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Ability List: Difference between revisions

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A list of all Abilities. See [[Abilities|this]] page for what their Types mean.
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Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. Aesthetics are fairly free to determine unless otherwise specified. For example, if an Ability states that it has only a limited number of Aesthetics mentioned by name, options are limited. If however no specific aesthetics are mentioned, or they are left open-ended, then player has complete freedom. For example, Astral Being I never specifies what the ghostly version of the user looks like beyond the fact that they are see-through and ghostly. They might for example have long flowing robes and angel wings, or a crown, or horns, that do not exist on their body in reality. Minor, non combat, non functional or useable aesthetic additions to abilities are also fine: as long as they do nothing but look cool or fun. When Emoting an Ability, the Emote should always start with the exact Ability name, only then followed by an aesthetic description to the player for what it looks like. Aesthetic descriptions may also be ignored altogether, and a Player may simply Emote "Bob uses Dark Curse II on Harry, giving him a Target Curse". If the player asks for an explanation of the Ability, you may give it, or redirect them to this page.
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| header1    = The Ability and Proficiency System
| data2      =
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.  
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This page is just an indexed list of all Abilities, which helps the Ability Plugin function.
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==Passive Abilities==
==Instant Powers==
 
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
|-
| Abyssal Body 1
| Divine Burn
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The Crimson Witch’s appearance changes depending on if they are the Altalar or Kathar variant, which cannot be hidden or overwritten by mutations or abilities, except ones that hide afflictions or specifically mention this Ability. They can safely subsist off blood or regular food, and have significantly delayed aging upon infection. Their racial max-age no longer applies, and they age at a rate of 1/10th, so 10 years would be 1 year for them physically. Characters with this Ability older than 150 years in total still require a 150 Year Old Special Permission. Additionally, when using a Magic Spell from the Crimson Witch Base kit (excluding Arcane Mastery 1), the Crimson Witch’s eyes glow red.
| To overwhelmingly harm foes, use this ability as a reaction to the user winning an Attack Dice Roll versus an Enemy by a margin of at least 5. In 2 turns, deal an extra 1HP of Damage to that Enemy. Divine Burn does not Stack, and has a 1 Hour Cooldown. If the target is a Heretic: Also deal another 1HP of Damage, another 2 turns after the first instance of extra Damage.
| N/A
|-
|-
| Abyssal Body 2
| Divine Revive
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Crimson Witch can create a single alternate appearance, which can be of any race, sex, and any combination of possible visual traits that race can have. This appearance masks any visual changes from Abyssal Body 1, making them look completely mundane. This appearance must be defined on the Character Application, and once decided upon, cannot be changed. Specific features can be altered by other Abilities, but the appearance defined in this ability is set. They can instantaneously toggle this appearance on and off. The Crimson Witch is immune to any Afflictions.
| This Ability can only be used when the user reaches 0 HP, and has no function before that. When the user reaches 0HP activate this ability, and wait 5 minutes. At the end of the 5 minutes, the user immediately Revives with 2HP. If another Revive Ability (Sacred Revive, Chem Revive, etc). targets the user, it instead adds +2HP to Divine Revive for each other Revive used. Divine Revive has a 2 Hour Cooldown. If the target is a Heretic: If the enemy who KO’d the user is a Heretic, revive with +1 Attack Stat (breaks cap up to 11).
| N/A
|-
|-
| Afflicted Life 1
| Divine Smite
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| From the moment that the Character is affected by the Affliction, their body ceases to age, and their Racial max-age no longer applies. If the Character is cured, they will age to their appropriate age within 2 weeks. If they are re-infected, their body will age backwards to when it was first affected by the Affliction. If the person has already lived past their Racial Max age, they die at the end of the 2 week period instead. For Characters using this Ability older than 150 years in total, a 150 Year Old Special Permission is required.
| To cast away foes, use this Ability on an Enemy within Range. Displace the target away from the user by 5 Blocks, and apply the Brittle Status to them. Divine Smite has a 2 Hour Cooldown. If the target is a Heretic:Also apply the Prone Status to the Target.
| N/A
|-
|-
| Affliction Hunter 1
| Hex Apocalypse
| Toggle Passive
| Instant Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character must choose either Sun or Moon (this choice can only be made on a 72 hour cooldown). Once chosen the effects are permanent until a new choice is made. When Sun is chosen, a sun-shaped tattoo of any color forms on the skin in between the clavicles, with additional flame-like shapes fanning out towards the neck. If Moon is chosen, a moon-shaped tattoo of any color forms on the skin in between the clavicles, with additional cloud-like shapes fanning out towards the neck. While Sun is active, the Character is immune to all effects and harm from Abilities caused by any Ability used as part of a Vampiric Bloodline or Vampiric Base kit. When Moon is active, the Character is immune to all effects and harm from Abilities caused by any Ability used as part of a Cahal Bloodline or Cahal Base kit. Collateral effects, like the cut from an Ability summoned weapon, or the blunt trauma from rocks thrown up with some Ability, still apply damage like normal, but direct damage or effect Abilities like Magic Bolt 1 or Servile Collar 1. There is only one exception to this Ability: Any Abilities that allow Vampires or Cahal to feed on the Character still work, including all of their effects.  
| To go all out, use this Ability to put all available Abilities, from Point Buy and/or Custom Kits, on a forced 4 Hour Cooldown, regardless of the actual Cooldown, even Passive Abilities which do not usually have Cooldowns. For every ability placed on Cooldown, the user gains +1 Attack and Defense up to a total maximum of 9. Finally, after 3 turns the user begins to take 1 HP of Damage at the start of every turn. Hex Apocalypse ends once the user is downed, and has a cooldown of 1 Hour, and if Dispelled reverts the Cooldowns on Abilities. To upcast, spend 1 HP when it triggers to do the following: Add an additional 3 turns before the user begins to take 1 HP of damage every turn.
| N/A
|-
|-
| Allar Biology 1
| Hex Bloodlet
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Als-Allar can, as long as they do not fully ingest the substance and only taste it on their tongue, detect the ingredients of any edible or drinkable substance. This detection is specific and comprehensive, allowing them to know every ingredient used-- but not what they do, and not how much of each. In addition, they do not know the specific nature of ingredients, only their generic name. For example, if Vampire Blood was included, the Als-Allar would only know that there is some Blood inside the concoction, and nothing else.
| As a reaction to landing a successful attack against a target, use this Ability to drain the blood of the Target as well. The target has the Weakened Status Effect applied to them for the next 2 turns, and the user gains 1 HP. Once used, Hex Bloodlet goes on a 1 Hour cooldown, and does not take an action. To upcast, spend 1 HP when it triggers to do the following::The user does not gain any HP, instead applying the Brittle Status Effect.
| N/A
|-
|-
| Allar Biology 2
| Hex Guide
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Maz-Allar has sharpened Talons, which are as hard as steel, and treated as the equivalent of Steel Daggers. They utilize Unarmed Combat Proficiency. Additionally, the Maz-Allar can activate an enhanced healing factor if they are still alive, allowing them to nearly instantly regenerate a single lost Limb or Organ, as long as it was lost within the past hour. This Ability has a 3 day cooldown.
| To help an ally in a fight, use this ability as a reaction to an ally missing an attack roll. For their next two attacks, grant the ally +1 Attack Stat that breaks cap up to 11. Hex Guide does not stack, and has a 1 hour cooldown. To upcast, spend 1 HP when it triggers to do the following::The ally instead gains +2 to their Attack and Defense for the next two turns.
| N/A
|-
|-
| Allar Biology 3
| Hex Madness
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Mai-Allar has webbed feet and hands, causing them to be the fastest Underwater Swimmers. They can breathe underwater indefinitely, and can create bubbles of air that allows up to one additional person to breathe safely underwater as long as that person is next to the Mai-Allar. The Mai-Allar can ‘speak’ to other Mai-Allar via a Sonar-Like language that only works Underwater.
| To cause an uproar on the enemy team, use this Ability to target an enemy, without expending their turn, the Target makes an attack on any one of their allies within range. Hex Madness is considered Hidden, and has a 2 hour cooldown once used. To upcast, spend 1 HP when it triggers to do the following::Instead of making one attack, the cursed target makes two attacks against different targets within range.
