocks of you, apply a -2 Defense Reduction for their next two Defense Rolls. Multiple instances of Dirty Fighter, even from different people, don’t stack with each other.
|-
|-
| Deadeye Crit
| Engineer Reinforce
| 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: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| You can only use this when an enemy would Displace an Ally adjacent to your Turret, reduce the distance the Ally is displaced by -4 Blocks. Additionally, you can consume 1 Block Token to apply the Marked and Snared Status Effects to whomever displaced that Ally.
|-
|-
| Deadeye Doubletap
| Feeble Prayer
| 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: 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 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.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| You can only use this when an Enemy Targets you with a Technique. Reduce the Duration, Damage, and Displacement Distance of that Power on you by half rounded up. Additionally, apply the Weakened Status Effect for 2 Turns to the Enemy that used the Technique on you.
|-
| Deadeye Puffshot
| Counter Technique
| {{#simple-tooltip: 7 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Degrading Command
| Hushed Prayer
| 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: 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 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.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| You can only use this when an Enemy Targets you with a Power. Reduce the Duration, Damage, and Displacement Distance of that Power on you by half rounded up. Additionally, apply the Silenced Status Effect for 2 Turns to the Enemy that used the Power on you.
|-
|-
| Dirty Fighter
| Interception
| Counter Technique
| Counter 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: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.  
| Twice per Combat, Once per Health Stage
| N/A
| You can only use this when an Ally within Range is targeted by a Basic Attack. This forces you to be the Target instead. Additionally, if you take damage, gain Defense for your next two Defense Rolls equal to double the damage you took.
|-
|-
| Faithwall Prayer
| Kneeling Prayer
| 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: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Twice per Combat
| N/A
| You can only use this when an Enemy would Damage you with a Basic Attack. Reduce the Damage you would take by -1HP. Additionally, apply the Prone Status Effect to yourself, and you may only remove it by spending your Action, or using an Ability that removes Status Effects.
|-
|-
|Interception
| Magebane Strike
| Counter Technique
| Counter 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: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat, but only Once per Health Stage
| {{#simple-tooltip: N/A }}
| You can only use this when an Enemy uses an Instant or Movement Power within Range. If used in reaction to an Enemy’s Instant Power, apply the Silenced Status Effect to them for 2 turns. If used in reaction to an Enemy’s Movement Power, grant yourself +4 Move Speed for your next Move.
|-
|-
| Kneeling Prayer
| Paladin Guard
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Twice per Combat, during Health Stage 3/2 Only.
| N/A
| Paladin Guard’s effects differ based on which Paladin Stance is Active. Blade: You can only use this when you would take Damage from a Ranged Basic Attack, reduce the Damage you would take by -1HP, and make a Basic Attack against an Enemy in Melee Range that deals -1HP Damage if it hits. Bow: You can only use this when an Ally within Emote Range would be Targeted for a Basic Attack, obscure their Line of Sight and prevent them from being Targeted for 1 Turn, but allow the Attacker to change Targets afterward. Additionally, choose one Enemy adjacent to Target Ally, Target them and apply the Blinded Status for 2 turns.
|-
|-
| Puretek Antimagi
| Puretek Evade
| 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: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
| Once per Combat
| N/A
| You can only use this ability when you are targeted for a Basic Attack by an Occult Enemy within range. You automatically succeed in the Defense Roll for that attack, and Displace yourself up to 10 blocks away from the enemy in a cardinal direction. Additionally, at the end of the displacement, apply the Vulnerable Status Effect to yourself.
|-
|-
| Puretek Sanction
| Puretek Sanction
| 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: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Combat
| {{#simple-tooltip: N/A }}
| You can only use this when an Occult Enemy targets you or an Ally with a Power, apply the Warned Status Effect to that Enemy. Whilst Warned, if the Target uses a Power in their next Action, inflict -2HP Damage to them, if they do not, apply the Silenced Status Effect for 2 turns. Multiple instances of Puretek Sanction do not stack.
|-
|-
| Puretek Wrath
| Puretek Wrath
| 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: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes.}}
| 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.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| You can only use this when an Occult Enemy Damages you with a Basic Attack, apply the Vulnerable Status Effect to them and decrease their next Move by 4 Blocks.
|-
|-
| Ranger Bola
| Sharp Reflexes
| 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: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Twice per Combat
| {{#simple-tooltip: N/A }}
| You can only use this when you are Targeted by a Basic Attack. Sharp Reflexes must be declared before the Defense Roll, which adds +5 to the Final Result of your Defense Roll. This does not take an Action, but cannot be used twice on the same Roll.
|-
|-
| Ranger Cut
| Shield Reversal
| 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: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
| Once per Combat, but only during Health Stage 2/1.
| {{#simple-tooltip: N/A }}
| You can only use this when an enemy uses a Movement Ability and ends their Move within Range. Once their Ability has resolved, Displace them 8 Blocks in any direction, except the direction they just came from.  
|-
|-
| Rebound
| Shield Snare
| 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: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Health Stage.
| {{#simple-tooltip: N/A }}
| You can only use this when an enemy would hit you with a Ranged Attack. If Ranger Stance or any other type of Ranged Attack, reduce the Damage to 0, if Deadeye Stance, reduce by -1HP. Additionally, Target an enemy within Range, and choose: Displace them away from you by 4 Blocks, or make a Ranged Attack that only deals -1HP if it hits.
|-
|-
| Resist Command
| Steady Body
| 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: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Twice per Combat, but once per Health Stage 3/2
| {{#simple-tooltip: N/A }}
| You can only use this when an Enemy would Displace you. Reduce that displacement by 8 Blocks. Any additional effects of the Ability that would have Displaced you still happen. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Sinistral Sealing
| Substitute
| Counter 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: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Health Stage, only during Health Stage 2/1.
| N/A
| You can only use this when an enemy targets you with an Instant Technique. Target an Ally within Range to become the Target instead, additionally Displace yourself to a block Adjacent the Target Ally and grant them immunity to the next Displacement targeting them.  
|-
|-
| Sharp Reflexes
| Tank Block
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Health Stage.
| N/A
| You can only use this when an enemy hits you with a Melee Attack. Reduce the Damage by -1HP, without using your Action. Multiple instances of Tank Block, even from different sources, don’t stack with each other.  
|-
|-
| Shield Block
| Tank Hero
| 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: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Health Stage, only during Health Stage 3/2.
| {{#simple-tooltip: N/A }}
| You can only use this when an Ally within Range is Targeted by an Ability. You become the Target of the Ability instead, unless this would cause that Ability to do nothing. If the Enemy is within Range of Tank Hero, apply the Fleeting Status Effect to them. If they’re outside of the Range, instead apply the Marked Status Effect.  
|-
|-
| Shield Deflect
| Tank Watch
| Counter 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 2 blocks.}}
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice Per Combat, but once per Health Stage.
| {{#simple-tooltip: N/A }}
| You can only use this when an Enemy uses a Movement Ability that Targets you, or an Ally within Range. Reduce the distance moved by -6 Blocks, and apply the Prone Status Effect to them at the end of their Move. Tank Watch does not use your Action.  
|-
|-
| Shield Snare
| Technique 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.}}
| To catch an enemy's arrow or avoid their bullet, use this ability as a reaction to an enemy's Ranged Attack from Ranger or Deadeye Stance that would hit the user. If Ranger Stance, reduce the Damage to 0, if Deadeye Stance, -1HP. Additionally, force an Attack Roll against the enemy's Defense. If successful, throw the enemy's attack back at them, but only for 1HP damage. Shield Snare can be used out of turn, but does consume an Action. Shield Snare has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Steady Body
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| Once per Combat
| N/A
| You can only use this when you would be affected by an Instant or Movement Technique from Melee, Bruiser, Veteran, or Cutthroat Point Buy, ignore all effects from that ability on yourself, including refunded Basic Attacks. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Tangle Strike
| Veteran Antimagi
| Counter 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 2 blocks.}}
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Combat
| N/A
| Before you have used Veteran Antimagi, you gain +1 Attack. You can only use this when an Enemy within Range uses an Ability from Arcane Point Buy, without using an Action, target them and apply the Silenced Status Effect for 3 turns. When the Silenced Status Effect ends, set your Minimum Attack Roll against the Target to 5 for your next Attack.
|-
|-
| Tech Assimilate
| Veteran Impurity
| 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: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Combat
| N/A
| Before you have used Veteran Impurity, you gain +1 Defense. You can only use this when an Enemy within Range uses an Ability from Puretek Point Buy, without using an Action, target them and apply the Weakened Status Effect for 3 turns. When the Weakened Status Effect ends, inflict -2 Attack or Defense to them for their next 2 Rolls.
|-
| Technique 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.}}
| 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Veteran Parry
| Veteran Parry
| Counter Technique
| Counter 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.}}
| {{#simple-tooltip: 2 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat
| {{#simple-tooltip: N/A }}
| You can only use this when an Enemy within Range uses a Basic Attack or a Technique, Target them and apply different effects depending on what was used. Basic Attack: Increase your Minimum Defense by +3 for your next 2 Rolls, Technique: Inflict the Fleeting Status Effect to the Target Enemy.
|-
|-
|}
|}


==Movement Techniques==
===Movement Techniques===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
|-
| Brawl Stampede
| Bruiser Slam
| Movement 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 anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Combat
| N/A
| You move to an empty space adjacent to Target Enemy without provoking Move Reactions and allowing you to move through people. Additionally, if the Target has Block Tokens, break one and apply the Brittle Status Effect. If the Target does not have Block Tokens, apply the Snared Status Effect instead.
|-
| Cavalry Buck
| Movement Technique
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Combat
| Target an Enemy within Range and displace them backward away from you by 4 Blocks, additionally apply the Prone Status Effect.
|-
| Cavalry Charge
| Movement Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| You and any other Riders move to an unoccupied block within Range without provoking Move Reactions and Moving through people. Additionally, apply the Prone Status Effect to up to 2 Enemies passed through with this Ability, and if there is an Enemy within Melee Range of the block you move to. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Bruiser Slam
| Cavalry Ram
| Movement 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: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| You move to an unoccupied block within Range without provoking Move Reactions but not moving through people. Additionally, Target an Enemy within Melee Range of your destination and Displace them backward away from you by 6 Blocks, if they Impact, gain +2 Attack for your next Attack against that Target.
|-
|-
| Building Scale
| Cavalry Retreat
| Movement 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 2 blocks.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Combat
| N/A
| You and any other Riders move to an unoccupied block within Range without provoking Move Reactions and Moving through people. Additionally, Target an Ally within Melee Range and take them with you without using the Target Ally’s Move.
|-
|-
| Cutthroat Dodge
| Cavalry Roar
| Movement Technique
| Movement Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target yourself and up to two Allies who are Mounted within Range and grant them +2 Attack for their next 2 Attack Rolls, this bonus is doubled if those Targets Move more than 8 Blocks before making their next 2 Attacks. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Multiple instances of Cavalry Roar, even from different sources, do not stack.
|-
|-
| Cutthroat Tears
| Cavalry Trooper
| Movement 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 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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.
| Triggers Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| You always block line of sight for enemies within 5 Blocks. Additionally, if you trigger an Opportunity Attack, you may make an Attack against that Enemy without using an Action, with +2 Attack.
|-
|-
| Diving Tackle
| Diving Tackle
| Movement 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 anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Combat
| N/A
| You move to an empty space within range without provoking Move Reactions and allows you to move through people. Additionally, if you end your move in a space adjacent to an Enemy, choose: apply the Prone Status Effect to yourself and that Enemy, or, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Mounted Getaway
| Ranger Evade
| Movement 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.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once Per Combat
| {{#simple-tooltip: N/A }}
| You can only use this when you are Targeted by a Melee Basic Attack. If that attack succeeds, Displace the Enemy backwards and away from you by 4 blocks. If that attack fails, grant yourself +2 Defense to your next 2 Defense Dice Rolls. In either case, after the Attack, Move in any direction up to 10 Blocks, moving through people and without triggering Move Reactions.
|-
|-
| Hook Shot
| Ritualist Exchange
| Movement 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 anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target an Ally within Range and swap places with them, neither of you provoke Opportunity Attacks and both of you can move through people, this uses the Target Ally’s Move Action. Additionally, apply the Weakened or Silenced Status Effect for 2 Turns to up to 2 Enemies within Melee Range of you after the swap.
|-
|-
| Puretek Evade
| Ritualist Surge
| Movement 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 2 blocks.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.  
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Move in a straight line as far as you can in cardinal direction. When you stop moving, either by reaching the maximum Range, or by meeting an obstruction, count the number of blocks moved and apply effects based on the distance traveled, stacking. 1-2 Blocks: This Movement does not trigger Opportunity Attacks. 3-4 Blocks: You may make a Basic Attack on an Enemy in Melee Range without using an Action, with +1 Attack. 5-8 Blocks: Gain an additional +1 Attack and +1 Minimum Attack to the Basic Attack. 9-10: Apply the Snared and Vulnerable Status Effects to the Enemy you Basic Attack, even if you miss.
|-
|-
| Shield Slam
| Shield Slam
| Movement Technique
| 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.}}
| {{#simple-tooltip: 10 Blocks | X Blocks: X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Once per Combat.
| {{#simple-tooltip: N/A }}
| You Move to an unoccupied space in range, optionally moving through people without triggering Opportunity Attacks. Additionally, when you stop Moving, Target anyone in Melee Range and Displace them away from you 6 blocks. If they Impact, apply the Prone Status Effect.  
|-
| Stampede
| Movement Technique
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| Target an Enemy within Range and Displace both yourself and the target 10 blocks in any direction. Additionally, if they Impact, apply the Vulnerable Status Effect to the target, and you cannot use Movement Abilities for 2 Turns.
|-
|-
| Tank Charge
| Tank Rush
| Movement 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 anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| You Move to an unoccupied space adjacent to target Ally within Range. This does not provoke Move Reactions, and allows you to Move through people. If you Move through an enemy, Displace them away from you to the left or right (user choice) by 4 blocks. Additionally, if you moved 5+ Blocks, when you end your move, grant a Block Token to the Targeted Ally.  
|-
|-
| Tank Hero
| Tech Exchange
| Movement 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 anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat
| {{#simple-tooltip: N/A }}
| Target an Ally within Range and swap places with them without consent. This doesn’t trigger Move Reactions, but any Attacks/Abilities on you and your ally must resolve before the swap finishes.
|-
|-
| Tank Rush
| Tech Thruster
| Movement 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 anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| You move to a non-vertical unoccupied space in range without provoking Move Reactions, and allowing you to move through people. Additionally, you may Target an Ally in Melee Range and move them with you, this does not use their Move. This does not use an Action if you use your Action to use a Tech or Engineering Point Buy Ability.  
|-
|-
| Tech Exchange
| Veteran Banishment
| Movement 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 anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.
| Twice per Combat, Once per Health Stage
| N/A
| Before you have used Veteran Banishment, you gain +1 to your Minimum Attack Roll. Target a Conjuration or Turret within Range and Move to an unoccupied block adjacent to it. If you Target a Conjuration, destroy it, and apply the Confused Status Effect to the Target Conjurer within Emote Range for 2 Turns. If you Target a Turret, re-place the Turret anywhere you choose horizontally within 6 blocks of its original location, and apply the Blinded Status Effect to the Target Engineer within Emote Range for 2 Turns.
|-
|-
|}
|}


 
===Link Technique===
==Mount Techniques==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
|-
| Carriage Summon
| Cutthroat Tether
| Mount Technique
| Link 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: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Combat
| N/A
| Target an Ally within Range and apply a Link to them that allows you to instantly Move to an unoccupied block adjacent to them without provoking Move Reactions and moving through people. Additionally, apply the Prone Status Effect to the first Enemy you move through, and apply the Fleeting Status Effect to yourself after Moving. Cutthroat Tether ends after you have moved adjacent to the Linked Ally once.
|-
| Engineer Connect
| Link Technique
| {{#simple-tooltip: Emote | Emote Range: Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target an Ally within Emote Range, apply a Link to them that grants you a Block Token every time that Ally breaks a Block Token, and grant that Ally +2 Defense for 2 Dice Rolls. Engineer Connect lasts until broken or you reach Health Stage 1. When it ends, give the Linked Ally 1 Block Token.
|-
| Exchange Command
| Link Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target two Allies within Range and apply a Link to them. Whenever a Status Effect would be applied to one of them, without using an Action, you may choose to apply it to the other Linked Ally instead, except in cases if that Status Effect would do nothing to the other Ally. Additionally, if you transfer 4 unique Status Effects in this way, break the Links and grant both Linked Allies immunity to Status Effects for 3 turns. This ability ends if one of the Links are broken. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Command Stance Basic Attack on both Allies, granting one Ally the Defense Bonus, and the other the Attack Bonus.
|-
| Medical Revive
| Link Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Combat
| Target an Ally at 0HP within range and Revive them back at 4HP. Additionally, apply a Link Technique and Bloody Status Effect on them. If the Link Technique breaks, deal -3HP Damage to the Ally. The Link Technique also breaks if they leave Range from you. Multiple instances of a Revive Ability, even from different people, don’t stack with each other.
|-
| Overwhelm Command
| Link Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target an Ally and apply a Link to them that allows the first Ability they use per turn to not use their Action if that Ally has 0 Allies and 2+ Enemies within 4 blocks. The effects of Overwhelm Command are suspended but not canceled if these requirements are not satisfied. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Command Stance Basic Attack.
|-
| Puretek Burn
| Link Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| Target an Occult Character within range and apply a Link to them for 4 turns that deals -1HP Damage to them when they use a Power. After this has dealt 2HP Damage, break the Link and inflict the Silenced Status Effect to the target for 2 turns. If Puretek Burn does not deal -2HP Damage to the Target within 5 turns, inflict the Weakened Status Effect on yourself for 2 turns. Multiple instances of Puretek Burn do not stack.
|-
| Pursuit Command
| Link Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| You can only use this ability when an enemy uses a Movement Ability to leave Melee Range of an Ally. Without using an Action, apply a Link to that Ally that grants +4 Blocks Range on their Move Actions and +3 Attack. This Ability ends if that Ally makes two successful attacks against that enemy, or attempts to attack a different enemy.
|-
| Spiteful Command
| Link Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Health Stage, but only during Health Stage 3/2
| You can only use this ability when an Enemy breaks one of your Links. Target that Enemy and apply a Link to them that inflicts -2 Attack for 4 Turns. Additionally, If this Link lasts all 4 turns without being broken, apply the Bloody Status Effect to the Linked Enemy. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Command Stance Basic Attack.
|-
| Tech Bungee
| Link Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat
| Target an Ally within range and apply a Link to them that pulls them to a block adjacent to you if they would be Displaced more than 6 blocks away from you in any direction. This link breaks if the Ally Moves more than 10 blocks away from you.
|-
|-
| Cavalry Summon
| Tech Livewire
| Mount Technique
| Link 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: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Combat
| N/A
| Target a Character within Range and apply a Link to them that gets more powerful depending on the number of Links active on them. If used on an Ally, grant +1 Attack and Move Speed per Link affecting them. If used on an Enemy, inflict -1 Attack and Move Speed per Link affecting them. Tech Livewire breaks automatically after 4 Turns.
|-
|-
|}
|}


==Stance Techniques==
===Stance===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
| Arcane Blade
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes once Ended
| You can enter Arcane Blade without using an Action, but ending it requires one. Arcane Blade confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. When you use an Ability from Arcane Point Buy, set the Minimum of your next Attack Roll to 2, if you have a minimum of 9 Points in Magic, set it to 4 instead. Additionally, when you would change from one Health Stage to another, your next Basic Attack rolls /dice 0 20, ignoring all current bonuses and penalties.  If you roll a 0 or a 20, displace the target backwards and away from you by 6 blocks, and apply the Brittle Status Effect. Arcane Blade counts as Bruiser Stance for the purpose of Enemy Abilities. Arcane Blade has an indefinite duration, until ended by you, or until combat is over.
|-
| Arcane Bolts
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes, once ended
| You can enter Arcane Bolts without using an Action, but ending it requires one. Arcane Bolts confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. When you use an Ability from Arcane Point Buy, set the Minimum of your next Attack Roll to 2, if you have a minimum of 9 Points in Magic, set it to 4 instead. Arcane Bolts counts as Ranger Stance for the purpose of Enemy Abilities. Arcane Bolts has an indefinite duration, until ended by you, or until combat is over.
|-
| Arcane Medic
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes, once ended
| You can enter Arcane Medic without using an Action, but exiting it requires one. You cannot enter Arcane Medic at Health Stage 2/1. Arcane Medic confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy, Shielding Point Buy. You cannot deal Damage to Enemies through Attacks or Abilities. Your Basic Attack is Replaced, allowing you to target a Character within Melee Range and roll /dice 1 4, where anything above a 1 is a success, to heal the target +1HP. Additionally, if the Target is already at their Maximum HP, a success instead heals yourself +1HP. Additionally, after you use an Arcane Point Buy Ability, you succeed your Dice Roll done with Arcane Medic’s Basic Attack. Arcane Medic has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|-
| Arcane Tank
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes, once ended
| You can enter Arcane Tank without using an Action, but exiting it requires one. Arcane Tank confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy. Your Defense from Proficiencies is 7, not 5. You cannot have the Brittle Status Effect applied to you. You cannot deal Damage to Enemies through Attacks or Abilities, your Basic Attack is Replaced and Targets Allies in Melee Range. When you use this on an Ally, or up to 2 Allies, the next time they would be Targeted for a Basic Attack, you become the Target instead, and if you fail the Defense Roll, reduce the Damage you take by -1HP (never to 0). Additionally, after you use an Arcane Point Buy Ability, you succeed your next Defense Dice Roll done with Arcane Tank’s Basic Attack. Arcane Tank has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Bruiser Stance
| Bruiser Stance
| Stance Technique
| Stance
| {{#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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| 20 Minutes once Ended
| {{#simple-tooltip: N/A }}
| You can enter Bruiser Stance without using an Action, but ending it requires one. Bruiser Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. Stat Reductions that would affect your Attack affect your Defense instead. Additionally, if the Damage of your Attacks would be reduced or ignored by anything, you gain +1 Attack for your next Attack Emote. Bruiser Stance has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Chem Bolts
| Chem Bolts
| Stance Technique
| Stance  
| {{#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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| 20 Minutes once Ended
| {{#simple-tooltip: N/A }}
|You can enter Chem Bolts without using an Action, but exiting it requires one. Chem Bolts confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. Additionally, when you use a Chem Point Buy Ability except Chem Bolts, the Minimum of your next Attack Roll is increased by +2. This counts as Ranger Stance for the purpose of other Abilities. Chem Bolts has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.  
|-
|-
| Command Stance
| Command Stance
| Stance Technique
| Stance
| {{#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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| 20 Minutes once Ended.
| {{#simple-tooltip: N/A }}
| You can enter Command Stance without using an Action, but exiting it requires one. Command Stance confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Link Abilities used by you are Viewing Range instead of Emote Range. Your Basic Attack is Replaced, and can now Target Allies within Emote Range. When you use this on an Ally, increase the Minimum of their next Attack or Defense Roll by +5. Command Stance has an infinite duration, until ended by you, or Combat is over.
|-
| Conjurer Stance
| Stance
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 20 Minutes once Ended
| You can enter Conjurer Stance without using an Action, but exiting it requires one. Conjurer Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. You may place one Conjuration upon entering Conjurer Stance, but can only place 3 Max at once. Conjurations cannot move, but any Ability that allows you to place a Conjuration allows you to move one that already exists instead. Conjurations do not have Opportunity Attacks, can be walked through, count for Impact as a player would, and Abilities with Melee Range can be cast through one of your Conjurations. But, if a Conjuration is removed and re-placed, any Abilities cast through it are also removed. Additionally, if you make an Attack against an Enemy whilst you or the Enemy is Adjacent to one of your Conjurations, gain +1 Attack for each Adjacent Conjuration. Destroy all Conjurations when you exit Conjurer Stance.
|-
|-
| Cutthroat Stance
| Cutthroat Stance
| Stance Technique
| Stance
| Self
| {{#simple-tooltip:Self| Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| 20 minutes, once ended
| {{#simple-tooltip: N/A }}
| You can enter Cutthroat Stance without using an Action, but exiting it requires one. Cutthroat Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. If an Enemy removes a Status Effect that you applied in any way other than having it trigger or remove itself, you gain +2 Attack for your next Attack Roll against whomever removed it. Cutthroat Stance has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Deadeye Stance
| Deadeye Stance
| Stance Technique
| Stance
| {{#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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| 20 Minutes, once ended
| {{#simple-tooltip: N/A }}
| You can enter Deadeye Stance without using an Action, but ending it requires one. Deadeye Stance confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your max Attack is 10 (dice 20). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 4. Deadeye Stance has an indefinite duration, until ended by you, or until combat is over.
|-
| Divine Stance
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| During Paladin Stance, the user cannot use any Abilities from the following categories: Roguery Point Buy. While in Combat, the user treats all Enemies who are not of the same Religion as the user as Heretics, which alters their Paladin Point Buy Abilities. Afflicted Characters and Atheists are always considered Heretics, regardless of Religion. When the user reaches 4 HP, all Enemies, regardless of Religion, are considered Heretics. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.  
| N/A
|-
|-
| Hex Stance
| Engineer Stance
| Stance Technique
| Stance
| {{#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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| 20 Minutes, once ended
| N/A
| You can enter Engineer Stance without using an Action, but ending it requires one. Engineer Stance confers the following benefits and limitations: You cannot use Abilities from Training Point Buy. You have no cap on Block Tokens, and Block Tokens no longer trigger to reduce Damage taken, and cannot be removed by other players by any means, instead being consumed for Engineering Point Buy Abilities. You Summon a Turret adjacent to where you are standing when entering Engineer Stance, and if you take the move action when standing adjacent to your Turret, you may move it with you, but limit that Move to 4 blocks. Engineer Stance has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Magic Bolts
| Medical Stance
| Stance Technique
| Stance
| {{#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 anyone you can realistically touch within 1-2 blocks of you, including yourself.}}
| 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. 
| 20 Minutes once Ended
| {{#simple-tooltip: N/A }}
| You can enter Medical Stance without using an Action, but exiting it requires one. You cannot enter Medical Stance on Health Stage 2/1. Medical Stance confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Your Basic Attack is Replaced, allowing you to target a Character within Melee Range and roll /dice 1 4, where anything above a 1 is a success, to heal the target +1HP. Additionally, if the Target is already at their Maximum HP, a success instead heals yourself +1HP. Medical Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|-
|-
| Medical Stance
| Paladin Stance
| Stance Technique
| Stance
| {{#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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| 20 Minutes once Ended
| {{#simple-tooltip: N/A }}
| You can enter Paladin Stance without using an Action, but exiting it requires one. When entering Paladin Stance, choose Blade or Bow. Paladin Stance confers the following benefits and limitations depending on which was chosen. Blade: You cannot use Abilities from Tech or Training Point Buy, Bow: You cannot use Abilities from Melee or Shielding Point Buy. When you choose Bow, you gain: Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19).  When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. This counts as Ranger Stance for the purpose of enemy Abilities. Paladin Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.  
|-
|-
| Ranger Stance
| Ranger Stance
| Stance Technique
| Stance
| {{#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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| 20 Minutes, once ended
| {{#simple-tooltip: N/A }}
| You can enter Ranger Stance without using an Action, but ending it requires one. Ranger Stance confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. Ranger Stance has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Shaman Stance
| Ritualist Stance
| Stance Technique
| Stance
| {{#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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| 20 Minutes once Ended
| N/A
| You can enter Ritualist Stance without using an Action, but exiting it requires one. Ritualist Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. Your Melee Range for Attack Emotes & Abilities are reduced to 1 Block Range. Your Emote Range Abilities are reduced to 15 Block Range. Ritualist Stance gains +2 to Minimum Attack Rolls. Ritualist Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.  
|-
|-
| Tank Stance
| Tank Stance
| Stance Technique
| Stance
| {{#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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.}
| 20 Minutes, once ended
| {{#simple-tooltip: N/A }}
| You can enter Tank Stance without using an Action, but ending it requires one. Tank Stance confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy. Your Defense Stat from Proficiencies is 7, not 5. You cannot have the Brittle Status Effect applied to you. You cannot deal Damage to Enemies through Attacks or Abilities, your Basic Attack is Replaced and Targets Allies in Melee Range. When you use this on an Ally, or up to 2 Allies, the next time they would be Targeted for a Basic Attack, you become the Target instead, and if you fail the Defense Roll, reduce the Damage you take by -1HP (never to 0). Tank Stance has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Veteran Stance
| Veteran Stance
| Stance Technique
| Stance
| {{#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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
| 20 Minutes once Ended
| {{#simple-tooltip: N/A }}
| You can enter Veteran Stance without using an Action, but ending it requires one. Veteran Stance confers the following benefits and limitations: You cannot use Abilities from Arcane Point Buy. Any Stat Reduction greater than -1 that would affect you is reduced by -1. Additionally, Once per Combat, you may set the Range of any X Block Range Veteran Point Buy Ability to 6 Blocks. Veteran Stance has an indefinite duration, until ended by you, or until combat is over.
|-
|-
|}
|}
==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.
===Passive Power===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
|-
| Aelrrigan Formation
| Arcane Aura
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Aelrrigan Mercenary Company Custom Ability. The user gains +1 Attack Stat or +1 Defense Stat (breaks cap up to 11/9). Whenever a Magic Point Buy, or Faith Point Buy (excl Prayer) Ability is used on the user by an enemy, double this bonus for their next turn only. Whenever a Magic Point Buy, or Faith Point Buy (excl Prayer) Ability used on the user by an Ally, grant the unchosen bonus, doubled, (ex. if +attack, grant defense) for their next turn only. No Cooldown.
| N/A
|-
| Liberation Martyr
| Counter 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.}}
| Asha Liberation Front Mercenary Company Custom Ability. As a reaction to an ally within 10 Blocks being targeted by a melee attack, the user dashes to land on any adjacent block, ignoring Move Reactions. The user becomes the target of the attack instead, and gains +2 to the minimum result of their Defense Roll. If the ally was an Asha, Half Asha, or Khama Worshipper the user instead gains +5 to the minimum, and applies the Brittle Status Effect to the attacking enemy. 1 Hour.
| N/A
|-
| Callelassa Wardens
| Passive 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Callelassa Mercenary Company Custom Ability. The user has a custom made weapon (ranged or melee, but not guns) or shield/armor piece in the image of their favored Estelley God The user gains +1 Attack or Defense (breaks cap 11/9), which increases to +2 if there are at least 3 other characters with this Ability in the same scene. If 8 Different Estelley Gods are represented by this Ability in the same Scene, grant Attack and Defense, and double this Ability’s bonuses. No Cooldown.
| Once per Combat
| N/A
| Arcane Aura isn’t active until you are given the Prone, Fleeting, or Snared Status Effect. When it activates, you can remove the Status Effect and instead grant yourself +4 Blocks Move Speed on your next Move.
|-
|-
| Damh-Mara Heroics
|}
| Instant Technique
===Instant Powers===
| {{#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.}}
{| class="wikitable"
| Damh-Mara Mercenary Company Custom Ability. The user targets an ally within Melee range, and heals them for +1 HP. If the ally’s life total would be less than or equal to 5 afterwards, also grant them a block token. If the Ally’s life total would be six or more afterwards, also remove a Status Effect from the ally (most recently applied, if multiple). 1 Hour Cooldown.
! Name
| N/A
! Type
! Range
! Cooldown
! Description
|-
|-
| Damh-Mara Companion
| Arcane Apotheosis
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Damh-Mara Mercenary Company Heroic Custom Ability. Damh-Mara has earned the temporary trust and favor of a yellow Draconet. This Ability cannot be used unless 3 or more characters have it in a scene. When an Enemy uses an Ability that Negates, Reduces, or Distributes Damage from the user, the Draconet’s keen senses and presence hinders this, without using an Action. The user deals an extra -1HP, regardless of reduction ( -1 if reduced to 0, -2 if reduced to 1, etc).  
| Once per Combat
| N/A
| Target yourself and apply the Silenced Status Effect for 5 turns. If this Silenced Status Effect is not removed after those 5 turns, grant yourself +3 to Attack or Defense, and +2 to the other, for the rest of your current Health Stage. Additionally, whilst Silenced by Arcane Apotheosis, gain +1 Attack and Defense.
|-
|-
| Lothar Formation
| Arcane Cleanse
| Passive 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.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Lothar Mercenary Company Custom Ability. For each character in a straight line next to another character with this Ability, everyone in the line with this ability gains a bonus depending on their Attack Emotes. If the user makes Ranged Attack Emotes, for every character, they gain +1 to the Minimum Result of their Attack Dice Rolls. If the user makes Melee Attack Emotes, for every character, they gain +1 to the Minimum Result of their Defense Dice Rolls. No Cooldown.
| Twice per Combat, but only during Health Stage 3/2
| N/A
| Target yourself or an Ally and remove 1 Status Effect of choice. Additionally, if Arcane Cleanse is used on yourself, you can apply the removed Status Effect to an Enemy within Range, but if you do, reapply the removed Status Effect to yourself as well, but with a 2 Turn duration (if applicable). This transferred Status Effect cannot Target the same Enemy that applied the initial Status Effect.
|-
|-
| Hoterie Damsel
| Arcane Distortion
| Passive 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: 3 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Salle de l'Hoterie Mercenary Company Custom Ability. The user can target an ally within Emote Range, and deal -4, -8, or -10HP damage to themselves. Grant the ally a bonus to their Minimum Dice Rolls equal to Half the amount of HP lost for the next 30 minutes. If the ally also has the Ability Hôterie Damsel, also grant them +2 Attack and +2 Defense Stat (breaks cap 11/9). The same person can only be affected by one instance of Hôterie Damsel at a time. Once per Combat Cooldown.
| Once per Combat, Only on Health Stage 2/1
| N/A
| Apply the Confused Status Effect for 2 Turns to all Characters within Range of you, including yourself. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Serpent's Venom
| Arcane Echostrike
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Serpent's Hollow Mercenary Company Custom Ability. The user can apply a magical venom to their weapon, without using an Action. The next Basic Attack that hits an enemy deals -1HP instead of -2, and applies a -1 Attack and -1 Defense Stat Reduction for the next 30 Minutes. If the target is already affected by Serpent’s Venom, this stacks for -2, and applies the Brittle Status Effect. If the target is already suffering -2, instead apply the Marked and Brittle Status Effect.
| Twice per Combat
| N/A
| Target yourself and grant +2 Attack to your next Attack Emote. Instead of dealing -2HP Damage, it deals -1HP Damage this turn, and -1HP Damage the next turn. When you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Stalwart Formation
| Arcane Eruption
| Passive Technique
| 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: 2 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Stalwart Stallions Mercenary Company Custom Ability. For every Ally within Emote Range that is actively using Cavalry/ Carriage Summon, the user gains +1 Attack Stat (breaks cap up to 11), max +2. If the user has a +2 Attack bonus, whenever the user Moves, if they move at least 6 Blocks, they can apply the Prone Status Effect to an adjacent enemy. The same person can only have Prone applied to them once by this Ability per combat, even from different sources. No Cooldown.
| Twice per Combat, Once per Health Stage 3 & 2
| N/A
| You displace all Characters within Range 4 blocks away from you  If they Impact, apply -2 Defense for 2 turns. If at least 4 Characters Impact, apply the Prone Status Effect to one of them.
|-
|-
| Coalition Firebomb
| Arcane Isolate
| Instant Technique
| 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 it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Three Hands Coalition Mercenary Company Custom Ability. The user targets an enemy within 10 Blocks Range, and if they don’t have any Status Effects, applies either the Silenced or Weakened Status Effect for their next three emotes only. If the target already has a Status Effect, instead, apply the Blinded or Brittle Status Effect, and reduce the target’s Movement Speed by -5 Blocks for their next Move Action only, and increase speed of the user’s next Move Action by +5 Blocks. 1 Hour Cooldown.
| Twice per Combat, Once per Health Stage
| N/A
| Target an Enemy within Range that is affected by a Link Power or that possesses a Block Token gained from an Ability, break it. If a Link Ability is broken, apply the Marked Status Effect to yourself. If a Block Token is broken, apply the Brittle Status Effect to yourself.
|-
|-
| Valdrsveit Invocation
| Arcane Portent
| 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 it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Valdrsveit Mercenary Company Custom Ability. Target an Ally within 10 Blocks that has a Status Effect, and instantly remove it (most recently applied, if multiple). Additionally, if another character used Valdrsveit Invocation on the user of this ability in the past hour, apply the Brittle and Bloody Status Effect to an enemy within range, and this ability no longer uses the user’s action. Bloody lasts for 30 Minutes. 2 Hour Cooldown.
| Twice per Combat
| N/A
| Target yourself or an Ally within Range and roll /dice 0 6. For the next 2 Turns, without using an Action, add this result to the final result of either an Attack or Defense Dice Roll made by the Target, but this must be declared before the Roll. Additionally, if you roll a 0, gain an additional use of Arcane Portent.
|-
|-
| Sarvaya Standard
| Arcane Sap
| 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: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Sarvaya Mercenary Company Custom Ability. The first time another Mercenary Company Custom Ability is Actively Used or Linked in an Emote (except to read/clarify what it does), grant the user +2 to the Minimum Result of the next Attack or Defense Dice Roll. The second time, grant the user 1 Block Token. The third time, apply the Marked Status Effect to an Enemy within Emote Range. The fourth time, set the user's minimum Attack or Defense Dice Rolls to 6. Sarvaya Standard has no Cooldown, but has no further use after four triggers.
| Once per Combat
| N/A
| Target an Enemy within Range, and apply a Stat Reduction based on Health Stage, but also to yourself, until the end of the Target’s current Health Stage. Stage 3/2: -2 Attack or Defense for Enemy, -1 Attack or Defense for you. Stage 1: -1 Attack or Defense for Enemy. Multiple instances of Arcane Sap, even from different people, don’t stack with each other. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Cercatore Hex
| Arcane Shove
| Dispel 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 it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Cercatore Mercenary Company Custom Ability. As a reaction to the user being targeted by an Attack, but before the user makes their Defense Dice Roll, use this Ability to reduce the Attacker’s final Dice Result by -2. If Cercatore Hex has already been used on the Target, increase this by an additional -2. If the user fails their Defense Dice Roll, apply the Brittle Status Effect to the Target. Cercatore Hex does not consume an Action. 1 Hour Cooldown.
| Twice per Combat, Once per Health Stage 3 & 1.
| N/A
| Target an Enemy within Range and Displace them 6 Blocks in any direction.
|-
|-
| Ekata Equalize
| Arcane Snare
| N/A
| 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 it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.
| Once per Combat
| N/A
| Target one enemy within Range and apply the Snared Status Effect. Alternatively, reduce the range of your next Move to 1 Block and apply the Prone Status Effect to the Target instead. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
| 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).}}
| 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
|-
| Fae Hunter
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Dimetros Custom Kit Prized Combat Mechanic. Aegipane is purely empowered to kill anything that calls on the Void’s Magic. When attacking a Void Character, she deals -3HP damage, instead of -2HP. Additionally, she cannot be targeted by Sinistral Magic Point Buy Abilities from a Void Character. Finally, whenever Aegipane participates in the KO-ing of a Void Character, she heals +2HP.
| 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
|-
| Hired Sniper
| N/A
| {{#simple-tooltip: 15 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Mantarey Custom Kit Prized Combat Mechanic. Vexes works best with a gun in one or both hands. They do not suffer penalties imposed by Ranged Stances when shooting in close range, and when shooting from more than 15 Blocks away, their minimum dice is set to 5.  If Vexes is attacking a Target that they’ve been hired by a Mercenary Contract to hunt, they gain this bonus at any range.
| 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
|-
| Dread Scourge
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Compass_Box Custom Kit Prized Combat Mechanic. If a Character fails to express fear-RP, they take 4 HP damage from Anetheron (instead of 2 HP) and deal only -1HP (triggers Block Tokens). If Anetheron fights alone, for each +1 opponent he gains 4 HP, this also if they enter the fight late. If he is taunted after the fight, negated damage is inflicted all at once. Compass_Box is the final arbitrator on what is adequate fear-RP.
| N/A
|-
| Floral Mender
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Sneakylinguine Custom Kit Prized Combat Mechanic. Aeda’lyn has devoted her life to healing and protective magic. When using Medical Stance, she heals for 2HP, instead of just 1HP, and she can make healing attempts at a 6 Block Range, instead of at Melee Range. Additionally, whenever an ally uses a Radiant Magic PB Ability within Emote Range of her, Aeda’lyn’s next Medical Stace Dice rolls twice for the highest result.
| 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
| {{#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
|-
|-
| Panopticon
| Conjurer Bleed
| N/A
| Instant Power
| N/A
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| This is not an Ability. This is an Artifact Mechanic. The wielder gains a +2 to Attack Stat (breaks cap up to 11) when attacking someone using Magic as their Attack or Defense Stat.  When the wielder of Panopticon is of a Planar alignment other than their original, actual Planar Alignment, they gain the effects of Magic Bolster from Magic Point Buy while under 6HP. This does not consume an action, and persists until KO’d.
| Twice per Combat, Once per Health Stage
| N/A
| Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, Displace an Enemy within Range 4 Blocks toward one of your Summons of your choosing, if they Impact, apply the Bloody Status Effect to them for their next 4 Defense Rolls.
|-
|-
| Akhet-hedj
| Conjurer Bolt
| N/A
| Instant Power
| N/A
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| This is not an Ability. This is an Artifact Mechanic. Akhet-hedj grants the user +2 to their Defense Stat (breaks cap up to 9) while directly underneath the open sky. Its wearer can reroll a failed out of combat Strength dice roll once per roll, and gains +2 to Attack Stat (breaks cap up to 11) while using Strength as their attack.
| Four Times per Combat, Twice per Health Stage
| N/A
| Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, make a Ranged Attack with +2 Attack against anyone within Melee Range of any of your Summons regardless of Line of Sight.
|-
|-
| Sangria
| Conjurer Fetter
| N/A
| Instant Power
| N/A
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| This is not an Ability. This is an Artifact Mechanic. If the user is fighting against Fornoss Worshipers, Evolist worshipers, Fury Arkenborn and/or Pride Arkenborn they gain +2 to their Attack Stat (Breaks Cap up to 11). Whenever the wielder contributes to KOing a Fornoss Worshipper, Evolist, or Fury/Pride Arkenborn in CRP (contributing means dealing at least 4HP of damage), the user immediately uses the Ability Divine Savior from Paladin Point Buy, without using an action, without needing to be in the stance and ignoring cooldowns, but only on themselves. It always counts as its Heretic Function.
| Twice per Combat, Once per Health Stage
| N/A
| You cannot use Conjurer Fetter unless you have at least 2 Summons Active. Target two Enemies within Range and apply -2 Attack to one, and -2 Defense to the other that lasts for their next 3 Rolls of the affected Stat. Conjurer Fetter does not Stack.
|-
|-
| Guohjarta
| Conjurer Fog
| N/A
| Instant Power
| N/A
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| This is not an Ability. This is an Artifact Mechanic. Guohjarta's wielder physically cannot die or become Undead, they are always held from the threshold of death. Any lost limbs magically re-appear 24 hours after being lost, and when the user reaches 4HP in Combat, they can, without an action, heal themselves +2 HP. This can only be used once per Combat.
| Twice per Combat
| N/A
| Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, apply the Blinded Status Effect for 4 Turns Enemies who are within Melee Range of each of your Summons, up to a total number of Enemies equal to your current number of Summons.
|-
|-
| Guohjarta 2
| Conjurer Garrotte
| N/A
| Instant Power
| N/A
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| This is not an Ability. This is an Artifact Mechanic. The wielder's Max HP is 14, not 10, and their Attack Stat can no longer be reduced by any means. Any Spirit-Type Mystech fighting with the wielder on their side gain +2 Attack Stat and +2 Defense Stat (breaking cap up to 11/9). Additionally, when one of these Spirit-Type Mystech allies are KO'd, the wielder heals +2HP.
| Twice per Combat, Once per Health Stage
| N/A
| Target an Enemy within Range and make an Attack Roll against them that inflicts -1HP Damage and applies the Silenced or Weakened Status Effect to the Target for 3 Turns if successful. If the Attack roll fails, apply the Silenced or Weakened Status Effect to the Target for 2 Turns instead.
|-
|-
| Aulaya
| Conjurer Plague
| N/A
| Instant Power
| N/A
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| This is not an Ability. This is an Artifact Mechanic. Aulaya grants the wielder +2 Attack Stat (breaks cap up to 11) when they are in the Floral Court District in Regalia, inside the Temple grounds of any Estelley Temple (or Shrine), or when within any majorly Elven City. Additionally, when making a Ranged Attack Emote, they gain an additional +1 Attack Stat (breaks cap up to 11). If the user does not take a Move on their Turn, or use a Movement Ability, they gain +2 to the Minimum Result of their Attack Dice Rolls made at Emote Range.
| Once per Combat
| N/A
| You cannot use Conjurer Plague unless you have at least 3 Summons Active. Apply one of the the Bloody, Fleeting, or Vulnerable Status Effects to all Enemies within Melee Range of one of your Summons. If Bloody is chosen, apply it until the end of their current Health Stage.
|-
|-
| Kinvahc
| Conjurer Stall
| N/A
| Instant Power
| N/A
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| This is not an Ability. This is an Artifact Mechanic. If someone other than the user uses a Sinistral Magic Point Buy Ability in Emote Range, the user can choose to gain +2HP. This can only happen twice per Combat Scene.
| Twice per Combat, Once per Health Stage
| N/A
| Target an Enemy within Range and apply the Prone Status Effect to them. Additionally, apply the Snared Status Effect to yourself or an Ally within Range.
|-
|-
| Andlar
 