| N/A
|-
|-
| Altalar Master 1
| Hex Parasite
| Trigger Passive
| Instant Power
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user may, once per hour instantly Cancel any Ability used by another Altalar that is part of their standard Racial Ability set, while also forcing it to go on a 10 minute cooldown, unless it already had a cooldown that is longer than 10 minutes, in which case that one applies.  
| To steal the benefits of an Ability from an Enemy, use this in response to a Character using an Ability from Medical, Cleric, or Magic Point Buy. The user counts as one extra target for that Ability, gaining any benefits it might grant while ignoring any targeting limitations. If the Ability was a Link Power, it cannot be willingly ended prematurely. Hex Parasite has a 2 hour cooldown. To upcast, spend 1 HP when it triggers to do the following::The target also has the Confused Status Effect applied for the next ten minutes.
| N/A
|-
|-
| Arken Sense 1
| Magic Cleanse
| Toggle Passive
| Instant Power
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to detect an Arken, Arken Soul, or Arkenspark, if it is present within Emote Distance. This Ability is not constant, and must be activated to sense, but has also no cooldown and is instant.
| To protect Self or an Ally from a harmful Status Effect, instantly remove one Status Effect (choose one, if multiple) from Self or an Ally within Range. Magic Cleanse has a 2 Hour Cooldown. Sinistral Usage: Instead of removing the Status Effect, transfer it to an Enemy within Emote Range.  
| {{#simple-tooltip: N/A }}
|-
|-
| Armor Flux 1
| Magic Curse
| Trigger Passive
| Instant Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user has a constant proportional Armor effect. This proportional armor inverts the amount of armor worn by the individual and optimizes mobility and agility. Simpler put, the less armor the user is wearing, the stronger their skin and body becomes. Wearing only a set of pants and shirt is the equivalent of their skin being as strong as Plate Armor, where-as wearing a set of actual Plate-armor causes the body to be as strong as if they were only wearing a set of pants and shirt (though they are of course still wearing armor). The protection effect is only skin deep, and blunt force trauma still translates like normal, as well as Artifacts of any make.
| To make an enemy choose between two weakening effects, instantly apply the Warned Status to an Enemy within Range. The Enemy must choose between -1 Attack Stat or -1 Defense Stat. This Stat Reduction lasts for 15 Minutes, after which Magic Curse's Cooldown begins. Magic Curse does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: Stat Reductions become -2, instead of -1. Also, target another Enemy within Range. Whichever option the first enemy does not choose, apply that -2 to the second enemy.
| {{#simple-tooltip: N/A }}
|-
|-
| Armor Rend 1
| Magic Disengage
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user can extend claws on their hands that, while used in Unarmed Combat Proficiency, ignore Mundane Armor and can even shred through Plate or Half-Plate Armor as if it was cloth (though it does not affect Artifacts). If used on Magical Armor, any hitpoint-based durability applies, otherwise it causes the same effect. These claws can also be used to aesthetically rip through things like wood or cloth or slice into stone.
| To help an Ally, or oneself, escape a bad situation, use this Ability as a reaction to an Ally taking a Move action, or when the User takes a Move action. That Ally can move through people, and does not trigger Opportunity Attacks, but, apply the Fleeting Status to the Target for 10 Minutes. Magic Disengage does not consume an Action. Magic Disengage can be used Once Per Combat Scene. Sinistral Usage: Cannot be used on Ally, no longer applies Fleeting. Instead, if the user would walk through someone, enemy or ally, apply the Prone Status Effect to that Target. Maximum 5 Targets.
| {{#simple-tooltip: N/A }}
|-
|-
| Asha Agility 1
| Magic Distort
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user will always outclass any other Race in the realm of running or sprinting, even if they are using Living Metal as armor, be it a competition, a chase, or pure recreation. The user will always run faster than anything else, unless this creature or person specifically has a mutation or Ability making it “as fast as an Asha”.
| To disrupt enemies around the user, apply the Confused Status to everyone within Range of the user, including Self. The user, while Confused, cannot target enemies they applied the Confused Status to. The Confused Status lasts for one turn. Magic Distort does not Stack, and can only be used Once Per Combat Scene. Sinistral Usage: No longer Confuses Self, instead Deals 1 HP Damage to Self, and 1 HP Damage to one Target within Range.
| {{#simple-tooltip: N/A }}
|-
|-
| Battle Dress 1
| Magic Isolate
| Toggle Passive
| Instant Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user may wear any type of armor regardless of whether it has been adjusted to fit their body, and it will automatically re-adjust to fit their body contours. Additionally, if they are wearing armor that has somehow been damaged or destroyed by Abilities, they may choose to instantly auto-mend every piece of armor worn by them into a pristine state before any damage was applied. This specific part of the Ability can only be used once per day.
| To isolate an Enemy from their Allies and Buffs, target an enemy within Range, and Link Break the most recently applied Link Power. Additionally, if they have any Block Tokens (from Abilities, not from Armor), remove 1 Block Token. Magic Isolate has a 2 Hour Cooldown. Sinistral Usage:  Break 2 Link Powers, and if the enemy has no Link Powers and no Block Tokens, instead apply the Marked Status.
| {{#simple-tooltip: N/A }}
|-
|-
| Belliard Horror 1
| Magic Shove
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character is completely immune to all Puretek uses. Furthermore, the Character is also immune to Exorcism 1, 2, 3 and Primal Cleansing, meaning if they have an Affliction, this Affliction can only be removed in a Sakrosankt.
| To move an Enemy, instantly Displace a Target 5 Blocks in any direction, meaning further away from the user, or closer, anywhere along a horizontal direction, but never vertically or diagonally up or down. Magic Shove has a 30 Minute Cooldown. Sinistral Usage: Target up to two enemies, sending them in the same or different directions, and apply the Prone Status at the end of the shove.
| {{#simple-tooltip: N/A }}
|-
|-
| Blood Curse 1
| Magic Smog
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Firstly, the Character can still consume food and drinks, but achieves no satisfaction from their taste, as it all tastes like ash to them (except enchanted food made by other Vampiric Abilities). Secondly, The Vampire can reproduce with non-Vampires and Vampires alike, however the child will always result in a Vampire Brood of their Bloodline. Thirdly, if the Vampire does not feed within a week, they become physically frail. If they do not feed within two weeks, they become unable to engage in combat. After three weeks, they lose the ability to walk and become bed-bound. Vampires are unable to feed from other Vampires, and receive no satisfaction from feeding off of animals, except domesticated Sewer Rats, though the taste is revolting and makes the Vampires feel ill.
| To 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Blood Curse 2
| Magic Snare
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Firstly, the Character can still consume food and drinks, and achieves satisfaction from the taste, but not sustenance. Secondly, The Vampire can reproduce with non-Vampires and Vampires alike, and can choose to have a normal child or a Vampire Brood of their Bloodline. Thirdly, if the Vampire does not feed within a week, they become physically frail. If they do not feed within two weeks, they become unable to engage in combat. After three weeks, they lose the ability to walk and become bed-bound. Vampires are unable to feed from other Vampires, and receive no satisfaction from feeding off of animals, except domesticated Sewer Rats, though the taste is revolting and makes the Vampires feel ill.
| To prevent any enemy from moving, instantly apply the Trapped Status to an enemy within Range, which lasts for 3 Turns. At the end of the 3rd Turn, if the Target is still Trapped, additionally deal 1 Damage. Magic Snare does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: The Trapped Status lasts for 4 turns, but if they are still trapped on Turn 2, deal 1 Damage, and then 1 Damage again on turn 4.
| {{#simple-tooltip: N/A }}
|-
|-
| Blood Dance 1
| Magic Summon
| Trigger Passive
| Instant Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Each wound drawing blood the Character applies with a weapon can be immediately used to undo an equivalent wound inflicted by that specific Target on the user themselves, as long as the wound was inflicted within the last 30 minutes. If there is no equivalent wound to undo, this Ability does nothing. If the user has no wounds, this Ability also does nothing. This ability has no Cooldown, however each wound inflicted cannot be “saved up”. It must be used in 10 seconds or it expires.   