| N/A
|}
| N/A
===Counter Power===
| This is not an Ability. This is an Artifact Mechanic. If a Deathveil or Relicsworn Undead would deal -2HP Damage to the wielder of Andlar, reduce that by -1HP. Once, at the start of a Combat Scene, the wielder may spend an Action to grant themselves one Block Token.
{| class="wikitable"
| N/A
! Name
! Type
! Range
! Cooldown
! Description
|-
|-
| Brightedge
| Arcane Counter
| N/A
| Counter Power
| N/A
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| This is not an Ability. This is an Artifact Mechanic. When fighting an Evolist or Malefica Worshipper, Brightedge grants its holder a +2 to Defense Stat (breaks cap up to 9).  It gives the wielder +2 to their minimum Attack Roll while within any Dragon Temple, Dragon Ruin, labyrinth, or building built by Iorwerth. If fighting in the same scene as a romantic partner, the wielder of Brightedge gains a +2 to their minimum Defense roll (Does not stack if multiple partners are in a scene).
| Twice per Combat, Once per Health Stage
| N/A
| You can only use this when an Enemy within Range uses an Ability from Arcane Point Buy. If it Targets you or an Ally, give the Target +1 Defense for their next 3 Defense Rolls, and remove a Status Effect from them. If it Targets themselves or another Enemy, inflict -1 Defense for their next 3 Defense Rolls and apply the Vulnerable Status Effect.
|-
|-
| Ruton
|}
| N/A
 
| N/A
===Movement Power===
| This is not an Ability. This is an Artifact Mechanic.  While within Fornoss Temples, Fairbanks, Imperial Isle or New Town (areas more beholden to Regalian Law), the user gains +2 to Main Defense Stat (breaks cap up to 9). The wielder of Ruton gains all Dwarf Heritage Mechanics (not including Free Packs), and any mention of “dwarf” instead reads as the wielder’s heritage. If the wielder is already a Dwarf, they gain all Ailor Heritage mechanics (not including Free Packs).
{| class="wikitable"
| N/A
! Name
! Type
! Range
! Cooldown
! Description
|-
|-
| Baardensang
| Arcane Warp
| N/A
| Movement Power
| N/A
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This is not an Ability. This is an Artifact Mechanic. Baardensang grants the user a +2 to Attack Stat (breaks cap up to 11) in an Honor Duel, or in combat with a Knight accused of being dishonorable. When in battle with Viridians against or alongside Baardensang’s user, gain +2 to Defense Stat (Breaks cap up to 9).
| Once per Combat
| N/A
| You move to a non-vertical unoccupied space in range. If you use Arcane Warp on yourself, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Additionally, if used on an Ally, it does not use the Ally’s Move but it applies the Snared Status Effect on them. Arcane Warp does not provoke Move Reactions.
|-
|-
| Narselendis
| Conjurer Warp
| N/A
| Movement Power
| N/A
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| This is not an Ability. This is an Artifact Mechanic. Narsilendis grants the user the ability to use Marken Transformation without being a Marken, and the ability to speak in normal language while in Marken form. When in Marken form, Narsilendis grants +1 to Attack Stat. (breaks cap up to 11). If the user is already a Marken, they also gain full control of themselves while transformed, and gain +2 Attack Stat instead. When the wielder of Narsilendis contributes (contributing means dealing at least 4HP of damage) to KOing a non-Unionist character in a combat scene, their next Move gains +5 Blocks, and their next Attack applies the Weakened Status Effect, which lasts for 4 Turns.
| Once per Combat
| N/A
| Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, teleport horizontally to a block adjacent to any of your Summons within 10 Blocks, ignoring Opportunity Attacks and moving through people.
|-
|-
| Zanzibart
|}
| N/A
===Link Power===
| N/A
{| class="wikitable"
| This is not an Ability. This is an Artifact Mechanic. Its wielder gains a +2 to the minimum of their Attack Dice Rolls (up to 4) whenever they’re outside of the Regalian City, or in one of the City’s Parks. For every Movement Ability used within Emote Range of Zanzibart’s wielder, gain one charge. When three charges are reached, the user of Zanzibart gains +2 Defense Stat. (breaking cap up to 9).
! Name
| N/A
! Type
! Range
! Cooldown
! Description
|-
|-
| Coin of Greed
| Arcane Barrier
| N/A
| Link Power
| N/A
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| This is not an Ability. This is an Artifact Mechanic. Those who possess a Coin of Greed have a +2 Attack Stat, +1 Defense Stat (breaks cap up to 11/9) boost when in direct combat against somebody who possesses Divinium, Artifact Sparks, Wealth Tokens, or a Sparked Artifact.
| Once per Combat
| N/A
| Target an Ally and apply a Link to them that, when targeted by a Ranged Attack Emote, the Ally’s Minimum Defense Roll is set to 7 for Ranger Stance Attacks, 6 for Deadeye Stance Attacks, and 5 for any other Ranged Attack. Additionally, if Arcane Barrier is Link Broken, grant the Ally 1 Block Token. If either of you leave range of the other, the Link’s effects are suspended, but it doesn’t break.
|-
|-
| Ivory Pick
| Arcane Healing
| N/A
| Link Power
| N/A
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This is not an Ability. This is an Artifact Mechanic. The wielder, when making any out of combat Dice Roll with Dexterity, can re-roll an extra time if they happen to fail. Additionally, the wielder gains +2 Attack Stat (breaks cap up to 11) when using Dexterity as their Attack.
| Once per Combat
| N/A
| Target an Ally and apply a Link to them that does nothing at first. After 2 Turns, heal +1HP and remove one Status Effect on the Ally. After another 2 Turns, heal +1HP on the Ally and apply the Bloody Status Effect on yourself which lasts for 2 Turns.
|-
|-
| Riverhide
| Arcane Puppeteering
| N/A
| Link Power
| N/A
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| This is not an Ability. This is an Artifact Mechanic. If the wielder reaches 4HP, then they gain 1 Block Token. This can only happen once per combat scene. The user gains +2 Defense Stat (breaks cap up to 9) when fighting alongside other Archon, or Draconists.
| Once per Combat
| N/A
| Target an Enemy at 0HP within Range and Revive them back at 4HP, forcing them to be your Ally. They can only make Basic Attacks at Melee Range, and their Attack is set to 5. Additionally, apply a Link Power on them. If the Link Power breaks, deal -2HP Damage to the Target affected by Arcane Puppeteering. If the Target leaves Range of you, they can no longer take their Action until they move back within Range. Multiple instances of a Revive Ability, even from different people, don’t stack with each other.
|-
|-
| Malghoriirn
| Arcane Revive
| N/A
| Link Power
| N/A
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| This is not an Ability. This is an Artifact Mechanic. The wielder can declare a Territory theirs so long as it is a Rental Estate/Base/Etc that they own, and can only change its location once a week. While fighting in the Territory, or within Emote Range of it, this grants the wielder +2 Attack Stat (Breaks Cap up to 11). Whenever the wielder contributes to KOing an Elf (including Half-Heritage Elves) in CRP (contributing means dealing at least 4HP of damage), the user immediately uses the Ability Sacred Portent from Sacred Portent Pack, without using an action and ignoring cooldowns, but only on themselves. Additionally, the user heals +2HP.
| Once per Combat
| N/A
| Target an Ally at 0HP within range and Revive them back at 4HP. Additionally, apply a Link Power and the Bloody Status Effect on them. If the Link Power breaks, deal -3HP Damage to the Ally. The Link Power breaks if they leave Range from you. Multiple instances of a Revive Ability, even from different people, don’t stack with each other.
|-
| Sandspite
| N/A
| N/A
| This is not an Ability. This is an Artifact Mechanic. When used on a Mech Automata (or Bound Automata) Mystech, this can instantly deal -4HP, or work like the Mindcontrol Pack from Adapt Point Buy (Mech’s Choice, but for either choice, can only be used once per Scene). For anyone who is not an Ordial Cultist, or has Ordial Magic, apply a -1 Defense Stat reduction in a 3 Block Radius around the user.
| N/A
|-
| Prakhara
| N/A
| N/A
| This is not an Ability. This is an Artifact Mechanic. When the wielder hits an enemy with a Block Token, they can break one of those Block Tokens automatically, and still deal -2HP damage. This only works once per enemy per scene.
| N/A
|-
| Meselya
| N/A
| N/A
| This is not an Ability. This is an Artifact Mechanic. When an ally fails a Defense Dice Roll within Emote Range, the wielder can grant that ally a Block Token (after the attack completes). This doesn’t use an action, but can only be used up to three times in a Combat Scene.
| N/A
|-
|-
|}
|}


==Status Effects==
===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;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
|-
| Trapped
| Snared
| N/A
| N/A
| N/A
| N/A
| When Trapped, you cannot move, but can still use Abilities and fight on spot.
| N/A
| N/A
| When Snared, any Move from the Move Action or Abilities is reduced by Half, then the Effect ends.
|-
|-
| Silenced
| Silenced
| N/A
| N/A
| N/A
| N/A
| When Silenced, you cannot use Powers. Dispel & Passive Powers are unaffected.
| N/A
| N/A
| When Silenced, you cannot use Powers that Target other Characters.
|-
|-
| Weakened
| Weakened
| N/A
| N/A
| N/A
| N/A
| When Weakened, you cannot use Instant Techniques and Mount Techniques.
| N/A
| N/A
| When Weakened, you cannot use Techniques that Target other Characters.
|-
|-
| Confused
| Confused
| N/A
| N/A
| N/A
| N/A
| When Confused, you cannot Target the person who Confused you.
| N/A
| N/A
| When Confused, you cannot Target the person who Confused you with Abilities.
|-
|-
| Blinded
| Blinded
| N/A
| N/A
| N/A
| N/A
| When Blinded, you cannot Target anyone. You can spend a turn to end the Effect.
| N/A
| N/A
| When Blinded, you cannot Target anyone with Emote Range Abilities.
|-
|-
| Marked
| Marked
| N/A
| N/A
| N/A
| N/A
| When Marked, you will be automatically hit on next Attack, then the Effect ends.
| N/A
| N/A
| When Marked, the next Attack made against you gains +5 to the Minimum Dice Roll, then the Effect ends.
|-
|-
| Bloody
| Warned
| N/A
| N/A
| N/A
| When Warned, you must choose between two negative outcomes, then the Effect ends.
|-
| Brittle
| N/A
| N/A
| N/A
| N/A
| When Bloody, any healing you receive is reduced by 1, to a minimum of 0.
| N/A
| N/A
| When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
|-
|-
| Warned
| Vulnerable
| N/A
| N/A
| N/A
| N/A
| When Warned, you must choose between two negative outcomes, then the Effect ends.
| N/A
| N/A
| When Vulnerable, if you apply a Status Effect to an Enemy, take -1HP Damage, then the Effect ends.
|-
|-
| Brittle
| Prone
| N/A
| N/A
| N/A
| N/A
| When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
| N/A
| N/A
| When Prone, you cannot Move. Use your Action to end this effect, or after 1 Turn, Make an Attack or Use an Ability to end it.
|-
|-
| Cursed
| Fleeting
| N/A
| N/A
| N/A
| N/A
| When Cursed, enemy Healers can target you, and Healing does Damage instead.
| N/A
| N/A
| When Fleeting, if you Impact, take -1 HP Damage, then the Effect ends.
|-
|-
| Prone
| Bloody
| N/A
| N/A
| 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
| N/A
| When Bloody, your Defense is lowered by a number equal to your Health Stage.
|-
|-
| Fleeting
|}
===Custom Abilities===
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
| Faithful Shield
| N/A
| N/A
| N/A
| N/A
| When Fleeting, if using a Movement Ability, become Prone instead, then the Effect ends.
| N/A
| N/A
| This is not a real Ability, and only applies to: Paladin Point Buy, Ritualist Point Buy, and Prayer Point Buy. The Character linking this shares a Religion with your Character, meaning they are immune to any Abilities you use from those Categories. The Gods' blessings do not pick sides in squabbles between the faithful.
|-
|-
|}
|}

Latest revision as of 20:19, 23 March 2025

This page is part of the Ability System, which is part of the Proficiency System for Combat Roleplay.

  • 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.

Passive Techniques

Name Type Range Cooldown Description
Aegis Command Passive Technique Emote Range

No Cooldown Aegis Command isn’t active until you have a Link attached to an Ally. When it activates, you gain +1 Defense per Linked Ally. Additionally, when you reach Health Stage 1 grant 1 Block Token to a Linked Ally.
Bardic Harmony Passive Technique Emote Range

No Cooldown You may use the Harmonic Tags of Bardic Point Buy Abilities. You may Target Allies with which to Harmonize. Harmonic Tags grant Bardic Point Buy Abilities additional effects based on their use order, with the first Bardic Ability used by you or a Harmonized Ally being labeled the Intro, and the last Bardic Ability used by you or a Harmonized Ally being labeled the Outro. You may use Basic Attacks between Bardic Point Buy Abilities without losing use of Harmonic Tags, but using any Ability that doesn’t activate an Outro, except Passives and Stances, causes interruption and prevents the use of Harmonic Tags until an Intro is restarted.
Breather Passive Technique Self

Thrice per Combat, Twice per Health Stage Breather isn’t active until you gain Health, increasing it by +1HP. Additionally, if you reach Health Stage 1, and have not gained any Health, set the Minimum Defense Dice Roll to 7 for the next 3 turns, but prevent Breather from being used again.
Bruiser Grit Passive Technique Self

Once per Combat Bruiser Grit isn’t active until you reach Health Stage 1. When it activates, you gain +5 Attack, decreasing by -1 for every successful Basic Attack you make, until it hits 0. This bonus automatically drops to 0 if you exit Health Stage 1.
Bulwark Passive Technique 5 Blocks

Once per Combat You always block line of sight for enemies within Range. Additionally, when an enemy takes the Move action within Range, you may apply the Snared Status Effect to them without using an Action.
Cavalry Summon Passive Technique Self

20 Minutes once Ended You can use Cavalry Summon without using an Action, but Dismounting requires one. Cavalry Summon confers the following benefits and limitations: You gain +4 Blocks Range to your Move Actions and Movement Abilities for the immediate turn after you use a Movement Ability. If the Mount seats multiple, Allies can ride on the same Mount as you. If sharing a Mount, you only have one Move Action between all Riders, and any Snared or Prone Status Effects are duplicated, as well as any Displacements. If the Snared 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. If one Rider does not have this Ability, the Mount will be unable to Move an increased Range. Cavalry Summon has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
Chem Supplier Passive Technique Self

Once per Combat Chem Supplier isn’t active until you reach Health Stage 2/1. When it activates in Health Stage 2, you may refresh a Charge of one of your Chem Point Buy Abilities that is currently used. If you do not refresh a Charge in Health Stage 2, it reactivates in Health Stage 1, allowing you to refresh a Charge of two different Chem Point Buy Abilities instead.
Cutthroat Quickstab Passive Technique Self

Twice per Combat, Once per Health Stage Cutthroat Quickstab isn’t active until you have applied 4 Status Effects, but only counted once per Ability usage. When it activates, your next Basic Attack only is a guaranteed hit that deals -1HP Damage.
Deadeye Barrage Passive Technique Emote

Once per Combat You must spend an Action to activate Deadeye Barrage, but may use a Basic Attack without using an Action. While active, you gain +1 Attack per Basic Attack made for the next 3 turns, stacking up to +2. If the 3rd Attack is successful, it deals +1HP Damage, then Deadeye Barrage ends. Additionally, you cannot move for the duration of Deadeye Barrage, unless you cancel it prematurely.
Deadeye Luckshot Passive Technique Emote

Once per Combat You always have Deadeye Luckshot. While active, you may roll /dice 1 4, and set the Damage of your next successful Basic Attack to the number rolled. If you roll a 1, set the Damage of your next successful Basic Attack to -1HP and inflict the Brittle Status Effect to the Target. Deadeye Luckshot ends once you make a successful Basic Attack against an Enemy.
Engineer Fabrication Passive Technique Self

Thrice per Combat, but Once per Health Stage Engineer Fabrication isn’t active until you spend a turn without Moving beside your Turret, or Moving 2 Blocks with your Turret using Engineering Stance. When it activates without Moving, gain 1 Block Token. When it activates by Moving the full distance, gain 2 Block Tokens.
Fate’s Wheel Passive Technique Self

Once per Health Stage Fate’s Wheel isn’t active until you make a Dice Roll in Combat Roleplay, that isn’t an Attack Dice roll or Defense Dice roll. When it activates, without using your Action, you may re-roll the dice and choose which result to use.
Fleet Footed Passive Technique Self

Twice per Combat, Once per Health Stage Fleet Footed isn’t active until you make a successful Melee Basic Attack against an Enemy, you may Move an additional 4 Blocks after that Attack.
Flexible Maneuver Passive Technique Self

Once per Health Stage Flexible Maneuver isn’t active until you make an Attack or Defense Dice Roll at the lowest result. When it activates, you can choose to re-roll your Attack Dice Roll if you have taken a Move action on this turn, or choose to re-roll your Defense Dice Roll if you have not taken a Move action on this turn or the turn before.
Fortify Command Instant Technique Emote Range

Once Ended, use Command Stance Basic 3 times to reuse Target an Ally within range, the next time they are attacked by an Enemy, apply the Warned Status Effect to that Enemy. Whilst Warned, they must choose: before rolling, attack normally, and have the Marked Status Effect applied to them, or attack with -4 Attack.
Fortitude Passive Technique Self

Once per Health Stage Fortitude isn’t active until a Status Effect on you is removed or triggered. When it activates, you can choose to add +2 to your next Minimum Attack or Defense Roll.
Iron Will Passive Technique Self

Twice per Combat, Once per Health Stage Iron Will isn’t active until you reach Health Stage 2. When it activates, you can choose to re-roll a failed Defense Dice Roll and must use the new result. If the Defense Dice Roll succeeds, this counts as one use of Iron Will. If the Defense Dice Roll still fails, that usage of Iron Will is refreshed, but cannot be reused for the same attack.
Medical Buff Passive Technique Melee Range

Four Times per Combat, Twice per Health Stage Medical Buff isn’t active until you successfully heal an Ally with Medical Stance. When it activates, without using your Action, you may grant that Ally +2 Attack or Defense for 3 Dice Rolls. Multiple instances of Medical Buff, even from different sources, do not stack.
Medical Purging Passive Technique Melee Range

Twice per Combat Medical Purging isn’t active until you succeed on a Roll to heal an Ally through Medical Stance, you may choose to remove one Status Effect from the Target Ally.
Momentum Passive Technique Self

Triggers Twice per Combat, once per Health Stage Momentum isn’t active until you make a Basic Attack or use an Ability after Moving more than 5 Blocks. When it activates, you may Target an Ally within Melee Range and increase their next Move or Movement Ability’s range by +4 Blocks. Additionally, you may remove one of the Prone, Snared or Fleeting Status Effects from the Target Ally.
Overstep Passive Technique Self

Once per Combat Target yourself and apply the Vulnerable Status Effect. Additionally, while you have the Vulnerable Status Effect through Overstep, gain +4 Blocks Range on your next 2 Move Actions.
Paladin Vengeance Passive Technique Emote Range

Once per Combat Paladin Vengeance’s effects differ based on which Paladin Stance is Active, and is inactive until an Ally within Emote Range would reach 0HP by an Enemy. Blade: Apply the Brittle Status Effect to the Enemy that reduced them to 0HP, and the next Basic Attack you make against that Enemy gains +3 Attack and +3 Minimum Attack. Bow: Apply the Marked Status Effect to the Enemy that reduced them to 0HP, and the next Basic Attack you make against that Enemy gains +2 Attack and +2 Minimum Attack.
Puretek Blessing Passive Technique Self

Twice per Combat, Once per Health Stage Puretek Blessing isn’t active until you have a Status Effect applied to you by an Occult Character. When it Activates, you may remove that Status Effect and gain +1 Attack against the Character that applied the Status Effect for your next attack only .
Rage Counter Passive Technique Self

Once per Health Stage Rage Counter isn’t active until your Melee Basic Attack would be reduced in any way. When it activates, your next successful Melee Basic Attack deals -1HP additional Damage.
Ranger Companion Passive Technique Emote

Triggers Once per Health Stage Ranger Companion isn’t active until the Marked Status Effect triggers on an Enemy within Emote Range, if Marked is triggered by an attack or Ability by you, gain +2 Defense for your next two Defense Rolls. If Marked is triggered by an Attack or Ability used by an Ally, inflict the Bloody Status Effect on that enemy for 2 turns.
Rebound Pack Passive Technique Self

Twice per Combat, Once per Health Stage You can only use this when you are Displaced unwillingly. Without using an Action, count the number of blocks Displaced, and increase the range of your next Move Action by that number.
Resilience Passive Technique Self

Once per Health Stage Resilience isn’t active until you make multiple Defense Rolls in succession from different sources, increase your Minimum Defense Roll for the second Attack onward by a number equal to the number of Attacks made against you, +2.
Ritualist Gale Passive Technique Self

No Cooldown Ritualist Gale isn’t active until you are targeted with a Ranged Attack. When it activates, you may raise your minimum Defense Roll by a number of your choice between 0 and 5, +2. However, your next Minimum Attack Roll is reduced by the number chosen.
Shield Cover Passive Technique Self

No Cooldown Shield Cover isn’t active until you are targeted with a Ranged Attack. When it activates, your minimum Defense Dice Roll is raised by 3+CON. This increase is capped at +7 for Ranger Stance attacks, and +6 for Deadeye Stance Attacks, and +5 for all other Ranged Attacks.
Shield Impact Passive Technique Self

No Cooldown Shield Impact isn’t active until you Displace an enemy, and they Impact. When it activates, if the displacement was less than 6 Blocks, reduce their Defense by -2 for their next two Defense Dice Rolls. If the displacement was 6 Blocks or more, apply the Brittle Status Effect to them instead.
Stalwart Passive Technique Self

Once per Combat. Stalwart isn’t active until you take at least 3HP Damage from a single Attack. When it activates, you can gain 1 Block Token but also apply the Weakened Status Effect to yourself for 2 Turns.
Tank Rally Passive Technique 3 Blocks

Once Ended, use Tank Stance Basic 5 times to reuse. You must spend an Action to activate Tank Rally, but only when you have 1+ Allies within Range. While active, all Allies within Range gain +2 Attack or +2 Defense for the duration, and +2 to their Minimum Attack or Defense Dice for their first Attack or Defense roll only. Multiple instances of Tank Rally, even from different people, don’t stack with each other. Tank Rally lasts until you have no Allies in range.
Tank Sentry Passive Technique Self

Once per Combat Tank Sentry isn’t active until you are Displaced while standing on a block adjacent to an Ally, and end the Displacement on a block with no allies adjacent to you. When it activates, it always grants you 1 Block Token, and +2 Defense for 3 Turns.
Tech Exhaust Passive Technique Self

Once per Combat. Tech Exhaust isn’t active until you have one of the Snared, Fleeting, Confused, or Bloody Status Effects. When it activates, you can increase the duration of this Status Effect for 5 Turns and it cannot be removed, but set the Minimum of your Attack or Defense Roll to 3 for the duration, gain 1 Block Token, and increase your Move Speed by 4 Blocks.
Tech Resist Passive Technique Self

Once per Combat. Tech Resist isn’t active until you lose a Defense Roll. When activated by a Melee Attack, gain a Block Token, but apply the Bloody Status Effect to yourself, which lasts until the Block Token is Broken. When activated by a Ranged Attack, decrease the Damage taken by half rounded up, but apply the Vulnerable Status Effect to yourself.
Thick Hide Passive Technique Self

No Cooldown You always have the benefits of wearing Armor without explicitly wearing it, and this does not count as a Block Token gained from an Ability. Additionally, while you have a Block Token, you can only have up to 2 Status Effects, and are immune to any further applications.
Veteran Sentinel Passive Technique 4 Blocks

Once per Combat You must spend an Action to activate Veteran Sentinel. While active, you may make Melee Attacks against Enemies that use the Move Action within Melee Range without using your Action, but set the Maximum Dice roll for these Attacks to 10. If an Enemy Moves within Range but outside of Melee Range, apply the Marked Status Effect to them without using an Action. This can only apply once per Target. Once you Move, Veteran Sentinel ends.
Vigor Passive Technique Self

Once per Combat Vigor isn’t active until your Basic Attack would be Replaced. When it activates, you become Immune to the next Status Effect placed on you that you are not already Immune to.
Wounded Ego Passive Technique Self

Twice Per Combat, Once per Health Stage Wounded Ego isn’t active until you fail an Attack Roll. When it activates, you can choose to add +3 to the final result of your next Attack Roll.