| 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Blood Dance 2
| Magic Trip
| Trigger Passive
| Instant Power
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character is able to summon a mist of Blood that quickly suctions onto their body, forming Steel plate armor on their chest, head, and forearms colored in crimson blood. This armor can be summoned and un-summoned instantly, and there is no Cooldown to this Ability. If Armor breaking Abilities or Mundane Techniques are used, and a single piece breaks, the whole Ability is Cancelled and put on a 30 minute Cooldown.
| To prevent enemies from approaching you, target two enemies who are within 3 Blocks of each other. Apply the Fleeting Status to both of them, which lasts until one of them suffers the effect of the Fleeting Status, which causes both Fleeting Statuses to end. Magic Trip does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: Target up to Three Enemies, and apply the Brittle Status Effect to the two Enemies who are not knocked Prone.
| {{#simple-tooltip: N/A }}
|-
|-
| Blood Dance 3
| Sacred Bleed
| Trigger Passive
| Instant Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character is able to summon a mist of Blood that quickly suctions into the shape of a melee weapon of their desire in their hand. This Weapon can be summoned and un-sumoned instantly, and there is no Cooldown to this Ability. The Weapon cannot leave the user's hand, and cannot be handed off to others. If Weapon degrading Abilities or Mundane Techniques are used, and the weapon would break or be destroyed, the whole Ability is Cancelled and put on a 30 minute Cooldown.
| To prevent an enemy from healing, deal -1HP damage to self, target an enemy within range, and apply the Bloody Status Effect to them for the next 15 minutes. If the Bloody Status is removed early, reduce this Ability’s cooldown by 30 minutes. Sacred Bleed has a 1 Hour Cooldown.
| N/A
|-
|-
| Blood Eyes 1
| Sacred Burn
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The Character has normal eyes, though their eye-sockets are somewhat reddened and darkened. When using any Ability from their Bloodline Ability Kit or Vampire Base Kit, their irises become solid red, with a small black pupil. This overrules any other Mutations or effects. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness. If the Player wants the Vampire's eyes to be solid red at all times, this is possible.
| To harm an enemy at cost to oneself, deal 1HP damage to self, and apply a -1 Defense Stat to an enemy within Range for the next 15 minutes. After 10 Minutes, deal -1HP damage to the target enemy. Sacred Burn does not Stack, and has a 2 Hour Cooldown.  
| N/A
|-
|-
| Blood Eyes 2
| Sacred Judgement
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character permanently has reddened and darkened eye-sockets, and irises that are solid red, with a small black pupil. This overrules any other Mutations or effects unless that effect specifically mentions hiding Blood Eyes 2. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness.
| To hinder an enemy sinistral user, use this ability as a reaction to an enemy using Sinistral Magic, which does not consume the user’s action. Apply a -2 to the final result of their next Attack or Defend roll. Sacred Judgement does not Stack, and has a 30 Minute Cooldown.
| N/A
|-
|-
| Blood Eyes 3
| Shaman Brutality
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character permanently has reddened and darkened eye-sockets, and irises that are solid red, with a small black pupil. This overrules any other Mutations or effects unless that effect specifically mentions hiding Blood Eyes 3. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness, and Ability-Created Darkness.  
| To brutalize an opponent, this Ability can be triggered automatically when landing an attack on an Enemy with a Status Effect. The target is displaced 5 blocks, with an additional -1HP of damage being dealt to them. Shaman Brutality has a 2 hour cooldown. If the user has a Vengeance when triggered: Also applies the Brittle Status Effect to the target, after the Attack.
| N/A
|-
|-
| Blood Eyes 4
| Shaman Earth
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character permanently has red irises, a black slitted pupil, and a black limbal ring in their iris, while the eye-whites remain white. This overrules any other Mutations or effects unless that effect specifically mentions hiding Blood Eyes 4. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness. Finally, the Character’s Vampiric teeth are always extended and cannot be filed shorter, though they are no longer functional.
| To protect an ally, this Ability can be used to grant an ally within range +1 Block Token. This Ability can be used as a reaction to an ally being attacked, allowing them to instantly use the Block Token to protect themselves. Shaman Earth has a 2 Hour Cooldown. If the user has Vengeance when triggered: The target is considered immune to Status Effects until the Block Token is broken..
| N/A
|-
|-
| Blood Eyes 5
| Shaman Quake
| Constant Passive
| Instant Power
| Self
| {{#simple-tooltip: X Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character has normal eyes, though their eye-sockets are somewhat darkened. When using any Ability from their Bloodline Ability Kit or Cahal Base Kit, their irises become solid icy-blue and glowing, with a small black pupil. This overrules any other Mutations or effects. If the Player wants the Cahal’s eyes to be solid icy-blue and glowing at all times, this is possible.
| The user causes tremors around them, with increased range the lower on health the user is: 10HP, 2 Block Range, 6HP 5 Block Range, 4HP 10 Block Range, 1HP 15 Block Range. The user chooses two enemies in range to apply the Prone Status to, and one different enemy in range to apply the Brittle Status Effect to. Additionally, the user can choose one ally in range to grant 1 Block Token. Shaman Quake has a 4 Hour Cooldown. If the user has Vengeance when triggered: Choose up to 5 enemies to apply Prone to, instead, and also deal -1HP damage to the enemy that the Brittle Status is applied to.
| N/A
|-
|-
| Blood Eyes 6
|}
| Constant Passive
 
| Self
==Passive Powers==
| The Character permanently has darkened eye-sockets, and irises that are solid icy-blue and glowing, with a small black pupil. This overrules any other Mutations or effects unless that effect specifically mentions hiding Blood Eyes 6.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Blood Eyes 7
| Divine Aura
| Constant Passive
| Passive Power
| Self
| {{#simple-tooltip: 6 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character permanently has reddened and darkened eye-sockets, and irises that are solid red, with a small black pupil. This overrules any other Mutations or effects unless that effect specifically mentions hiding Blood Eyes 7.  
| To reinforce one’s allies, Divine Aura is a constant effect radiating Holy energy around the user. The first time a Status Effect (except Blinded) would be applied to any Allies, or self, within Range, ignore that application, and instead apply the Blinded Status Effect, as the Aura’s radiance protects. Divine Aura can be maintained indefinitely, or it can be detonated, applying the Blinded Status Effect to all enemies within 2 Blocks of the User. If detonated, Divine Aura has a 4 Hour Cooldown. If the target is a Heretic: When detonated, choose one Heretic enemy, also apply Brittle Status Effect to them.
| N/A
|-
|-
| Body Mend 1
| Hex Aura
| Toggle Passive
| Passive Power
| Self
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Any body part the Character loses, excluding the Head, is replaced over the course of 2 days by slowly forming substances determined by the source of this Ability. Any scars the character has also glows a color determined by the source of this Ability. The Character can choose to not recover a lost limb, or choose to have non-glowing scars that heal, but once activated, this Ability cannot be reverted. If the Character loses this Ability, the lost body parts will wither away, leaving them unharmed (Unless that body part was mandatory for survival), but without it. Body parts lost before gaining this Ability will re-grow.  
| To debilitate one’s enemies, Hex Aura is a constant effect radiating ominous whispers around the user. The first time an Ability used by the user or an Ally is staggered or dispelled by a character within range, they have the Confused Status Effect applied to them for the next two turns as unwanted knowledge fills their mind. Hex Aura can be maintained indefinitely, but can only target a specific character once per Combat Scene. To upcast, spend 1 HP when it triggers to do the following::When a target triggers the Aura’s effects, they are instead Confused for 3 turns instead of 2, and can trigger the Aura again if another Ability is Countered or Dispelled.
| N/A
|-
|-
| Body Mend 2
| Hex Plot
| Trigger Passive
| Passive Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character, as long as their head is still attached to their torso and their heart is still beating, will naturally regrow and heal any lost limbs or organs over the course of 6 days. This time frame is consistent regardless of the degree of damage, and multiple wounds can be healed at the same time. The Character can choose if scars remain when healed. This ability is automatic.
| To upcast more often, this Ability activates automatically when the user has Upcast an ability three times, healing the user by 2 HP. Hex Plot can trigger multiple times, and has no cooldown. To upcast, spend 1 HP to do the following: When triggered, additionally gain +2 Defense (breaks cap up to 9) for the next two turns.