Instant Techniques

Name Type Range Cooldown Description
Aria of Distorting Instant Technique Emote Range

Twice per Combat, Once per Health Stage Target an Enemy within Emote Range and apply the Confused Status Effect to them for 4 Turns. If used as an Intro, alternatively apply the Blinded Status Effect instead of Confused. If used as an Outro for an Aria Bardic Point Buy Ability, Target two Enemies, applying Blinded to one, and Confused to the other.
Aria of Harming Instant Technique Emote Range

Twice per Combat, Once per Health Stage Target an Ally within Emote Range and grant +4 Attack and +2 Minimum Attack for their next Attack Roll only. If used as an Intro, if the Enemy the Ally attacks is at Health Stage 3, apply the Brittle Status Effect to them after the Ally’s Attack. If used as an Outro for an Sonata Bardic Point Buy Ability, apply the Marked Status Effect to the Enemy if the Ally’s Attack is successful, and apply the Brittle Status Effect if it fails. Both Status Applications apply after the Attack, not before.
Aria of Weakening Instant Technique Emote Range

Twice per Combat, Once per Health Stage Target an Enemy within Range and inflict -2 Attack or Defense for their next 2 Rolls of the chosen Stat. If used as an Intro, the effect lasts for 3 Rolls instead of 2. If used as an Outro for an Elegy Bardic Point Buy Ability, the first Ally to make a successful Attack against the Target Enemy gains +2 Attack or Defense that lasts for their next 3 Rolls of the chosen Stat.
Assault Command Instant Technique Emote Range

Once Ended, use Command Stance Basic 3 times to reuse Target an Ally within range and allow them to make a Basic Attack against an Enemy without using an Action. Additionally, this attack benefits from your Command Stance automatically.
Blinding Prayer Instant Technique 10 Blocks

Once per Health Stage Target an Enemy within Range, inflict -1 Attack or Defense for their next 3 Rolls of the chosen Stat. Additionally, apply the Blinded Status Effect, which ends when the Stat Reduction does.
Breakthrough Instant Technique Melee Range

Once per Combat Target any 1 block thick stone or wood wall, gate, or doorway and break a hole through it, applying the Prone Status Effect to all characters on the other side of the wall within Melee Range. Additionally, your next Attack against an Enemy with the Prone Status Effect from Breakthrough does not consume an action.
Bruiser Duel Instant Technique Emote Range

Once per Combat, Only at Health Stage 3 Target an Enemy within Range at Health Stage 3 and apply the Bloody Status Effect to them and yourself which lasts until Health Stage 1. If either Bloody Status Effect is removed early, remove the other as well, and apply the Brittle Status Effect to whoever removed it first.
Bruiser Flurry Instant Technique 3 Blocks

Twice per Combat, Once per Health Stage You displace all Enemies within Range away from you by 4 Blocks. Additionally, if any Enemies Impact, apply the Brittle Status Effect to up to 2 Enemies affected by the Displacement.
Bruiser Tackle Instant Technique Melee Range

Twice per Combat, Once per Health Stage. Target an Enemy within Range and Displace them backward by 6 Blocks and apply the Brittle Status Effect. If the Enemy already has the Brittle Status Effect, remove the Brittle Status Effect and deal -1HP Damage to them. Additionally, if they Impact, apply the Brittle Status Effect to the Character they Impact with.
Bruiser Unsheathe Instant Technique 5 Blocks

Twice per Combat, Once per Health Stage Target an Enemy within Range and make a Basic Attack against them at that Range instead of Melee. Additionally, Displace the Target 6 Blocks away from you and inflict -2 Defense for their next two Defense Rolls.
Chaining Throw Instant Technique 10 Blocks

Twice Per Combat, Once per Health Stage Target an Enemy within Range and apply the Snared Status Effect to them. Additionally, if they already have the Snared Status Effect, Displace them towards you by 6 blocks. You may only target enemies in Health Stage 3/2 with Chaining Throw.
Chem Berserk Instant Technique Self

Twice per Combat Target yourself and increase the Damage dealt on Melee Basic Attacks by +1, but also increase the Damage you take from incoming Attacks by +1 for your next 3 Successful Attack Rolls. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. After those 3 Turns, apply the Weakened and Bloody Status Effects to yourself for 2 Turns. You cannot use Chem Berserk whilst you have the Status Effects applied by Chem Berserk.
Chem Blight Instant Technique Emote Range

Once per Combat Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them +2 Defense for their next two Defense Rolls and remove one Status Effect from them of your choosing. If an Enemy was chosen, inflict -2 Defense for their next two Defense Rolls, and apply the Vulnerable Status Effect.
Chem Freeze Instant Technique Emote Range

Twice per Combat, Once per Health Stage. Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them 1 Block Token, but set the Move Speed of their next Move to 1 Block. If an Enemy was chosen, apply the Snared Status Effect to them and all Characters within 2 Blocks of them. You can only use Chem Freeze on a Target that has one or more Enemies adjacent to them.
Chem Hyperfocus Instant Technique Self

Twice per Combat, Once per Health Stage You set your Minimum Attack Roll to 4 for your next 3 Attack Rolls. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Once Chem Hyperfocus is over, you apply the Prone Status Effect to yourself, and set your Minimum Attack Roll to -5, for your next 3 Attack Rolls. You cannot use Chem Hyperfocus whilst your Minimum Attack Roll is reduced by Chem Hyperfocus.
Chem Ignite Instant Technique Emote Range

Twice per Combat, Once per Health Stage Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them +1 Attack and +1 Minimum Attack for their next two Attack Rolls. If an Enemy was chosen, inflict -1 Attack and -1 Minimum Attack for their next two Attack Rolls.
Chem Mend Instant Technique Emote Range

Twice per Combat, Once per Health Stage. Target an Ally within Range on Health Stage 3/2 and heal them +1HP, but reduce their Attack and Defense by 2 for their next 2 Rolls. Additionally, if the Ally does not Move or use Movement Abilities for 2 Turns, heal them an additional +1HP.
Concussive Blow Instant Technique Melee Range

Twice Per Combat, Once per Health Stage Target an Enemy or Ally within Range and break an active Link Ability affecting them of your choice. Additionally, if Target is an Enemy, you apply the Weakened Status Effect to yourself for 2 turns. If the Target has no active Link Ability, apply the Confused Status Effect to the Target Enemy for 3 Turns.
Cutthroat Bleed Instant Technique Melee Range

Once per Health Stage 2/1 only. Target an Enemy within Range, and apply the Bloody Status Effect for 3 Defense rolls. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
Cutthroat Dodge Instant Technique Self

Once per Health Stage 3/1 only. You can only use this when an Enemy would deal Damage to you with a Basic Attack. Without using an Action, reduce the Damage from that Attack by -1HP, and apply the Weakened Status Effect to Self for 2 Turns.
Cutthroat Escape Instant Technique Melee Range

Once per Health Stage 1 only. Target up to 3 Enemies within Range, and apply the Snared Status Effect. If an Enemy is already Snared, apply the Prone Status Effect instead. Additionally, you may add +4 Blocks Move Speed to your next Move only.
Cutthroat Flash Instant Technique 10 Blocks

Once per Combat You Target one Enemy within Range and apply the Blinded Status Effect for 3 Turns, which also applies to all characters within 2 blocks of the Target.
Cutthroat Target Instant Technique Melee Range

Once per Health Stage 3/1 only. Target an Enemy within Range, and apply the Marked Status Effect. Additionally, this doesn’t use an Action if you use your action to make a Basic Attack, immediately consuming the Marked Status Effect. If your Attack roll fails, reapply the Marked Status Effect.
Deadeye Doubletap Instant Technique Emote

Once per combat Target an enemy within Range who has just been Revived from KO and perform a doubletap, allowing the target one turn before you instantly KO them after. This does not consume an action, cannot have its target changed, and cannot be intercepted.
Deadeye Drillshot Instant Technique Emote

Twice per Combat, Once per Health Stage. Target an Enemy within Range and make a Basic Attack against them that ignores the benefits of Minimum Defense Increases. Additionally, if successful, reduce the Target’s Minimum Defense Roll against your attacks only by -3 for 2 turns.
Deadeye Execute Instant Technique Emote

Once per Combat Target an Enemy within Range who is on Health Stage 1, make a Basic Attack against them with +4 added to the Final Result that deals -1HP Damage if it misses.
Deadeye Focus Instant Technique Emote

Twice per Combat, Once per Health Stage. Target yourself and remove a Status Effect that isn’t Weakened, apply the Weakened Status Effect to yourself for 2 turns. Additionally, gain +2 Attack for your next attack only.
Deadeye Overwatch Instant Technique Emote

Twice per Combat, on Different Targets Target an Enemy within range and apply the Snared Status Effect to yourself and the Target. This does not consume an Action, but cannot be used on Enemies on Health Stage 1.
Deadeye Pinshot Instant Technique Emote

Once per Combat. Target an Enemy within Range with the Marked Status Effect and make an Attack Roll against them, dealing -3HP Damage on a successful hit, or re-apply the Marked Status on a miss.
Deadeye Quickshot Instant Technique Emote

Once per Combat Target an enemy within Range and make an Attack, rolling three times and selecting the highest result. Additionally, if two of the Rolls were above 10, apply Marked to the Target, if three of the rolls were above 10, also apply Marked to a second enemy within range. Deadeye Quickshot deals -1HP additional Damage to enemies with the Marked Status Effect.
Elegy of Foreboding Instant Technique Emote Range

Once per Combat Target an Enemy within Range and apply the Warned Status Effect, whilst Warned, the next Action the Enemy takes must Target you or one Ally of your choosing. If they Target you or the Ally, inflict -2 to the Minimum of their next 2 Rolls. If they choose not to Target you or the chosen Ally, grant the chosen Ally 1 Block Token. If used as an Intro, choose 2 Enemies instead of 1 to apply the Warned Status Effect to. If used as an Outro for an Elegy Bardic Point Buy Ability, grant the chosen Ally +4 Blocks Range and allow them to ignore Move Reactions for their next Move only.
Elegy of Headwind Instant Technique 15 Blocks

Twice per Combat, Once per Health Stage Target an Enemy within Range and Displace them a number of Blocks in any direction relevant to their Health Stage: Health Stage 3: 6 Blocks, Health Stage 2: 4 Blocks, Health Stage 1: 2 Blocks. If used as an Intro, apply the Snared Status Effect to the Target at the end of their Displacement. If used as an Outro for an Aria Bardic Point Buy Ability, increase the Displacement Range by +2 Blocks, and apply the Prone Status Effect to them if they Impact.
Elegy of Tailwind Instant Technique Emote Range

Once per Combat Target an Ally within Range and grant them +4 Blocks Range for their next Move, additionally, if they end this Move adjacent to an Enemy, apply the Vulnerable Status Effect to that Enemy. If used as an Intro, reduce the Damage the Target Ally would take from Move Reactions by -1HP. If used as an Outro for a Sonata Bardic Point Buy Ability, if the Ally ends this Move adjacent to an Ally and nobody else, heal the Target and the Ally they stop adjacent to +1HP.
Endure Command Instant Technique Emote Range

Once Ended, use Command Stance Basic 4 times to Reuse Target an ally who has just lost a Defense Dice Roll, for the next 2 times they lose Defense Dice Rolls, reduce the Damage dealt to them by -1HP.
Engineer Alarm Instant Technique Emote

Twice per Combat, Only on health stages 3/1 Target an enemy within range, and within Line of Sight of you or your Turret, apply the Silenced or Weakened Status Effect to them for 2 turns. Additionally, you can consume 1 Block Token to increase the duration of the applied Status Effect by 2 turns, and reduce their Attack by -2 for the Duration of the Status Effect.
Engineer Emergency Instant Technique 10 Blocks

Once per Combat Target an ally within Range or adjacent to your Turret on Health Stage 1, consume 1 Block token to heal them +2HP. Additionally, you may consume 2 Block Tokens to heal them +3HP instead.
Engineer Maintain Instant Technique Melee

Twice per Combat, Once per Health Stage Target yourself or an Ally adjacent to your Turret, if the Ally has no Block Tokens, give them 1 but apply the Snared Status Effect to them. If used on yourself, grant 2 Block Tokens and the Snared Status Effect and this Ability does not use an Action.
Engineer Overheat Instant Technique Self

No Cooldown Target yourself and consume 1 Block Token, your next Basic Attack can be made at Emote Range against an enemy within Line of Sight of you or your Turret, and is made with +1 Attack. If you haven’t had a Block Token for 5 turns consecutively, you can ignore the cost to activate this Ability to overheat your Turret, granting +2 Attack to yourself and up to 3 Allies who are adjacent to it, this lasts until you gain a Block Token.
Engineer Reel Instant Technique Emote

Twice per Combat, Once per Health Stage Target an Enemy within Range and Displace them 4 Blocks towards your Turret, ignoring LOS as long as the Turret would have LOS on the Target. You can spend a Block Token to add +4 Blocks to the Displacement. If the Enemy would Impact, gain 1 Block Token.
Escape Artist Instant Technique Self

Twice per Combat, once per Health Stage Target yourself and remove the Snared Status Effect, or negate one instance of any Movement Speed reduction currently applied to you. Additionally, outside of Combat, you are able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold you down.
Execute Command Instant Technique Emote Range

Once per Combat Target an Ally within range and allow them to make a Melee Basic Attack against an Enemy on Health Stage 2/1 without using an Action. Additionally, grant the ally +4 Attack and +4 Minimum Attack for that Attack only. If the Ally fails the Attack via the dice roll, and not through other means, apply the Weakened Status Effect to them for 2 turns.
Fancy Footwork Instant Technique 1 Block

Once per Combat Target an Enemy within 1 Block Range and take the Move action, if possible. Move until you are standing within 1 Block of a different Enemy, and for this Move, you are immune to the first 2 Opportunity Attacks that would Target you. Count the number of Blocks moved, and receive a bonus to your next minimum Attack Roll equal to the number of Blocks (max 6). Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
Fortify Command Instant Technique Emote Range

Once Ended, use Command Stance Basic 5 times to reuse Target an Ally within range, the next time they are attacked by an Enemy, apply the Warned Status Effect to that Enemy. Whilst Warned, they must choose: before rolling, attack normally, and have the Marked Status Effect applied to them, or attack with -4 Attack.
Guided Prayer Instant Technique Self

Once per Health Stage Target yourself and increase the Attack and Minimum Attack of your next Basic Attack by +2. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
Heavy Throw Instant Technique Melee Range

Twice per Combat, Once per Health Stage Target a Character within Range and Displace them a minimum of 6 blocks and up to 10 in any direction away from you and apply the Prone Status Effect to them on landing. If the Target is an Ally, grant that Ally +3 Defense for their next two Defense Rolls.
Improvised Attack Instant Technique Emote Range

Twice per Combat, Once per Health Stage Target an Enemy within Range and roll /dice 1 3. If you roll a 1 or 2, make an Attack at Emote Range with -2 Attack. If you roll a 3, make an Attack at Emote Range with +2 Attack.
Knockback Sweep Instant Technique Melee Range

Once per Combat. Target one Enemy within Range, Displace them backwards away from you by 10 Blocks. If there are multiple Enemies within Range, you may instead Displace all Characters within Range away from you by 4 Blocks. Additionally, the Character that Impacts with the shortest Block distance traveled, your choice if tied, suffers -1HP Damage.
Medical Bolster Instant Technique 10 Blocks

Twice per Combat, Only during Health Stage 2/1 Target an Ally within Range and grant them 1 Block Token, whilst they have this Block Token increase that Ally’s Defense by +2. The next time you would take -HP Damage, the Target Ally suffers it instead of you. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Medical Stance Basic Attack.
Medical Extension Instant Technique Emote Range

Once per Combat Target an Ally on Health Stage 1 and grant them an additional Basic Attack use without using an Action when they reach 0HP. Additionally, if the Attack is successful, it deals -3HP Damage, if it is unsuccessful, it deals -1HP Damage.
Medical Rescue Instant Technique 10 Blocks

Twice per Combat Target an Ally within Range and displace them to a block adjacent to you. Additionally, grant them 1 Block Token and heal them +1HP. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Medical Stance Basic Attack.
Medical Resist Instant Technique 10 Blocks

Twice per Combat Target Yourself or an Ally on Health Stage 2/1 who has just lost a Defense Roll, reduce the Damage taken by that Ally by -1HP for the next 2 failed Defense Rolls.
Medical Sweep Instant Technique 5 Blocks

Once per Combat, but only after you have used Medic Stance Basic 5 Times You move to a non-vertical unoccupied space in Range. This does not provoke Move Reactions, allows you to move through people and heals Allies passed through for +1HP. You can only heal up to 3 Allies using Medical Sweep.
Nimble Bola Instant Technique 10 Blocks

Once per Combat Target an enemy within Range and count the number of blocks between yourselves. If the number of blocks is Even, apply the Prone Status Effect. If the number of blocks is Odd, apply the Snared Status Effect.
Paladin Armaments Instant Technique Self

Use Basic Attacks 3 Times to Reuse Target yourself and switch Paladin Stance, if you were in Blade, switch to Bow, and vice-versa. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Your first Attack after using Paladin Armaments gains +3 Minimum Attack, and +3 Attack.
Paladin Bulwark Instant Technique Melee Range

Twice per Combat, during Health Stage 2/1 Only. Paladin Bulwark’s effects differ based on which Paladin Stance is Active. Blade: Target up to 3 Enemies in Melee Range and apply the Warned Status Effect. When Warned, they must Choose: If their next Basic Attack does not Target you, reduce the Damage they would deal by half, if their next Basic Attack Targets you, and all three hit, reduce the damage of the 3rd attack by -2. Bow: Target an Ally within 10 Blocks who uses Melee Basic Attacks, Move to a Block adjacent to them without provoking Move Reactions and moving through people. Additionally, grant them +1 Attack for their next 2 Dice Rolls. This counts as a Movement Technique.
Paladin Cleanse Instant Technique Melee Range

Twice per Combat, during Health Stage 2/1 Only. Paladin Cleanse’s effects differ based on which Paladin Stance is Active. Blade: Target an Ally in Melee Range and apply two of the following effects to them: Remove Defense Reductions, Remove one Status Effect or break one Link Applied to them by an Enemy. Bow: Target an Ally in Emote Range apply one of the following effects: Remove one Status Effect or Break one Link applied to them by an Enemy.
Paladin Cleave Instant Technique 2 Blocks

Twice per Combat, Once per Health Stage Paladin Cleave’s effects differ based on which Paladin Stance is Active. Blade: Apply the Fleeting Status Effect to all Enemies within 2 Blocks, if Fleeting is applied to 2 or more Enemies, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Bow: Target an Enemy within 10 Blocks and apply the Fleeting Status Effect. Additionally, inflict -2 Attack for their next 2 Attack Rolls.
Paladin Repulse Instant Technique 4 Blocks

Twice per Combat, Once per Health Stage. Paladin Repulse’s effects differ based on which Paladin Stance is Active. Blade: Displace all Enemies within 4 Blocks backward away from you by 6 Blocks. Additionally, if any Enemies Impact, inflict -2 Defense to them for their next Defense Roll. Bow: Displace an Enemy within Emote Range backward away from you by 10 Blocks. Additionally, if they Impact inflict -2 Defense for their next 2 Defense Rolls.
Paladin Smite Instant Technique 10 Blocks

Twice per Combat. Paladin Smite’s effects differ based on which Paladin Stance is Active. Blade: Target an Enemy with a Block Token within 10 Blocks and make a Basic Attack against them at that Range with +3 Attack. Bow: Target two Enemies with Block Tokens within Emote Range, and adjacent to each other, make an Attack Roll against one of them. Additionally, make an Attack Roll against the other with 2 Attack Maximum (dice 12).
Paladin Veilbane Instant Technique 10 Blocks

Twice per Combat, Once per Health Stage. Paladin Veilbane’s effects differ based on which Paladin Stance is Active. Blade: Target an Enemy within 10 blocks and Move to a block adjacent to them without triggering Move Reactions and moving through people, apply the Silenced Status Effect to the Target for 2 Turns. This counts as a Movement Technique. Bow: Target an Enemy within Range and apply the Silenced Status Effect for 3 Turns, if the Target had just used a Power, also apply the Marked Status Effect. Additionally, when you use your Action to use the Blade version of this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
Chem Supplier Passive Technique Self

Once per Combat Chem Supplier isn’t active until you reach Health Stage 2/1. When it activates in Health Stage 2, you may refresh a Charge of one of your Chem Point Buy Abilities that is currently used. If you do not refresh a Charge in Health Stage 2, it reactivates in Health Stage 1, allowing you to refresh a Charge of two different Chem Point Buy Abilities instead.
Protocol Scout Instant Technique Emote Range

Twice per Combat Target an Ally within Range, ignoring Line of Sight and consider them always in Range of you and your Abilities and Attacks, regardless of Line of Sight, for your next 2 Turns. Once Protocol Scout Ends, if that Ability is still active, you are no longer considered ‘in Range’ for that Ability (unless you would be normally without Protocol Scout). Protocol Scout does not use your Action.
Puretek Reload Instant Technique Self

Once per Combat, Only during Health Stage 1 Target yourself and grant an additional usage of any previously used and currently inactive Puretek, Ranger, or Deadeye Point Buy Ability without using an Action.
Puretek Roulette Instant Technique Self

Once per Combat Target yourself and roll /dice 1 6, apply an effect based on the number rolled. 1: Do Nothing but refund this Use of Puretek Roulette, 2: Grant yourself +1 Attack for your next two Attack Rolls, 3: Increase your Move by 3 Blocks for your next two Move Actions, 4: Grant yourself 1 Block Token, 5: Reroll your next Defense Roll even if you succeed, 6: Apply the Marked Status Effect to two Enemies in Emote Range.
Ranger Cut Instant Technique Emote

Thrice per Combat, but only during Health Stage 3/2 Target a character who is part of a Link but not the original caster, sever one Link affecting them and grant them +2 Attack for their next 2 Attack Rolls. Additionally, if the Target has a Status Effect, apply Marked to the Link Caster.
Ranger Entrapment Instant Technique Emote

Once per Combat Target a Character within Range and apply the Snared Status Effect to them. Additionally, apply the Snared Status Effect to all Enemies within Melee Range of the Target, and deal -1HP Damage to any Enemies who already had the Snared Status Effect. Ranger Entrapment does not Stack.
Ranger Fan Instant Technique 4 Blocks

Once per Combat Target two Enemies in front of you within Range, Displace them away from you by 6 blocks. Additionally, if any of the Targets Impact, apply the Fleeting Status Effect to them.
Ranger Shower Instant Technique Emote

Once per Combat Target an Enemy within Range and make an Attack Roll against them, if successful, make an Attack Roll against a different Enemy within Melee Range of the Target. If both Attacks are successful, apply the Vulnerable Status Effect to both Enemies in addition to the Damage. If only the first Attack is successful, it deals -3HP Damage. You must have at least 3 Enemies within Range to use Ranger Shower.
Ranger Tag Instant Technique Emote

Four Times per Combat, but Twice per Health Stage Target an enemy within Range and apply the Marked Status Effect to them. Additionally, if any Ally within 3 blocks of the target enemy has the Marked Status Effect, remove it and apply it to a second Enemy within range.
Ranger Viper Instant Technique Emote

Twice per Combat, but only Once per Health Stage Target an Enemy within Range and make a Basic Attack against them with +2 Attack and +2 to the Minimum Dice Roll. Additionally, you may make this Attack using an Ally’s Line of Sight for targeting.
Reflecting Strike Instant Technique Emote

Once Per Combat Target an Enemy within Range and make a Basic Attack at Emote Range, if the attack is successful, target another Enemy within two blocks of the first and make a Basic Attack against that Enemy. If only the first Attack is successful, it deals -2HP Damage and inflicts -1 Defense on the Target for their next Defense Roll. If both Attacks are successful, they each deal -1HP Damage.
Ritualist Expulsion Instant Technique Melee

Twice per Combat, Once per Health Stage. Target an Enemy within Range with a Status Effect, and make a Basic Attack with +1 Attack. After the attack, Displace them backwards away from you by 6 Blocks. Additionally, if they Impact, deal -1HP Damage to them.
Ritualist Hunt Instant Technique Self

Twice per Combat, Once per Health Stage Target yourself and gain +4 Move Speed to your next Move Action taken. Additionally, for every Opportunity Attack an Enemy takes against you, you gain +2 to Defense against that Opportunity Attack. If the Enemy’s Opportunity Attack hits you, you get to make an Opportunity Attack back with +2 Attack for that roll only.
Ritualist Mirage Instant Technique 10 Blocks

Once per Health Stage Target an Enemy within Range and apply the Confused Status Effect to them which lasts for 5 Turns, or until you make a Basic Attack against them, whichever comes first. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
Ritualist Roots Instant Technique 10 Blocks

Once per Combat Target an Enemy within Range and apply the Prone Status Effect. While the Enemy has the Prone Status Effect from Ritualist Roots, you gain +2 Attack against them. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
Ritualist Slaughter Instant Technique Melee Range

Once per Health Stage Target an Enemy within Range and roll for an Attack Emote twice. If one roll would hit, deal -2HP Damage. If both rolls would hit, deal -2HP Damage and apply the Brittle Status Effect after the Attack Emote. If both rolls would miss, apply the Bloody Status Effect to the Target Enemy for their next two Defense Dice Rolls.
Shattering Strike Instant Technique Melee Range

Twice Per Combat, Once per Health Stage Target an enemy within Range and apply the Brittle Status Effect. Additionally, Shattering Strike does not use your Action but can only be used after making a Basic Attack.
Shield Bunker Instant Technique Self

Once Per Combat Target yourself and reduce the Block distance of all Displacements by -4 (never to 0, minimum 2), but your Moves and all Movement Abilities used on you and by you are capped at 4 Blocks for the duration. Shield Bunker lasts until you reach Health Stage 1, and can be ended early.
Shield Phalanx Instant Technique 1 Block

Once Per Combat You create a defensive zone within Range, ignoring LOS, and increasing your and allies’ Defense by +1, and their minimum Defense Roll by +1. If another ally within range has Shield Phalanx, they can activate it without using their Action in response, which can chain to allies further down the line from you. For each person using Shield Phalanx in a chain, increase the bonuses by +1, but never more than +5. Shield Phalanx lasts for the rest of your current Health Stage.
Shield Rumble Instant Technique 3 Blocks

Twice Per Combat, but once per Health Stage. You slam your shield, which Displaces all Characters within Range backwards and away from you by 4 Blocks. Additionally, if at least 2 enemies Impact, you gain 1 Block Token.
Shield Taunt Instant Technique Melee Range

Once per Health Stage. Target up to 3 enemies within Range, and apply the Warned Status Effect to them. While Warned, they must choose: Target you with an Attack or an Ability, or have the Marked Status Effect applied to them. Warned is removed after either choice. Additionally, set the minimum of your Defense Dice Rolls to 4 against anyone who has the Warned Status Effect. Shield Taunt lasts until all Warned Status Effects applied by Shield Taunt have been removed.
Shrug Off Instant Technique Self

Once per Health Stage Target yourself and remove a Status Effect of your choice without using an Action, but apply a -2 Attack to your next two Attack Rolls.
Smokescreen Instant Technique 4 Blocks

Once per Combat Target yourself and become untargetable by Abilities used outside of this Range for the next 3 turns. Additionally, any Basic Attacks targeting you outside of this Range have -2 to the Final Result.
Sonata of Justice Instant Technique Emote Range

Once per Health Stage Target an Ally within Range and grant them +2 Attack or Defense to their next 3 Rolls of the chosen Stat. If used as an Intro, this lasts for 4 Rolls instead. If used as an Outro for an Elegy Bardic Point Buy Ability, whilst the Ally has this Stat Increase, grant them +2 Blocks Range for all Move Actions they make, and the first time they Impact because of an Enemy, heal them +1HP.
Sonata of Purity Instant Technique 5 Blocks

Twice per Combat Target yourself or an Ally within Range and remove 1 Status Effect of your choice from the Target. If used as an Intro, increase this Ability’s Range to 10 Blocks. If used as an Outro for an Aria Bardic Point Buy Ability, when you use this on an Ally, additionally Target the Enemy within Emote Range that applied the removed Status Effect and apply the Marked Status Effect if the Target Enemy is on Health Stage 3/2, and apply the Bloody Status Effect if the Target Enemy is on Health Stage 1, which lasts until they leave Health Stage 1.
Sonata of Sanctuary Instant Technique Emote Range

Once per Combat Target an Ally within Range on Health Stage 1 and grant them 1 Block Token. If used as an Intro, Target an Ally on Health Stage 2/1 instead. If used as an Outro for a Sonata Bardic Point Buy Ability, additionally heal yourself and the Target Ally +1HP.
Tangle Strike Instant Technique Melee Range

Once per Combat Target an Enemy within Range and apply the Warned Status Effect to them for 2 Turns. While Warned: Remain within 5 Blocks of you, or willingly leave it and have the Fleeting Status Effect applied, and suffer -2 Attack for 3 turns. Multiple instances of Tangle Strike do not stack.
Tank Sanctuary Instant Technique Melee Range

Once per Combat Tank Sanctuary isn’t active until you take Damage from using Tank Stance’s Basic Attack 5 times. When it activates, you can choose to use it to reduce the Damage taken by yourself and Allies within Range by -1HP for 3 Turns.
Tank Shove Instant Technique Melee Range

Once per Health Stage 3/1 only. Target an enemy within Range, and Displace them in a straight line away from you by 10 Blocks. If the target Impacts, apply the Marked Status Effect. Additionally, set your Move speed to 4 Blocks for this turn only, or, if you already Moved, reduce the Move speed of your next Move to 4 Blocks.
Tank Slam Instant Technique 4 Blocks

Once per Combat You apply the Snared Status Effect to all enemies within Range. Additionally, apply the Fleeting Status Effect to one enemy within Range of your choice.
Tech Auto Instant Technique Self

Twice per Combat, Once per Health Stage Target yourself and reduce the Damage you deal with attacks by -1HP, grant yourself +5 to the Minimum of your next 3 rolls. If two of these rolls are successful, apply the Bloody Status Effect to an enemy within Emote Range for 2 turns. Additionally, if your Basic Attack is Replaced by something else when you use this Ability, instead of reducing the Damage you deal, increase the Damage you take from incoming Attacks by -1HP.
Tech Shelter Instant Technique 5 Blocks

Twice per Combat Target an Ally within Range that has just taken -1HP Damage, reduce that Damage to 0 but decrease their Attack by -2 for the next 2 rolls.
Theft Instant Technique 1 Blocks

Twice per Combat, Once per Health Stage Target an enemy within Range and roll /dice 1 5. If you roll a 1, and the enemy has a Block Token, remove the Block Token and grant it to yourself, and if the enemy has no Block Token, treat this as rolling a 4. If you roll a 2, choose an Ability that is “Twice or Thrice per Combat” and refresh one of its uses. If you roll a 3, you and the Enemy gain the benefit of a 2 roll. If you roll a 4, reduce the enemy’s next Move action by -3 Blocks, and increase your next Move action by +3 Blocks. If you roll a 5, remove any Attack and Defense Stat increases the enemy has for the next 3 turns, and grant them to yourself for the next 3 turns (they are re-applied when this Ability ends).
Venomous Strikes Instant Technique Self

Once per Combat. Target yourself and modify your Attack for the next 4 turns. Whenever you deal Damage to an enemy, you can reduce the Damage by any amount (even to 0), and then reduce the enemy’s Attack or Defense Stat by the amount reduced. This Stat reduction lasts until you Damage the affected enemy without reducing the Damage, until this Ability ends, or until you are KO’d. The same enemy can only have their Stats reduced by a maximum of -3 in each Stat, even by multiple uses of Venomous Strikes.
Veteran Solitude Instant Technique 10 Blocks

Twice per Combat Count the number of Allies and Enemies, and apply a different effect of Veteran Solitude depending on the difference between the counted numbers. 0: Target 1 Enemy within Range and set your Minimum Attack or Defense Roll against them to 5, and grant the Enemy the opposite. 1-2: Grant yourself 1 Block Token, and apply the Marked Status Effect to one Enemy within Range. 3-4: Remove up to two Status Effects from yourself and apply 1 Status Effect of your choosing to an Enemy within Range, 5+: Target 3 Enemies in Range, inflict -3 Attack and Defense to all three for their next 3 Rolls.
Veteran Swiftstrike Instant Technique 2 Blocks

Twice per Combat, Once per Health Stage Target all Enemies within Range and displace them backward away from you by 4 Blocks. Additionally, target one Enemy displaced by this Ability and move to an unoccupied space adjacent to them without provoking Move Reactions. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
Veteran Tri-Slash Instant Technique Melee Range

Once per Health Stage, only on Health Stage 3/2 Target an Enemy within Range and make a Basic Attack against them rolling /dice 1 19, ignoring all current bonuses and penalties, rolling three times and using the Highest Result. If 2 of the Rolls were above 15 without post-roll additions, this attack deals -3HP Damage. If 3 of the Rolls were above 15 without post-roll additions, this attack deals -4HP Damage and applies the Prone Status Effect to the target, and this Attack’s Damage cannot be reduced or ignored in any way.
Warding Prayer Instant Technique 5 Blocks

Twice per Combat, Once per Health Stage Target an Enemy within Range, the next time they take the Move Action, or the next time an Enemy adjacent to the Target takes the Move Action, apply the Snared and Fleeting Status Effect to the Target.
Weapon Throw Instant Technique Emote Range

Thrice Per Combat, Once per Health Stage Target an enemy within Range and make a Basic Attack at Emote Range, but with -2 Attack.