| N/A
|-
|-
| Body Tail 1
| Shaman Ancestor
| Constant Passive
| Passive Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user possesses a single prehensile tail which can be used in both Combat Roleplay and to hold items or people. This tail has half the strength of the arm, meaning that all actions derive 50% of the Proficiency Points or the Physical Stat of the user when using the tail.
| This Ability summons the Spirit of an Ancestor, guiding for the remainder of combat. When the user wins a Defense roll against an enemy, they are able to apply the Marked Status Effect upon them without consuming their action. The same target can only be Marked in this way once per Combat Encounter. Shaman Ancestor lasts until the end of combat, and has a 4 hour cooldown once ended. If the user has Vengeance when triggered: The user can re use this Ability on a Target they already used it on, but instead of applying the Marked Status, it applies the Brittle Status instead.
| N/A
|-
|-
| Body Tail 2
| Shaman Aura
| Constant Passive
| Passive Power
| Self
| {{#simple-tooltip: 6 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user possesses a large non-prehensile tail that is shaped like a shark’s. The user can use it to swim with a high efficiency and faster than anyone, except for Mai-Allar or Mai-Allar equivalent swimmers.
| To encourage your allies to charge ahead, Shaman Aura is a constant effect sounding war drums to those nearby. The first time an ally within range is given the Trapped, Fleeting, or Prone Status Effects, ignore that application and instead grant all allies within range an additional 5 blocks of movement on their next turn. Shaman Aura can be maintained indefinitely, or it can be detonated, applying +1 Attack up to a maximum of 9 to all allies within range for the next 30 minutes. If detonated, Shaman Aura has a 4 hour cooldown. If the user has Vengeance when triggered:: When detonated, grant 2 Allies within range 1 Block Token each.
| N/A
|-
|-
| Brawn Power 1
| Shaman Fury
| Constant Passive
| Passive Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to shrug off any Harming effects caused by Any Ability from any Kit except Racial Ability Kits. When such an Ability affects the user, they are Staggered, their attacks and movement interrupted and any Channeling effects disabled, however they take no damage and can resume immediately after. All other effects accompanying these Abilities (such as for example Knockback or Rooting) still apply.
| As a reaction to losing an attack roll, the user can throw themselves into a frenzy. Applying the Marked Status to themselves, the user gains +2 Attack for the next 30 minutes. Shaman Fury has a 30 minute cooldown once ended. If the user has Vengeance  when triggered: The user has the Brittle Status applied instead, also gains +1 to their Defense (breaks cap up to 9) for the next 30 minutes.
| N/A
|-
|-
| Brawn Power 2
|}
| Constant Passive
 
| Self
==Dispel Powers==
| For every 2 Physical Stat gained from Proficiency Point Investment, the user gains +1 Physical Stat on top. This Boost does not breach Physical Stat Limit. If for some reason this Ability is lost or disabled, the total Physical Stat gained is removed. Additionally, the Character has less physical reactions from Alcohol than normal people would, requiring twice as much Alcohol to get drunk.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Bunker Down 1
| Divine Antimagi
| Toggle Passive
| Dispel Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| If wielding a shield, the Character can choose to “Bunker down”, requiring them in a kneeling position with a shield down in front of them (using a shield if mundane, if not mundane, a shield is not be required). While this stance is upheld, they become immune to any Mundane or Ability based harm effects from a 180 degree angle in front of them (Ability based effects besides damage still apply). There is enough room behind the user for 1 additional person to gain the benefit, with the user counting as an Obstacle. The user of this Ability cannot do anything but talk while bunkering down (they cannot even see past their shield), but the person behind them (if there is one) can move and use Abilities, Weapons, or Items.
| To weaken Magic, use this Ability as a reaction to a Sinistral Magic Ability being used. That Magic Ability loses its Sinistral function, and becomes its non-Sinistral version, instead.  Paladin Antimagi has a 2 Hour Cooldown. If the target is a Heretic: Also, apply the Silenced Status to the target for 2 rounds.
| {{#simple-tooltip: N/A }}
|-
|-
| Cahalic Familiar 1
| Divine Savior
| Toggle Passive
| Dispel Power
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character has a permanent Cahalic Familiar called the Featherlight, a Falcon with butterfly wings, a stone-like masked falcon face, and a long tail that appears like long peacock feathers that give off light at the ends. The Featherlight is purely aesthetic, as soon as Combat begins, it flies high up in the air and won’t come down until Combat is over. The Featherlight cannot perform any tasks, or leave the user. It can only play with the user or others in Emote Distance, or perch on the user’s shoulder and make aesthetic gestures or noises. The Featherlight can be summoned or un-summoned at will. This Familiar is immune to Spirit Curse 1.
| To protect an Ally, use this Ability as a reaction to an ally taking damage from an Enemy. The Ally gains 1 Block Token, and Heals +1 HP. Paladin Savior does not Stack, and has a 4 Hour Cooldown. If the target is a Heretic: If the attacking Enemy was a Heretic, heal +1 HP more to the Ally, and grant +1 Attack Stat (breaks cap up to 11) for the next 2 Attack Emotes.
|-
| {{#simple-tooltip: N/A }}
| Control Counter 1
| Toggle Passive
| Self
| The user is completely immune to Control Powers (unless specified to circumvent immunity on the Ability itself). This is a toggle state, meaning that the user may choose to be affected by Control Powers, or not.  
|-
|-
| Corvaic Will 1
| Magic Reduce
| Trigger Passive
| Dispel Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character has a preemptive strike aura. Any first-of-the-day harming Ability or Mundane attack or Mundane Technique that is used on them (with the exception of the Techniques gained at the full 20 Proficiency Point investment) is intercepted by a flock of Crows that suddenly appears before the attack impacts the user, instead being Countered and doing no damage to the user, and also not imparting any additional effects. This Ability can only trigger once per day.
| To punish an enemy Mage, use this Ability as a Reaction to a character within Range using a Power that affects the user or an Ally. The Power used by the target is weakened in some way, any damage done being reduced by 1 (to a minimum of 0), any status effects applied by the Power having its duration reduced by half, rounded down, or any distance or duration reduced by half, rounded down. Magic Reduce has a 2 Hour Cooldown. Sinistral Usage: The user or Ally being protected also gains +2 to their Defense for the next 3 turns, breaking the proficiency cap up to 9.
| {{#simple-tooltip: N/A }}
|-
|-
| Crimson Power 1
| Magic Revenge
| Constant Passive
| Dispel Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Vampire cannot be detected by any Abberant or Vampire Detection Mechanism. Additionally, the Vampire gains a constant +5 Theatre Arts and +5 Dancing Arts Proficiency boost, but any Combat Proficiency Category Profiencies they have are set to 0 while they are not in their Vampiric Form, where their Combat Proficiencies remain as is.  
| If the user reaches 0 HP, they are allowed one final emote to use any Magic Ability, or Magic Attack Emote (ignoring range even in Melee), but can only Target the person that reduced their HP to 0. If this Attack or Ability involves an Attack Stat Dice Roll, they can add +2 to the final result of that dice roll. Sinistral Usage: If the Attack or Ability involves a Dice Roll, that Dice Roll automatically succeeds, regardless of Defense Rolls.
| {{#simple-tooltip: N/A }}
|-
|-
| Crimson Power 2
| Sacred Siphon
| Constant Passive
| Dispel Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| For any Character the Vampire uses Blood Feeding 1 on, the Vampire will leave no bite marks, and inflict no pain. The targeted character will, additionally, forget that they were fed on at all and any information that would lead to them recalling that they were fed upon. Additionally, the Vampire’s blood gains an amnesiac effect when fed to others. When a splash of fresh Alais-Blood is force-fed to a victim, they will be unable to recall locations, voices, or faces they saw or heard for the last 24 hours. They can remember the general chain of events that happened to them, and remember what was spoken about, but will be incapable of remembering any identifying features at all. This effect cannot stack, and the blood cannot be stored and saved for later use, it must be fed fresh from the wound.
| To punish an enemy caster, as a reaction to an enemy within Range using a Power, grant +2 Defense that can break cap up to 9 to two allies within Range for the next 3 turns. Sacred Siphon has a 30 Minute Cooldown.