Counter Techniques

Name Type Range Cooldown Description
Bruiser Parry Counter Technique Self

Once per Combat You can only use this when an Enemy using Ranger or Deadeye Stance makes a successful Attack against you, reduce the Damage taken from that Attack by -1HP. Additionally, apply the Brittle Status Effect to the Enemy within Emote Range that attacked you.
Bruiser Riposte Counter Technique Self

Twice per Combat, Once per Health Stage You can only use this when an Enemy with the Brittle Status Effect makes a successful Melee Attack against you, without using an Action, reduce the Damage taken from that attack by -1HP. Additionally, deal -1HP Damage to the Enemy that attacked you and remove the Brittle Status Effect from them.
Chem Bang Counter Technique 10 Blocks

Twice per Combat You can only use this when an Enemy in Range would use a Movement Ability, reduce the range of that Movement Ability by 7 Blocks. Additionally, if the Enemy was Mounted, they cannot gain increased Move Range for 2 Moves after this effect.
Chem Purge Counter Technique Self

Twice per Combat, Once per Health Stage You can only use Chem Purge when you have a Status Effect applied by an Enemy, remove all Status Effects. Additionally, set your Maximum Defense Roll to 6 (cannot be raised) for a number of Defense Rolls equal to the number of Status Effects removed. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
Close Save Counter Technique Self

Once per Combat You can only use this when an ally is targeted by a Basic Attack or an Ability that does -HP damage. Instead of the ally taking Damage, you become the Target and take Damage equal to half the original Damage, rounded up. Close Save only works if you can be a valid Target for the Attack/Ability. Multiple instances of Close Save, even from different people, don’t stack with each other.
Cutthroat Mirror Counter Technique 10 Blocks

Twice Per Combat, but once per Health Stage. You can only use this when an Enemy applies a Status Effect to you. When gaining a Status Effect, apply the Warned Status Effect to the Enemy who targeted you. They must choose to either suffer the same Status Effect for the same duration or suffer -2 Attack for their next 3 Attack Dice Rolls. Cutthroat Mirror does not use an Action.
Dirty Fighter Counter Technique 10 Blocks

Once per Combat You can only use this when an enemy is within Range. Apply the Confused Status Effect to them for 2 turns. Additionally, if the target is within 2 Blocks of you, apply a -2 Defense Reduction for their next two Defense Rolls. Multiple instances of Dirty Fighter, even from different people, don’t stack with each other.
Engineer Reinforce Counter Technique Emote

Twice per Combat, Once per Health Stage You can only use this when an enemy would Displace an Ally adjacent to your Turret, reduce the distance the Ally is displaced by -4 Blocks. Additionally, you can consume 1 Block Token to apply the Marked and Snared Status Effects to whomever displaced that Ally.
Feeble Prayer Counter Technique Emote Range

Twice per Combat, Once per Health Stage You can only use this when an Enemy Targets you with a Technique. Reduce the Duration, Damage, and Displacement Distance of that Power on you by half rounded up. Additionally, apply the Weakened Status Effect for 2 Turns to the Enemy that used the Technique on you.
Hushed Prayer Counter Technique Emote Range

Twice per Combat, Once per Health Stage You can only use this when an Enemy Targets you with a Power. Reduce the Duration, Damage, and Displacement Distance of that Power on you by half rounded up. Additionally, apply the Silenced Status Effect for 2 Turns to the Enemy that used the Power on you.
Interception Counter Technique 4 Blocks

Twice per Combat, Once per Health Stage You can only use this when an Ally within Range is targeted by a Basic Attack. This forces you to be the Target instead. Additionally, if you take damage, gain Defense for your next two Defense Rolls equal to double the damage you took.
Kneeling Prayer Counter Technique Self

Twice per Combat You can only use this when an Enemy would Damage you with a Basic Attack. Reduce the Damage you would take by -1HP. Additionally, apply the Prone Status Effect to yourself, and you may only remove it by spending your Action, or using an Ability that removes Status Effects.
Magebane Strike Counter Technique 5 Blocks

Twice per Combat, but only Once per Health Stage You can only use this when an Enemy uses an Instant or Movement Power within Range. If used in reaction to an Enemy’s Instant Power, apply the Silenced Status Effect to them for 2 turns. If used in reaction to an Enemy’s Movement Power, grant yourself +4 Move Speed for your next Move.
Paladin Guard Counter Technique Self

Twice per Combat, during Health Stage 3/2 Only. Paladin Guard’s effects differ based on which Paladin Stance is Active. Blade: You can only use this when you would take Damage from a Ranged Basic Attack, reduce the Damage you would take by -1HP, and make a Basic Attack against an Enemy in Melee Range that deals -1HP Damage if it hits. Bow: You can only use this when an Ally within Emote Range would be Targeted for a Basic Attack, obscure their Line of Sight and prevent them from being Targeted for 1 Turn, but allow the Attacker to change Targets afterward. Additionally, choose one Enemy adjacent to Target Ally, Target them and apply the Blinded Status for 2 turns.
Puretek Evade Counter Technique Melee

Once per Combat You can only use this ability when you are targeted for a Basic Attack by an Occult Enemy within range. You automatically succeed in the Defense Roll for that attack, and Displace yourself up to 10 blocks away from the enemy in a cardinal direction. Additionally, at the end of the displacement, apply the Vulnerable Status Effect to yourself.
Puretek Sanction Counter Technique Emote

Once per Combat You can only use this when an Occult Enemy targets you or an Ally with a Power, apply the Warned Status Effect to that Enemy. Whilst Warned, if the Target uses a Power in their next Action, inflict -2HP Damage to them, if they do not, apply the Silenced Status Effect for 2 turns. Multiple instances of Puretek Sanction do not stack.
Puretek Wrath Counter Technique Emote

Twice per Combat, Once per Health Stage You can only use this when an Occult Enemy Damages you with a Basic Attack, apply the Vulnerable Status Effect to them and decrease their next Move by 4 Blocks.
Sharp Reflexes Counter Technique Self

Twice per Combat You can only use this when you are Targeted by a Basic Attack. Sharp Reflexes must be declared before the Defense Roll, which adds +5 to the Final Result of your Defense Roll. This does not take an Action, but cannot be used twice on the same Roll.
Shield Reversal Counter Technique Melee Range

Once per Combat, but only during Health Stage 2/1. You can only use this when an enemy uses a Movement Ability and ends their Move within Range. Once their Ability has resolved, Displace them 8 Blocks in any direction, except the direction they just came from.
Shield Snare Counter Technique Emote Range

Once per Health Stage. You can only use this when an enemy would hit you with a Ranged Attack. If Ranger Stance or any other type of Ranged Attack, reduce the Damage to 0, if Deadeye Stance, reduce by -1HP. Additionally, Target an enemy within Range, and choose: Displace them away from you by 4 Blocks, or make a Ranged Attack that only deals -1HP if it hits.
Steady Body Counter Technique Self

Twice per Combat, but once per Health Stage 3/2 You can only use this when an Enemy would Displace you. Reduce that displacement by 8 Blocks. Any additional effects of the Ability that would have Displaced you still happen. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
Substitute Counter Technique 4 Blocks

Once per Health Stage, only during Health Stage 2/1. You can only use this when an enemy targets you with an Instant Technique. Target an Ally within Range to become the Target instead, additionally Displace yourself to a block Adjacent the Target Ally and grant them immunity to the next Displacement targeting them.
Tank Block Counter Technique Self

Once per Health Stage. You can only use this when an enemy hits you with a Melee Attack. Reduce the Damage by -1HP, without using your Action. Multiple instances of Tank Block, even from different sources, don’t stack with each other.
Tank Hero Counter Technique 4 Blocks

Once per Health Stage, only during Health Stage 3/2. You can only use this when an Ally within Range is Targeted by an Ability. You become the Target of the Ability instead, unless this would cause that Ability to do nothing. If the Enemy is within Range of Tank Hero, apply the Fleeting Status Effect to them. If they’re outside of the Range, instead apply the Marked Status Effect.
Tank Watch Counter Technique 5 Blocks

Twice Per Combat, but once per Health Stage. You can only use this when an Enemy uses a Movement Ability that Targets you, or an Ally within Range. Reduce the distance moved by -6 Blocks, and apply the Prone Status Effect to them at the end of their Move. Tank Watch does not use your Action.
Technique Parry Counter Technique Self

Once per Combat You can only use this when you would be affected by an Instant or Movement Technique from Melee, Bruiser, Veteran, or Cutthroat Point Buy, ignore all effects from that ability on yourself, including refunded Basic Attacks. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
Veteran Antimagi Counter Technique 4 Blocks

Once per Combat Before you have used Veteran Antimagi, you gain +1 Attack. You can only use this when an Enemy within Range uses an Ability from Arcane Point Buy, without using an Action, target them and apply the Silenced Status Effect for 3 turns. When the Silenced Status Effect ends, set your Minimum Attack Roll against the Target to 5 for your next Attack.
Veteran Impurity Counter Technique 4 Blocks

Once per Combat Before you have used Veteran Impurity, you gain +1 Defense. You can only use this when an Enemy within Range uses an Ability from Puretek Point Buy, without using an Action, target them and apply the Weakened Status Effect for 3 turns. When the Weakened Status Effect ends, inflict -2 Attack or Defense to them for their next 2 Rolls.
Veteran Parry Counter Technique 2 Blocks

Twice per Combat You can only use this when an Enemy within Range uses a Basic Attack or a Technique, Target them and apply different effects depending on what was used. Basic Attack: Increase your Minimum Defense by +3 for your next 2 Rolls, Technique: Inflict the Fleeting Status Effect to the Target Enemy.

Movement Techniques

Name Type Range Cooldown Description
Bruiser Slam Movement Technique 10 Blocks

Once per Combat You move to an empty space adjacent to Target Enemy without provoking Move Reactions and allowing you to move through people. Additionally, if the Target has Block Tokens, break one and apply the Brittle Status Effect. If the Target does not have Block Tokens, apply the Snared Status Effect instead.
Cavalry Buck Movement Technique Melee

Once per Combat Target an Enemy within Range and displace them backward away from you by 4 Blocks, additionally apply the Prone Status Effect.
Cavalry Charge Movement Technique 10 Blocks

Once per Combat You and any other Riders move to an unoccupied block within Range without provoking Move Reactions and Moving through people. Additionally, apply the Prone Status Effect to up to 2 Enemies passed through with this Ability, and if there is an Enemy within Melee Range of the block you move to. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
Cavalry Ram Movement Technique 5 Blocks

Twice per Combat, Once per Health Stage You move to an unoccupied block within Range without provoking Move Reactions but not moving through people. Additionally, Target an Enemy within Melee Range of your destination and Displace them backward away from you by 6 Blocks, if they Impact, gain +2 Attack for your next Attack against that Target.
Cavalry Retreat Movement Technique 10 Blocks

Once per Combat You and any other Riders move to an unoccupied block within Range without provoking Move Reactions and Moving through people. Additionally, Target an Ally within Melee Range and take them with you without using the Target Ally’s Move.
Cavalry Roar Movement Technique 10 Blocks

Twice per Combat, Once per Health Stage Target yourself and up to two Allies who are Mounted within Range and grant them +2 Attack for their next 2 Attack Rolls, this bonus is doubled if those Targets Move more than 8 Blocks before making their next 2 Attacks. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Multiple instances of Cavalry Roar, even from different sources, do not stack.
Cavalry Trooper Movement Technique Melee Range

Triggers Twice per Combat, Once per Health Stage You always block line of sight for enemies within 5 Blocks. Additionally, if you trigger an Opportunity Attack, you may make an Attack against that Enemy without using an Action, with +2 Attack.
Diving Tackle Movement Technique 10 Blocks

Once per Combat You move to an empty space within range without provoking Move Reactions and allows you to move through people. Additionally, if you end your move in a space adjacent to an Enemy, choose: apply the Prone Status Effect to yourself and that Enemy, or, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
Ranger Evade Movement Technique 10 Blocks

Once Per Combat You can only use this when you are Targeted by a Melee Basic Attack. If that attack succeeds, Displace the Enemy backwards and away from you by 4 blocks. If that attack fails, grant yourself +2 Defense to your next 2 Defense Dice Rolls. In either case, after the Attack, Move in any direction up to 10 Blocks, moving through people and without triggering Move Reactions.
Ritualist Exchange Movement Technique 10 Blocks

Once per Combat Target an Ally within Range and swap places with them, neither of you provoke Opportunity Attacks and both of you can move through people, this uses the Target Ally’s Move Action. Additionally, apply the Weakened or Silenced Status Effect for 2 Turns to up to 2 Enemies within Melee Range of you after the swap.
Ritualist Surge Movement Technique 10 Blocks

Twice per Combat, Once per Health Stage Move in a straight line as far as you can in cardinal direction. When you stop moving, either by reaching the maximum Range, or by meeting an obstruction, count the number of blocks moved and apply effects based on the distance traveled, stacking. 1-2 Blocks: This Movement does not trigger Opportunity Attacks. 3-4 Blocks: You may make a Basic Attack on an Enemy in Melee Range without using an Action, with +1 Attack. 5-8 Blocks: Gain an additional +1 Attack and +1 Minimum Attack to the Basic Attack. 9-10: Apply the Snared and Vulnerable Status Effects to the Enemy you Basic Attack, even if you miss.
Shield Slam Movement Technique 10 Blocks

Once per Combat. You Move to an unoccupied space in range, optionally moving through people without triggering Opportunity Attacks. Additionally, when you stop Moving, Target anyone in Melee Range and Displace them away from you 6 blocks. If they Impact, apply the Prone Status Effect.
Stampede Movement Technique 4 Blocks

Once per Combat Target an Enemy within Range and Displace both yourself and the target 10 blocks in any direction. Additionally, if they Impact, apply the Vulnerable Status Effect to the target, and you cannot use Movement Abilities for 2 Turns.
Tank Rush Movement Technique 10 Blocks

Twice per Combat, Once per Health Stage You Move to an unoccupied space adjacent to target Ally within Range. This does not provoke Move Reactions, and allows you to Move through people. If you Move through an enemy, Displace them away from you to the left or right (user choice) by 4 blocks. Additionally, if you moved 5+ Blocks, when you end your move, grant a Block Token to the Targeted Ally.
Tech Exchange Movement Technique 10 Blocks

Twice per Combat Target an Ally within Range and swap places with them without consent. This doesn’t trigger Move Reactions, but any Attacks/Abilities on you and your ally must resolve before the swap finishes.
Tech Thruster Movement Technique 10 Blocks

Twice per Combat, Once per Health Stage You move to a non-vertical unoccupied space in range without provoking Move Reactions, and allowing you to move through people. Additionally, you may Target an Ally in Melee Range and move them with you, this does not use their Move. This does not use an Action if you use your Action to use a Tech or Engineering Point Buy Ability.
Veteran Banishment Movement Technique 10 Blocks

Twice per Combat, Once per Health Stage Before you have used Veteran Banishment, you gain +1 to your Minimum Attack Roll. Target a Conjuration or Turret within Range and Move to an unoccupied block adjacent to it. If you Target a Conjuration, destroy it, and apply the Confused Status Effect to the Target Conjurer within Emote Range for 2 Turns. If you Target a Turret, re-place the Turret anywhere you choose horizontally within 6 blocks of its original location, and apply the Blinded Status Effect to the Target Engineer within Emote Range for 2 Turns.

Link Technique

Name Type Range Cooldown Description
Cutthroat Tether Link Technique Emote Range

Once per Combat Target an Ally within Range and apply a Link to them that allows you to instantly Move to an unoccupied block adjacent to them without provoking Move Reactions and moving through people. Additionally, apply the Prone Status Effect to the first Enemy you move through, and apply the Fleeting Status Effect to yourself after Moving. Cutthroat Tether ends after you have moved adjacent to the Linked Ally once.
Engineer Connect Link Technique Emote

Once per Combat Target an Ally within Emote Range, apply a Link to them that grants you a Block Token every time that Ally breaks a Block Token, and grant that Ally +2 Defense for 2 Dice Rolls. Engineer Connect lasts until broken or you reach Health Stage 1. When it ends, give the Linked Ally 1 Block Token.
Exchange Command Link Technique Emote Range

Once per Combat Target two Allies within Range and apply a Link to them. Whenever a Status Effect would be applied to one of them, without using an Action, you may choose to apply it to the other Linked Ally instead, except in cases if that Status Effect would do nothing to the other Ally. Additionally, if you transfer 4 unique Status Effects in this way, break the Links and grant both Linked Allies immunity to Status Effects for 3 turns. This ability ends if one of the Links are broken. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Command Stance Basic Attack on both Allies, granting one Ally the Defense Bonus, and the other the Attack Bonus.
Medical Revive Link Technique Melee Range

Once per Combat Target an Ally at 0HP within range and Revive them back at 4HP. Additionally, apply a Link Technique and Bloody Status Effect on them. If the Link Technique breaks, deal -3HP Damage to the Ally. The Link Technique also breaks if they leave Range from you. Multiple instances of a Revive Ability, even from different people, don’t stack with each other.
Overwhelm Command Link Technique Emote Range

Once per Combat Target an Ally and apply a Link to them that allows the first Ability they use per turn to not use their Action if that Ally has 0 Allies and 2+ Enemies within 4 blocks. The effects of Overwhelm Command are suspended but not canceled if these requirements are not satisfied. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Command Stance Basic Attack.
Puretek Burn Link Technique 10 Blocks

Once per Combat Target an Occult Character within range and apply a Link to them for 4 turns that deals -1HP Damage to them when they use a Power. After this has dealt 2HP Damage, break the Link and inflict the Silenced Status Effect to the target for 2 turns. If Puretek Burn does not deal -2HP Damage to the Target within 5 turns, inflict the Weakened Status Effect on yourself for 2 turns. Multiple instances of Puretek Burn do not stack.
Pursuit Command Link Technique Emote Range

Once per Combat You can only use this ability when an enemy uses a Movement Ability to leave Melee Range of an Ally. Without using an Action, apply a Link to that Ally that grants +4 Blocks Range on their Move Actions and +3 Attack. This Ability ends if that Ally makes two successful attacks against that enemy, or attempts to attack a different enemy.
Spiteful Command Link Technique Emote Range

Once per Health Stage, but only during Health Stage 3/2 You can only use this ability when an Enemy breaks one of your Links. Target that Enemy and apply a Link to them that inflicts -2 Attack for 4 Turns. Additionally, If this Link lasts all 4 turns without being broken, apply the Bloody Status Effect to the Linked Enemy. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Command Stance Basic Attack.
Tech Bungee Link Technique 10 Blocks

Twice per Combat Target an Ally within range and apply a Link to them that pulls them to a block adjacent to you if they would be Displaced more than 6 blocks away from you in any direction. This link breaks if the Ally Moves more than 10 blocks away from you.
Tech Livewire Link Technique Emote Range

Once per Combat Target a Character within Range and apply a Link to them that gets more powerful depending on the number of Links active on them. If used on an Ally, grant +1 Attack and Move Speed per Link affecting them. If used on an Enemy, inflict -1 Attack and Move Speed per Link affecting them. Tech Livewire breaks automatically after 4 Turns.