| N/A
|-
|-
| Cursed Soul 1
| Sacred Rebuke
| Constant Passive
| Dispel Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| While the character has an Affliction that includes this Ability, they are unable to use any Abilities found in Sorcery, Magic, and Faith Manifest. While having this Affliction, no other Affliction can be acquired. Proficiency Points are not refunded for Abilities lost. When the Affliction is removed (and this Ability), all normal use of Abilities is restored, and the Character can be Afflicted again.
| To interfere with an enemy, the user can, as a reaction to an enemy from another Religion using a Power from the Faith Point Buy Category, immediately apply the Brittle Status to them. The target also suffers a -1 Defense Stat reduction for the next 20 minutes. Sacred Rebuke does not Stack, and has a 2 hour cooldown.
| N/A
|-
|-
| Dead Shell 1
| Magical Sinistral Sealing
| Constant Passive
| Dispel Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character is inhabiting a corpse which is able to be in any state of decay from entirely skeletal to freshly-dead, though it can only decay further over time and never be restored and is always recognizable as being a dead cadaver. The character does not have to breathe, does not need to eat or drink, does not require sleep and is immune to Gas, Toxins, ingested Alchemical Substances and Diseases. They have a dulled sense of physical pain, though cannot ignore the actual debilitation that being tangibly wounded results in. They cannot utilize Racial Abilities, have Sorcery, use Engineering or be infected by Afflictions. The character can only be killed through complete destruction of the head (or other mechanics that specifically target Undead or Ordial Afflicted), and can be freely maimed.
| This ability can only be used when an Enemy within range uses a Sinistral Magic Point Buy Ability. That Magic Point Buy Ability becomes its non-Sinistral version instead. The next time the user makes a Basic Attack against that Enemy, grant them +1 Attack Stat (breaks cap up to 11). Magical Sinistral Sealing has a 2 Hour Cooldown.
| N/A
|-
|-
| Dead Shell 2
|}
| Constant Passive
 
| Self
==Link Powers==
| The Character is inhabiting a possessed, inorganic vessel. They are always treated as if their whole body is composed of plate armor no matter the material they are made of, but due to their hollow nature they are more vulnerable to blunt force trauma. The character does not have to breathe, does not need to eat or drink, does not require sleep and is immune to Gas, Toxins, ingested Alchemical Substances and Diseases. They have a dulled sense of physical pain, though cannot ignore the actual debilitation that being tangibly wounded results in. They cannot utilize Racial Abilities, have Sorcery, use Engineering or be infected by Afflictions. The character can only be killed through complete destruction of the head (or other mechanics that specifically target Undead or Ordial Afflicted), and can be freely maimed.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Dead Shell 3
| Hex Doom
| Constant Passive
| Link Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character possesses an incorporeal form which can only interact with the physical world through non-combative touch. They can interact with objects and touch people, but lack the strength or ability at all to harm people with physical contact or throw objects at them. They cannot be harmed by mundane physical attacks, but can still be affected by Abilities and affect others with them. The character does not have to breathe, does not need to eat or drink, does not require sleep and is immune to Gas, Toxins, ingested Alchemical Substances and Diseases. They cannot utilize Racial Abilities, have Sorcery, use Engineering or be infected by Afflictions. The character can only be killed by using Exorcism 4 on them (which causes them to be locked into place throughout the duration of the ritual and unable to use Abilities) or three successive shots from a Puretek weapon fired into them (or other mechanics that specifically target Undead or Ordial Afflicted).
| To bring someone down with you, place a Link Power on an Enemy within range. While this link is upheld, both the user and the target have the Cursed Status Effect applied to them for the next 30 minutes. Once ended or broken, Hex Doom goes on a 1 Hour cooldown. To upcast, spend 1 HP when it triggers to do the following: A 2nd Link Power can be established on a different Enemy within range.
| N/A
|-
|-
| Dravinda Gift 1
| Magic Barrier
| Toggle Passive
| Link Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Once every 3 days, the user may call upon Dravinda’s wisdom and the spices of the Avela lands to produce a banquet worth 15 Culinary Arts in Proficiency Points. While under the influence of this Ability, the user will complete the whole dish in a Mundane manner, requiring only the base ingredients, and the knowledge provided by the Ability.
| To protect an ally from Ranged Attacks, attach a Link to an Ally within Range, but never Self. For the duration, that Ally has increased defenses against Ranged Attacks from Ranger and Deadeye Stance. When the ally is targeted with a Ranged Attack Emote, their minimum Defense Roll is raised to 9 for Ranger Stance attacks, and 6 for Deadeye Stance attacks. Magic Barrier lasts for as long as the Link is upheld, after which it has a 2 Hour Cooldown. If Magic Barrier is Link Broken, grant the Target 1 Block Token. Sinistral Usage: Additionally, if the User would take Damage, they can fully transfer that Damage to their Linked Ally, even against the Ally's will, meaning the user suffers no damage, and the Ally suffers all of it.
| {{#simple-tooltip: N/A }}
|-
|-
| Dravinda Gift 2
| Magic Lifebind
| Toggle Passive
| Link Power
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user can toggle a state of Void Spell immunity which prevents them from being affected by one of the following categories of abilities: Void Spell, Any Ability gained from Sorcery from a Void Sorcerer. Activating this toggle after an Ability has landed does not remove its effects, only future Abilities. This toggle has no cooldown, and can be toggled indefinitely. This only affects Abilities used by others, not by Abilities cast by themselves on themselves.
| To tie your health to an ally's, target an Ally within Range, and establish a Link Power on them. For the Duration, whenever the user or the Ally is Healed, the other Linked Target also heals for the same amount. However, whenever the user or the Ally takes Damage, the other Linked Target takes that Damage, -1 (but never to 0). Magic Lifebind does not trigger on Damage it inflicts, or self-inflicted Damage. Magic Lifebind lasts for as long as the Link is upheld, up to a maximum of 30 Minutes, after which it has a 2 Hour Cooldown. If Link Broken, Heal the Ally only 1 HP. Magic Lifebind does not Stack. Sinistral Usage: Target Enemy instead of Ally. Enemy has the Bloody Status applied for the duration, and when the user or Enemy takes Damage, the other Linked Target takes that Damage, -1 (but never to 0).
| {{#simple-tooltip: N/A }}
|-
|-
| Elder Form 1
|}
| Toggle Passive
==Buff Powers==
| Self
{| class="wikitable"
| The user is able to manifest a black scaled tail that drags slightly on the floor. The tail can also be bound or hidden under a belt around the waist and then revealed at a later point in time. The tail is prehensile and can aesthetically hold items and move as the user wishes.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|-
! Ability Name
| Elder Form 2
! Ability Type
| Toggle Passive
! Ability Range
| Self
! Ability Description
| The user is able to change areas of their skin anywhere on their body (except the head) in any quantity and near-instantly. When applied anywhere on the skin, the area becomes as tough as Chainmail. The scale quantity can cover whole limbs, partial limbs, parts of the torso or only the back. If either the hands or feet are covered in scales, the nails turn into aesthetic claws. Additionally, the character can manifest or de-manifest a set of horns. These can either be just two horns, or multiple horns close together. These horns can have any shape or length, but must never be larger than the head, and can only ever bend backwards. Their color can range from ivory to dark gray-brown. These horns are purely aesthetic. The design and shape must always be the same for each individual user and cannot change in their lifetime.
! Possible Ability Modifiers
|-
|-
| Elder Form 3
| Divine Aggro
| Toggle Passive
| Buff Power
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user is able to heavily adjust the appearance of their head between two alternatives that cannot be active together at the same time. The first is their capability to change their entire head to look like a Black Desert Dragon, complete with scales down to the shoulders, slitted orange eyes, and ivory horns. The face must always look the same, but can act as a disguise for those who have not identified the Dragon head yet. The horns on the Dragon head must always be the same. With this head, the user can still speak normally. The second option is the ability to change their head hair or facial hair or both into orange flames. These flames move slower than real flames, and respect the rough outline of the Songaskian's hair, while also being considerably more orange in color and cold to the touch.  
| To draw aggression from allies, use this Ability to target all Enemies within Range. If the targeted Enemies attack anyone other than the user, the user can grant 1 Block Token to any Ally within Emote Range. If the targeted Enemies only attack the user, the user gains +2 Defense Stat (breaks cap up to 9) for the next 2 rolls. Divine Aggro has a 2 Hour Cooldown. If the target is a Heretic: Grant 2 Block Tokens, given to one Ally or spread between two Allies. If +2 Defense Stat, gain +3 instead, for the next 3 rolls.
|- 
| N/A
| Empath Sense 1
| Trigger Passive
| Direct Touch
| The Character is able to absorb all of the pain of the Target person and feel it themselves instead, for as long as Direct Touch is maintained. The target whose pain is being absorbed may not be in combat, otherwise this effect does not work. Additionally, the Character becomes immune to passing out from pain or going into shock.  
|-
| Empath Sense 2
| Trigger Passive
| Emote Distance
| The Character may blank their own emotional state while focusing on a single person within Emote Distance. As long as focus and a stare is maintained, the Character will duplicate the emotions and feelings of the Target and feel them, themselves. For example, extreme grief or joy, or heartache and melancholy. This does not explain why they feel that way, it simply copies the feeling to the user without altering the feelings of the Target.
|-
|-
| Empath Sense 3
| Magic Bolster
| Constant Passive
| Buff Power
| City Wide
|{{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character has an enduring mood-effect based on the psyche-empathy of the society they exist in. While the Character lives and works in Regalia, they feel a radiant effect on their mood depending on Server Progressions (Forum Progression Posts and in-game Events). If good things happen to Regalia, the Character feels more joy or calmness, and if bad things happen to Regalia, the Character feels more sorrow or anger. These are not strict moodlets, but more like hints and flavor.  
| To 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 }}
|-
|-
| Empath Sense 4
| Magic Resist
| Constant Passive
| Buff Power
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| While the Character is within Emote Distance of corrupted nature or destroyed Flora, they experience a heightened sense of rage and sadness. If the corruption is very profound, it may cause them to go berserk, even attacking allies until they can be drawn or lured away from the corruption, or the corruption is removed. If the Character is affected by Vile Vine 1, they instead go into a permanent berserk state, even attacking allies and unable to reason and speak, until Exorcism 1 is used on 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 }}
|-
|-
| Empath Sense 5
| Magic Revive
| Constant Passive
| Buff Power
| Emote Distance
| {{#simple-tooltip: 10 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| While in any area that major events took place in the past or repeated emotions were felt, for example battle-fields, graveyards, burial sites, hospitals, celebration halls, throne rooms, etc, the Character is able to detect the lingering emotions that were felt in these areas. They are not strong enough to affect the Character’s own psyche, they are just able to feel the lingering emotions of centuries past. This is only felt in areas where lots of people come together to do a similar thing, or hundreds of people felt a similar thing at the same time.  
| To bring an Ally back into the fight, Target an Ally at 0 HP. they are given a choice: Revive with 4 HP and half (rounded down) Attack Stat, or 4 HP and half (rounded down) Defense Stat.  This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Magic Revive has a 2 Hour Cooldown. Sinistral Usage: Ignore limit on Revive Abilities, and Target an Enemy at 0 HP, and forcibly Revive them, making them fight for the user. However, Target Enemy can only make Basic Attacks, cannot use any Abilities, and has their Attack and Defense Stat Halved (cannot be raised). If an enemy Targets the revived Enemy with another Revive Ability, the target is dealt 2 HP of damage.
| N/A
|-
|-
| Empath Sense 6
| Sacred Circle
| Toggle Passive
| Buff Power
| Self
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| If any Abilities are used on the Character that would read their emotional state, the Character becomes immediately aware of who is prying into their mind, as long as they are within Emote Distance. Additionally, any such information retrieval is blocked, thus making the Character’s emotional state unreadable, though the user may toggle this on and off at will. The only Ability this does not work on is Empath Sense 2, which always breaks through Empath Sense 6 and is also immune to its detection mechanism.
| 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
|-
|-
| Exist Counter 1
| Sacred Gear
| Trigger Passive
| Buff Power
| Emote Distance
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Once per day, the Character can entirely Counter a single Ability from an Exist Based Non-Racial Ability Kit. This prevents an ability from being used, stops an ongoing ability, and cancels and removes any effects it may have imparted as long as it is used within 10 seconds of the Ability being used, and as long as it was specifically targeting the Character.  
| 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
|-
|-
| Exist Counter 2
| Sacred Healing
| Trigger Passive
| Buff Power
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character is completely immune to Abilities gained from Exist-Based Sorcery, Exist Magic Kit, or Cahal Kits. They cannot affect them negatively, or positively, and they are not target-able.  
| 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
|-
|-
| Exist Gift 1
| Sacred Portent
| Constant Passive
| Buff Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability allows the user to learn and use Exist based Sorcery & Magic, even if they have an affliction that prevents them from using Sorcery. Additionally, they may choose 1 free Sorcery Spell. If this ability is somehow lost, that Sorcery Ability is also no longer usable and no Proficiency refund is given. If the Character already had Void Sorcery before this Ability was gained, all those Spells are converted into their Exist Essence equivalent (which does not alter their functions, only their aesthetics)
| 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
|-
|-
| Eye Mutation 1
| Sacred Revive
| Constant Passive
| Buff Power
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The eye of the User is changed in some way, either by changing the eye whites, or the iris, or the pupil. Eye Mutation I cannot be hidden or obscured by any Ability or Mutation except by a higher Eye Mutation (2, 3). Color rules are recorded on the Ability itself.
| 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
|-
|-
| Frisit Gift 1
|}
| Constant Passive
 
| Self
==Movement Powers==
| The Character can hear and use Wyrmtongue, the Dragon language, and can hear Dragons speak Wyrmtongue from miles away. Additionally, the Character can see Soul Rivers, materialize them to others to see, and steer them around aesthetically.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Frisit Gift 2
| Divine Rescue
| Constant Passive
| Movement Power
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character is able to summon and unsummon either two identical melee weapons or one ranged weapon into their hands at will made of Soul Essence. Ranged weapons summoned through this ability have infinite ammunition, but can only use the default ranged attack. The Weapon cannot leave the user's hand, and cannot be handed off to others. If Weapon degrading Abilities or Mundane Techniques are used, and the weapon would break or be destroyed, the whole Ability is Cancelled and put on a 30 minute Cooldown. Proficiency in the specified type of weapon is required to utilize any abilities listed.
| 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
|-
|-
| Gate Smash 1
| Magic Warp
| Trigger Passive
| Movement Power
| Direct Touch
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character can muster all their strength and smash through a metal or wooden gate or door that is locked or barred. '''This Ability also works on cell gates in the Regalian Prison.''' This Ability can be used once per day. And produces a lot of noise, thus requiring the actual Ability usage to be done in announce emote (+h). Because of the size and bulkiness of the Character however, they are also permanently incapable of dodging or side-stepping any Mundane or Ability based Projectile attacks.
| To 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
|-
|-
| Great Force 1
| Sacred Martyr
| Constant Passive
| Movement Power
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| If at any point within 7 blocks of the user heavy objects are falling (for example, a collapsing roof or beam, or a large boulder) the character can brace the falling objects and hold them up long enough for nearby others to escape or not be harmed, and also create an escape for themselves. This Ability cannot be used for any Combat advantage.  
| To 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
|-
|-
| Honed Skill 1
| Shaman Darkness
| Constant Passive
| Movement Power
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Choose Metallurgy, Arcanology, or Linguistics. If at least 3 points are invested in the chosen Proficiency, choose a single 3 Proficiency costing “Pack” for free additionally. This Pack does not contribute to the maximum Packs possible for this Proficiency at max Point investment. If none of these are chosen, nothing is gained.
| 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
|-
|-
| Honed Skill 2
| Shaman Pounce
| Constant Passive
| Movement Power
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Choose any Hobby Group Proficiency. As long as 5 Proficiency points are invested in this Proficiency, gain another +5 for free. If this Ability were somehow removed from the Character, the Proficiency Point bonus is also removed. This Boost does not break the Proficiency Cap. If the chosen Proficiency is already boosted from any other source, it cannot be boosted by this Ability.