Stance

Name Type Range Cooldown Description
Arcane Blade Stance Self

20 Minutes once Ended You can enter Arcane Blade without using an Action, but ending it requires one. Arcane Blade confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. When you use an Ability from Arcane Point Buy, set the Minimum of your next Attack Roll to 2, if you have a minimum of 9 Points in Magic, set it to 4 instead. Additionally, when you would change from one Health Stage to another, your next Basic Attack rolls /dice 0 20, ignoring all current bonuses and penalties. If you roll a 0 or a 20, displace the target backwards and away from you by 6 blocks, and apply the Brittle Status Effect. Arcane Blade counts as Bruiser Stance for the purpose of Enemy Abilities. Arcane Blade has an indefinite duration, until ended by you, or until combat is over.
Arcane Bolts Stance Self

20 Minutes, once ended You can enter Arcane Bolts without using an Action, but ending it requires one. Arcane Bolts confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. When you use an Ability from Arcane Point Buy, set the Minimum of your next Attack Roll to 2, if you have a minimum of 9 Points in Magic, set it to 4 instead. Arcane Bolts counts as Ranger Stance for the purpose of Enemy Abilities. Arcane Bolts has an indefinite duration, until ended by you, or until combat is over.
Arcane Medic Stance Self

20 Minutes, once ended You can enter Arcane Medic without using an Action, but exiting it requires one. You cannot enter Arcane Medic at Health Stage 2/1. Arcane Medic confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy, Shielding Point Buy. You cannot deal Damage to Enemies through Attacks or Abilities. Your Basic Attack is Replaced, allowing you to target a Character within Melee Range and roll /dice 1 4, where anything above a 1 is a success, to heal the target +1HP. Additionally, if the Target is already at their Maximum HP, a success instead heals yourself +1HP. Additionally, after you use an Arcane Point Buy Ability, you succeed your Dice Roll done with Arcane Medic’s Basic Attack. Arcane Medic has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
Arcane Tank Stance Self

20 Minutes, once ended You can enter Arcane Tank without using an Action, but exiting it requires one. Arcane Tank confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy. Your Defense from Proficiencies is 7, not 5. You cannot have the Brittle Status Effect applied to you. You cannot deal Damage to Enemies through Attacks or Abilities, your Basic Attack is Replaced and Targets Allies in Melee Range. When you use this on an Ally, or up to 2 Allies, the next time they would be Targeted for a Basic Attack, you become the Target instead, and if you fail the Defense Roll, reduce the Damage you take by -1HP (never to 0). Additionally, after you use an Arcane Point Buy Ability, you succeed your next Defense Dice Roll done with Arcane Tank’s Basic Attack. Arcane Tank has an indefinite duration, until ended by you, or until combat is over.
Bruiser Stance Stance Self

20 Minutes once Ended You can enter Bruiser Stance without using an Action, but ending it requires one. Bruiser Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. Stat Reductions that would affect your Attack affect your Defense instead. Additionally, if the Damage of your Attacks would be reduced or ignored by anything, you gain +1 Attack for your next Attack Emote. Bruiser Stance has an indefinite duration, until ended by you, or until combat is over.
Chem Bolts Stance Self

20 Minutes once Ended You can enter Chem Bolts without using an Action, but exiting it requires one. Chem Bolts confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. Additionally, when you use a Chem Point Buy Ability except Chem Bolts, the Minimum of your next Attack Roll is increased by +2. This counts as Ranger Stance for the purpose of other Abilities. Chem Bolts has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
Command Stance Stance Self

20 Minutes once Ended. You can enter Command Stance without using an Action, but exiting it requires one. Command Stance confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Link Abilities used by you are Viewing Range instead of Emote Range. Your Basic Attack is Replaced, and can now Target Allies within Emote Range. When you use this on an Ally, increase the Minimum of their next Attack or Defense Roll by +5. Command Stance has an infinite duration, until ended by you, or Combat is over.
Conjurer Stance Stance Emote Range

20 Minutes once Ended You can enter Conjurer Stance without using an Action, but exiting it requires one. Conjurer Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. You may place one Conjuration upon entering Conjurer Stance, but can only place 3 Max at once. Conjurations cannot move, but any Ability that allows you to place a Conjuration allows you to move one that already exists instead. Conjurations do not have Opportunity Attacks, can be walked through, count for Impact as a player would, and Abilities with Melee Range can be cast through one of your Conjurations. But, if a Conjuration is removed and re-placed, any Abilities cast through it are also removed. Additionally, if you make an Attack against an Enemy whilst you or the Enemy is Adjacent to one of your Conjurations, gain +1 Attack for each Adjacent Conjuration. Destroy all Conjurations when you exit Conjurer Stance.
Cutthroat Stance Stance Self

20 minutes, once ended You can enter Cutthroat Stance without using an Action, but exiting it requires one. Cutthroat Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. If an Enemy removes a Status Effect that you applied in any way other than having it trigger or remove itself, you gain +2 Attack for your next Attack Roll against whomever removed it. Cutthroat Stance has an indefinite duration, until ended by you, or until combat is over.
Deadeye Stance Stance Self

20 Minutes, once ended You can enter Deadeye Stance without using an Action, but ending it requires one. Deadeye Stance confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your max Attack is 10 (dice 20). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 4. Deadeye Stance has an indefinite duration, until ended by you, or until combat is over.
Engineer Stance Stance Self

20 Minutes, once ended You can enter Engineer Stance without using an Action, but ending it requires one. Engineer Stance confers the following benefits and limitations: You cannot use Abilities from Training Point Buy. You have no cap on Block Tokens, and Block Tokens no longer trigger to reduce Damage taken, and cannot be removed by other players by any means, instead being consumed for Engineering Point Buy Abilities. You Summon a Turret adjacent to where you are standing when entering Engineer Stance, and if you take the move action when standing adjacent to your Turret, you may move it with you, but limit that Move to 4 blocks. Engineer Stance has an indefinite duration, until ended by you, or until combat is over.
Medical Stance Stance Melee Range

20 Minutes once Ended You can enter Medical Stance without using an Action, but exiting it requires one. You cannot enter Medical Stance on Health Stage 2/1. Medical Stance confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Your Basic Attack is Replaced, allowing you to target a Character within Melee Range and roll /dice 1 4, where anything above a 1 is a success, to heal the target +1HP. Additionally, if the Target is already at their Maximum HP, a success instead heals yourself +1HP. Medical Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
Paladin Stance Stance Self

20 Minutes once Ended You can enter Paladin Stance without using an Action, but exiting it requires one. When entering Paladin Stance, choose Blade or Bow. Paladin Stance confers the following benefits and limitations depending on which was chosen. Blade: You cannot use Abilities from Tech or Training Point Buy, Bow: You cannot use Abilities from Melee or Shielding Point Buy. When you choose Bow, you gain: Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. This counts as Ranger Stance for the purpose of enemy Abilities. Paladin Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
Ranger Stance Stance Self

20 Minutes, once ended You can enter Ranger Stance without using an Action, but ending it requires one. Ranger Stance confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. Ranger Stance has an indefinite duration, until ended by you, or until combat is over.
Ritualist Stance Stance Self

20 Minutes once Ended You can enter Ritualist Stance without using an Action, but exiting it requires one. Ritualist Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. Your Melee Range for Attack Emotes & Abilities are reduced to 1 Block Range. Your Emote Range Abilities are reduced to 15 Block Range. Ritualist Stance gains +2 to Minimum Attack Rolls. Ritualist Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
Tank Stance Stance Self

20 Minutes, once ended You can enter Tank Stance without using an Action, but ending it requires one. Tank Stance confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy. Your Defense Stat from Proficiencies is 7, not 5. You cannot have the Brittle Status Effect applied to you. You cannot deal Damage to Enemies through Attacks or Abilities, your Basic Attack is Replaced and Targets Allies in Melee Range. When you use this on an Ally, or up to 2 Allies, the next time they would be Targeted for a Basic Attack, you become the Target instead, and if you fail the Defense Roll, reduce the Damage you take by -1HP (never to 0). Tank Stance has an indefinite duration, until ended by you, or until combat is over.
Veteran Stance Stance Self

20 Minutes once Ended You can enter Veteran Stance without using an Action, but ending it requires one. Veteran Stance confers the following benefits and limitations: You cannot use Abilities from Arcane Point Buy. Any Stat Reduction greater than -1 that would affect you is reduced by -1. Additionally, Once per Combat, you may set the Range of any X Block Range Veteran Point Buy Ability to 6 Blocks. Veteran Stance has an indefinite duration, until ended by you, or until combat is over.

Passive Power

Name Type Range Cooldown Description
Arcane Aura Passive Power Self

Once per Combat Arcane Aura isn’t active until you are given the Prone, Fleeting, or Snared Status Effect. When it activates, you can remove the Status Effect and instead grant yourself +4 Blocks Move Speed on your next Move.

Instant Powers

Name Type Range Cooldown Description
Arcane Apotheosis Instant Power Self

Once per Combat Target yourself and apply the Silenced Status Effect for 5 turns. If this Silenced Status Effect is not removed after those 5 turns, grant yourself +3 to Attack or Defense, and +2 to the other, for the rest of your current Health Stage. Additionally, whilst Silenced by Arcane Apotheosis, gain +1 Attack and Defense.
Arcane Cleanse Instant Power 10 Blocks

Twice per Combat, but only during Health Stage 3/2 Target yourself or an Ally and remove 1 Status Effect of choice. Additionally, if Arcane Cleanse is used on yourself, you can apply the removed Status Effect to an Enemy within Range, but if you do, reapply the removed Status Effect to yourself as well, but with a 2 Turn duration (if applicable). This transferred Status Effect cannot Target the same Enemy that applied the initial Status Effect.
Arcane Distortion Instant Power 3 Blocks

Once per Combat, Only on Health Stage 2/1 Apply the Confused Status Effect for 2 Turns to all Characters within Range of you, including yourself. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
Arcane Echostrike Instant Power Self

Twice per Combat Target yourself and grant +2 Attack to your next Attack Emote. Instead of dealing -2HP Damage, it deals -1HP Damage this turn, and -1HP Damage the next turn. When you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
Arcane Eruption Instant Power 2 Blocks

Twice per Combat, Once per Health Stage 3 & 2 You displace all Characters within Range 4 blocks away from you If they Impact, apply -2 Defense for 2 turns. If at least 4 Characters Impact, apply the Prone Status Effect to one of them.
Arcane Isolate Instant Power Emote Range

Twice per Combat, Once per Health Stage Target an Enemy within Range that is affected by a Link Power or that possesses a Block Token gained from an Ability, break it. If a Link Ability is broken, apply the Marked Status Effect to yourself. If a Block Token is broken, apply the Brittle Status Effect to yourself.
Arcane Portent Instant Power Emote Range

Twice per Combat Target yourself or an Ally within Range and roll /dice 0 6. For the next 2 Turns, without using an Action, add this result to the final result of either an Attack or Defense Dice Roll made by the Target, but this must be declared before the Roll. Additionally, if you roll a 0, gain an additional use of Arcane Portent.
Arcane Sap Instant Power 10 Blocks

Once per Combat Target an Enemy within Range, and apply a Stat Reduction based on Health Stage, but also to yourself, until the end of the Target’s current Health Stage. Stage 3/2: -2 Attack or Defense for Enemy, -1 Attack or Defense for you. Stage 1: -1 Attack or Defense for Enemy. Multiple instances of Arcane Sap, even from different people, don’t stack with each other. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
Arcane Shove Instant Power Emote Range

Twice per Combat, Once per Health Stage 3 & 1. Target an Enemy within Range and Displace them 6 Blocks in any direction.
Arcane Snare Instant Power Emote Range

Once per Combat Target one enemy within Range and apply the Snared Status Effect. Alternatively, reduce the range of your next Move to 1 Block and apply the Prone Status Effect to the Target instead. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
Conjurer Bleed Instant Power Emote Range

Twice per Combat, Once per Health Stage Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, Displace an Enemy within Range 4 Blocks toward one of your Summons of your choosing, if they Impact, apply the Bloody Status Effect to them for their next 4 Defense Rolls.
Conjurer Bolt Instant Power Emote Range

Four Times per Combat, Twice per Health Stage Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, make a Ranged Attack with +2 Attack against anyone within Melee Range of any of your Summons regardless of Line of Sight.
Conjurer Fetter Instant Power Emote Range

Twice per Combat, Once per Health Stage You cannot use Conjurer Fetter unless you have at least 2 Summons Active. Target two Enemies within Range and apply -2 Attack to one, and -2 Defense to the other that lasts for their next 3 Rolls of the affected Stat. Conjurer Fetter does not Stack.
Conjurer Fog Instant Power Emote Range

Twice per Combat Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, apply the Blinded Status Effect for 4 Turns Enemies who are within Melee Range of each of your Summons, up to a total number of Enemies equal to your current number of Summons.
Conjurer Garrotte Instant Power Melee Range

Twice per Combat, Once per Health Stage Target an Enemy within Range and make an Attack Roll against them that inflicts -1HP Damage and applies the Silenced or Weakened Status Effect to the Target for 3 Turns if successful. If the Attack roll fails, apply the Silenced or Weakened Status Effect to the Target for 2 Turns instead.
Conjurer Plague Instant Power Emote Range

Once per Combat You cannot use Conjurer Plague unless you have at least 3 Summons Active. Apply one of the the Bloody, Fleeting, or Vulnerable Status Effects to all Enemies within Melee Range of one of your Summons. If Bloody is chosen, apply it until the end of their current Health Stage.
Conjurer Stall Instant Power Melee Range

Twice per Combat, Once per Health Stage Target an Enemy within Range and apply the Prone Status Effect to them. Additionally, apply the Snared Status Effect to yourself or an Ally within Range.

Counter Power

Name Type Range Cooldown Description
Arcane Counter Counter Power Emote Range

Twice per Combat, Once per Health Stage You can only use this when an Enemy within Range uses an Ability from Arcane Point Buy. If it Targets you or an Ally, give the Target +1 Defense for their next 3 Defense Rolls, and remove a Status Effect from them. If it Targets themselves or another Enemy, inflict -1 Defense for their next 3 Defense Rolls and apply the Vulnerable Status Effect.

Movement Power

Name Type Range Cooldown Description
Arcane Warp Movement Power 10 Blocks

Once per Combat You move to a non-vertical unoccupied space in range. If you use Arcane Warp on yourself, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Additionally, if used on an Ally, it does not use the Ally’s Move but it applies the Snared Status Effect on them. Arcane Warp does not provoke Move Reactions.
Conjurer Warp Movement Power Emote Range

Once per Combat Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, teleport horizontally to a block adjacent to any of your Summons within 10 Blocks, ignoring Opportunity Attacks and moving through people.

Link Power

Name Type Range Cooldown Description
Arcane Barrier Link Power Emote Range

Once per Combat Target an Ally and apply a Link to them that, when targeted by a Ranged Attack Emote, the Ally’s Minimum Defense Roll is set to 7 for Ranger Stance Attacks, 6 for Deadeye Stance Attacks, and 5 for any other Ranged Attack. Additionally, if Arcane Barrier is Link Broken, grant the Ally 1 Block Token. If either of you leave range of the other, the Link’s effects are suspended, but it doesn’t break.
Arcane Healing Link Power 10 Blocks

Once per Combat Target an Ally and apply a Link to them that does nothing at first. After 2 Turns, heal +1HP and remove one Status Effect on the Ally. After another 2 Turns, heal +1HP on the Ally and apply the Bloody Status Effect on yourself which lasts for 2 Turns.
Arcane Puppeteering Link Power Melee Range

Once per Combat Target an Enemy at 0HP within Range and Revive them back at 4HP, forcing them to be your Ally. They can only make Basic Attacks at Melee Range, and their Attack is set to 5. Additionally, apply a Link Power on them. If the Link Power breaks, deal -2HP Damage to the Target affected by Arcane Puppeteering. If the Target leaves Range of you, they can no longer take their Action until they move back within Range. Multiple instances of a Revive Ability, even from different people, don’t stack with each other.
Arcane Revive Link Power Melee Range

Once per Combat Target an Ally at 0HP within range and Revive them back at 4HP. Additionally, apply a Link Power and the Bloody Status Effect on them. If the Link Power breaks, deal -3HP Damage to the Ally. The Link Power breaks if they leave Range from you. Multiple instances of a Revive Ability, even from different people, don’t stack with each other.

Status Effects

Name Type Range Cooldown Description
Snared N/A N/A N/A When Snared, any Move from the Move Action or Abilities is reduced by Half, then the Effect ends.
Silenced N/A N/A N/A When Silenced, you cannot use Powers that Target other Characters.
Weakened N/A N/A N/A When Weakened, you cannot use Techniques that Target other Characters.
Confused N/A N/A N/A When Confused, you cannot Target the person who Confused you with Abilities.
Blinded N/A N/A N/A When Blinded, you cannot Target anyone with Emote Range Abilities.
Marked N/A N/A N/A When Marked, the next Attack made against you gains +5 to the Minimum Dice Roll, then the Effect ends.
Warned N/A N/A N/A When Warned, you must choose between two negative outcomes, then the Effect ends.
Brittle N/A N/A N/A When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
Vulnerable N/A N/A N/A When Vulnerable, if you apply a Status Effect to an Enemy, take -1HP Damage, then the Effect ends.
Prone N/A N/A N/A When Prone, you cannot Move. Use your Action to end this effect, or after 1 Turn, Make an Attack or Use an Ability to end it.
Fleeting N/A N/A N/A When Fleeting, if you Impact, take -1 HP Damage, then the Effect ends.
Bloody N/A N/A N/A When Bloody, your Defense is lowered by a number equal to your Health Stage.

Custom Abilities

Name Type Range Cooldown Description
Faithful Shield N/A N/A N/A This is not a real Ability, and only applies to: Paladin Point Buy, Ritualist Point Buy, and Prayer Point Buy. The Character linking this shares a Religion with your Character, meaning they are immune to any Abilities you use from those Categories. The Gods' blessings do not pick sides in squabbles between the faithful.