| 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
|-
|-
| Honed Skill 3
|}
| Constant Passive
 
| Self
==Instant Techniques==
| If the Character has at least 1 Pack from Schooling either Admiral Pack or Command Pack in the Point-Buy Proficiency Section, 3 points are refunded to the Character to be re-used in any other Proficiency Category as Skill Points. This refund can only trigger for one pack, and if this Ability is somehow removed from the owner, the Point refund is undone.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Honed Skill 4
| Attack Command
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can hide messages inside anything they physically produce from the Hobby Group Proficiencies, hiding a message that can only show up under certain conditions (through the technique the information was hidden). If anyone is told these conditions, they can read the message from all the user’s crafts, for the ones this specific technique for hiding messages was applied. Once created, messages cannot be edited or removed.  
| The user points to an Ally within range, immediately instructing them to make an attack. Without using their action, the target makes an attack out of turn against an enemy of the user’s choosing, as long as that enemy is within range of the ally’s attacks. Attack Command has a 30 Minute Cooldown once used.  
| {{#simple-tooltip: N/A }}
|-
|-
| Honed Skill 5
| Break Down
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Any item created by the user at a certain Proficiency Point investment for the skill, the item is always made as if it had +5 Proficiency invested (pertaining to Hobby Group Proficiencies Visual Art, Craft Art, Threads Art and Culinary Art). This +5 boost can break the 15 Proficiency limit for these Hobby Group Proficiencies. Additionally, any item made by the user within the Metallurgy Point-Buy system is always of superior quality than other crafters who do not have this Ability. (Metallurgy does not have a Quality=Proficiency investment system, superiority is dictated by this Ability only).  
| To tear down enemy barricades, use this ability to target any 1 block thick stone or wood wall, gate, or doorway. Physically smashing through, the user additionally knocks back anyone on the opposite side of the wall by 3 blocks. Break Down has no Cooldown.
| N/A
|-
|-
| Hunt Sense 1
| Bruiser Flurry
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The Character has permanent Night-Vision in dark or night-time locations, thus being able to see through Mundane Darkness, but not Ability based Darkness. Additionally, if the Character has tasted or smelled freshly drawn blood of an individual within the last 30 minutes, are able to track their location wherever they are in Regalia proper. If the target leaves to a Clandestine Base or Noble Estate however, the tracking ends. While tracking, it's not allowed to use fast travel or sprint, the distance must be walked.  
| To disrupt the battlefield, instantly displace all characters within range by 5 blocks backwards. If any Enemies within range had Block Tokens gained by Abilities, remove up to three of them, and grant them to the User instead. Bruiser Flurry has a 1 Hour cooldown.  
| {{#simple-tooltip: N/A }}
|-
|-
| Inth Gift 3
| Bruiser Ruin
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user has a perfect recall memory through a Memory Phylactery. This is not a physical object, but more a metaphysical abstract concept that causes the user to be immune to any memory alteration, or any Ability that would otherwise make them forget memories, or have them stored elsewhere, altered, added, or diminished. If any memory is forgotten, the user needs simply call upon the Memory Phylactery to restore the memory in full detail. Any Memory Sense I used on the user will result in more clear and perfect imagery than for anyone else.
| To focus on a target and deal a heavy amount of damage, use this ability to charge a guaranteed hit. The user picks a target within range, charging their weapon for their next 2 Actions whilst becoming entirely immobilized. If the user is hit with any Ability or Basic Attack, this Ability is interrupted and put on a 10 minute cooldown. If the target leaves the range of this Ability, activate it early, and deal a -2HP guaranteed hit. If left uninterrupted, on the 3rd Action, the user unleashes a strike that deals -4HP damage to the target. If the target had the Brittle Status Effect, deal -6HP instead, and remove it. Bruiser Ruin has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Kathar Binding 1
| Bruiser Tackle
| Constant Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The Kathar can infuse a specific accessory item with a single feeling. If the item is accepted as a gift, it will cause the target’s personality to change with the imparted feeling for 5 days. For example, a ring can cause a person to become more slothful, or to become less kind, or to become more lustful. After the time is over, the item becomes mundane. Items cursed by this ability are considered an Object Curse. Additionally, the Kathar can target another person and touch them, linking them together. This causes any physical sensation felt by either person to be also copied and transferred to the other. This is not only limited to pleasant feelings (such as the mouth-watering in anticipation of good food, or the butterfly stomach feeling of a passionate kiss) but also unpleasant feelings such as pain from being struck with a weapon. This connection can be removed any time by the caster, or broken with any Exorcism or Possession removing Ability on the victim. Only one link can be active for the caster, and after it has broken, this aspect of the Ability goes on a 24 hour cooldown, and the same target cannot be targeted for another week.
| To use an enemy as a weapon, target an enemy within range, displace them backwards 5 Blocks and apply the Brittle Status Effect. If the target already has the Brittle Status Effect, deal a guaranteed Attack, and displace them 10 blocks. In either case, if the target hits another character before moving the full distance, also apply Brittle to that character. Bruiser Tackle has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Kathar Binding 2
| Bruising Strike
| Constant Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| This ritual allows the Kathar to produce a 7 day lasting Target Curse totem (which can be an object of any kind that can be worn or kept on a person) that when accepted by a person as a gift (or forced on a person), gives them visual similarities to the Kathar who gifted them the totem (skin, hair color, eye color, Body Build). They can additionally also graft mentality changes onto the gift receiver, particularly making them more favorable to the Kathar for the duration of the totem’s effects. After the effects wear off, a new totem can be applied. Additionally, the Curse also gives the target loyalty to the Kathar who made the totem. If the Kathar has the aid of 2 other Kathar, they can perform a ritual on a Nelfin or Half-Nelfin, allowing them to transform the person into a Kathar. The transformation is temporary for 3 days, and if the target was unwilling, it will revert after 3 days. Players who are consenting however may also make it permanent. This Ability can be reused on those who have had it used once on them already, but it can never be used on Manathar.
| To beat down upon an enemy, use this ability to bash a target enemy within range to give them the Brittle Status Effect. Bruising Strike can be used without taking up an action, but only after making an attack, not before. Bruising Strike has a 30 minute cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Keen Mind 1
| Building Scale
| Trigger Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Whenever any Control Power is used on the user that has some sort of Emotion, Feelings, Opinion or Perception reading element, the user immediately becomes aware that their mind is being prodded, and can send back whatever signal they want, thus effectively faking any attempt to read them and manipulate the person trying to read them on top.
| The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof. Building Scale has a 3 Hour Cooldown, and counts as a Movement Power in the context of counters.
| N/A
|-
|-
| Keen Mind 2
| Chem Berserk
| Trigger Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character is immune to the Sleight of Hand Pack of Roguery, and will always notice when someone is attempting to Pick-Pocket them.  
| To become a glass cannon in combat, use this Ability to add an additional 1 HP of damage to Melee Attacks, but the user also takes an additional 1 HP of damage from Attacks targeting them in turn. Also, remove all Block Tokens and prevent the user from gaining any for the duration. Chem Berserk lasts until the end of Combat, and can be used Once Per Combat.
| N/A
|-
|-
| Keen Mind 3
| Chem Bloodboil
| Trigger Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| If the Character spots someone in a Roleplay Scene, that person cannot use Rogue Gift 5.
| To make the user’s blood caustic, immediately deal -2HP damage to self, but automatically deal 1HP damage to Target enemy the next 3 times the user takes damage from Target enemy’s Attack Emote, which can be multiple Enemies. However, if only one Enemy, maximum -2HP to Enemy. Chem Bloodboil can be used Once Per Combat.
| N/A
|-
|-
| Keen Mind 4
| Chem Cleanse
| Trigger Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character always hears the footsteps and actions of Characters with Rogue Gift 4.
| To remove Status Effects from self, use this Ability to instantly remove one (choice, if multiple) Status Effects from the user, but deal 1HP Damage to self.  Chem Cleanse has a 15 Minute  Cooldown.
| N/A
|-
|-
| Legion Body 1
| Chem Hyperfocus
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Manathar loses all access to their prior racial kit, and can no longer be afflicted. They are bound to one Legion, which is chosen upon transformation and cannot be altered from thereon. They possess horns which can be altered in size and shape, however, cannot be removed. The Manathar’s skin upon transformation shifts from its usual hue, becoming whatever color fits within their chosen Legion. The Manathar can change their skin color at will, as long as it remains within the palette of their Legion.  
| To become good at one thing only, choose Attack Stat or Defense Stat. Raise the chosen Stat by +2 (breaks cap up to 11 or 9), and lower the other stat by -3 (can go into minus). This effect remains active until the end of Combat. This Ability does not use an Action. This Ability cannot be re-used until the effect has ended.
| N/A
|-
|-
| Living Metal 1
| Chem Revive
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Any user will have a quantity of Living Metal that is naturally produced by their body. It is the side of a fist in its inert state, and can be suspended around the user’s neck as a necklace, on the tail for decoration, or on the forearm as a decorative bracelet. Living Metal can have any single color, as long as it looks metallic. Living Metal is always smooth (no jagged edges, rivets or bolts), but has a wavy pattern, similar to folded Steel that shows some reflective difference. Living Metal cannot be stolen, and can turn into a liquid form at the will of the user. In its natural state however, Living Metal is inert and serves no function, unless a Stance is active. Without any Stance active, Living Metal is purely decorative, like jewelry or clothing.  
| To bring an ally back, target Ally at 0HP within range. Immediately revive the Ally with 4HP, and force their next 2 actions to be Attack Emotes. If either of these Attack Emotes reduce an enemy to 0HP, heal the Ally +2HP more. If neither Attack Emotes do, deal -3HP damage to the Ally. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Chem Revive has a 2 Hour Cooldown.
| N/A
|-
|-
| Living Metal 2
| Concussive Blow
| Trigger Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Any body parts lost by the user are automatically replaced after a week by Living Metal, unless they choose not to replace that body part. This decision can be re-made at any time after the limb is lost. Any replaced limbs made out of Living Metal will mimic body flesh in every sense, giving no additional sturdiness against weapons, having the same sensations, and being warm to the touch, yet metallic in appearance.
| To disrupt focus, target Enemy or Ally within Range, and immediately Link Break one Link Power (newest, if Multiple). If Target is the caster of a Link Power, also deal -1HP damage. If the Target has no Link Powers, instead apply the Confused Status Effect for one turn. Concussive Blow has a 1 Hour Cooldown.
| N/A
|-
|-
| Living Metal 3
| Cutthroat Evasion
| Constant Passive
| Instant Technique
| Self
| Self
| The user gains two Living Metal Functions. These functions cannot be active at the same time together. The first function allows the user to turn their Living Metal into a single Melee Combat Category weapon of choice, two smaller Melee Combat Category weapons of choice, or a shield. The weapon or shield can be handed off to others, but only one can be produced, and it can be “melted” and returned to the user from Emote Distance. The second function allows the user to turn their Living Metal into plate-like metal armor for themselves, covering only one of the following parts: Legs, Torso+Waist, Arms or Head+Neck. This Ability takes several seconds to form, so it cannot be summoned to block an incoming attack.
| The user boosts their adrenaline, allowing them to move an additional 5 blocks after making an attack for the next 30 minutes. Once ended, Cutthroat Evasion goes on a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Living Metal 4
| Cutthroat Flank
| Constant Passive
| Instant Technique
| Self
| Melee Range
| The user can transform their Living Metal, as long as it is not being actively used by another Living Metal Ability, into a substitute for wound treatment, but only on themselves. This allows them to cover up 5 cuts and bruises, OR 1 deep gash/internal wound. This negates the wound, removes the pain, and prevents a lethal attack from killing the user. Removing the Living Metal returns the wound to its previous state. Living Metal does not heal, it is a stop-gap measure until a healer can be found. Additionally, the user can turn their Living Metal into any utility tool, like a walking cane, a hammer, or a screwdriver. This includes tools that require a basic resource to function (such as ink in a pen), as it will fulfill this function without requiring the resource. The Living Metal can also be used to form utility objects, like plates, carafes, wine goblets, a horse saddle, as well as be used for artistic endeavors, be that a statuette or simply juggled fluidically through the air before the user.
| The user strikes at a target that is currently surrounded by two or more enemies, which can include the user. This attack does no damage, but the Prone Status Effect as they’re tripped up by the user. If the target is already Prone, this instead deals a guaranteed hit. Cutthroat Flank has a 2 hour cooldown, and a 30 minute internal cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Machine Lord 1
| Cutthroat Flash
| Trigger Passive
| Instant Technique
| Self
| 10 Block Range
| Should the user’s Control Device for Clockwork be destroyed or taken away from them, they are able to reform a new Control Device from Clockwork nanites in their bloodstream that will burst through their skin on for example their wrist or neck to replace the lost Control Device. This means the Character can re-use Clockwork Abilities even after they have been captured and imprisoned. If however the backup is lost, the Character loses access to Clockwork Abilities again, as this Ability has a 72 hour cooldown.  
| The user launches a makeshift explosive at a target, affecting them and anyone within a 3 block radius. On use, any affected characters are given the Blinded Status effect until cleared manually. Once used, Cutthroat Flash has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Machine Lord 2
| Cutthroat Target
| Trigger Passive
| Instant Technique
| Self
| 10 Blocks
| The Character can superheat their fingertips like welding torches and put them up against a metal gate or doorway. This Instantly melts the doorway or gateway so that anyone can step through. This Ability has a 72 hour cooldown, and cannot be used in combat roleplay, it only functions on gates, fences, windows, doorways or other metal or wooden entry or exit ways. This Ability can also be used to destroy a prison cell gate, and is not stopped by Purestone or Ability-Countering Mechanics.
| The user throws a harmless projectile onto the target, dealing no damage to them but applying the Marked Status Effect to them for the next ten minutes. Cutthroat Target has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Machine Lord 3
| Deadeye Barrage
| Trigger Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| If the Character is restrained, stunned, trapped, rooted or otherwise imprisoned in a completely enclosed containment (like a box, cell, or shield dome), they can activate an emergency vent escape jump. This involves venting copious amounts of steam that blows anyone near them 2 blocks back, before they themselves rocket jump upwards or sideways, allowing them to reposition anywhere within 10 blocks. Those caught within 3 blocks of initial use are blinded for 5 seconds, not enough to get combat initiation, but enough to start making an escape. This Ability cannot be used outside of the prerequisite of being restrained, and it cannot be used to reach ledges that would not otherwise be reachable by running. Being restrained by an ally does not count. This Ability has a 72 hour cooldown.
| The next 4 Attack Emotes the user makes are enhanced, gaining +1 Attack Stat (breaks cap up to 11), stacking for each attack (ex. +1, +2, +3). The 4th shot, if it hits, deals +1HP Damage, and if it misses, extend this Ability to 5 Attack Emotes, instead of 4, and increase the cap break to 12. Deadeye Barrage does not consume the user’s action, but, the user cannot Move until they have made 4 Attack Emotes, or until they choose to end this ability prematurely, and gain no benefits. Once ended, Deadeye Barrage has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Machine Power 1
| Deadeye Focus
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user gets the Clockwork Pack: Clockwork Technik for free. If the Character also has Cursed Soul 1, and the Character already had sorcery, all Spells default to Clockwork Mechanics.
| The user must have a Status Effect, other than Weakened, applied to them in order to use this Ability. When used, remove one Status Effect the user is affected by, and apply the Weakened Status Effect to the user for the next 2 Turns. Additionally, they gain +2 Attack (breaks Cap up to 11) for their next Attack only. Deadeye Focus has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Machine Power 2
| Deadeye Luckshot
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user gets the Clockwork Pack: Clockwork Environment for free.
| This Ability does not consume Turn, but improves the next Attack Emote that hits. When the attack succeeds, do not apply Damage, and instead roll a /dice 1 4. If the dice lands on 1, the Attack Emote is Staggered. If it lands on any other number, that number is now the HP Damage. This Ability cannot be Staggered. Deadeye Luckshot has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Machine Power 3
| Deadeye Pinshot
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user gets the Clockwork Pack: Clockwork Golem for free. If the user is a Cratos Vampire, this Ability has additional functions. Firstly, while Cratos Vampire, the user is able to make use of all their Abilities found in the Bloodline Ability Kit. Secondly, while Cratos Vampires cannot feed conventionally from a victim, their Clockwork Golems have a syringe attachment on the arm that they can rapidly stab and extract blood from a victim with. If the Golem returns to the Vampire’s home base, the Vampire can consume the blood in the syringe for fed status. The syringer takes several seconds to extract enough blood, leaves behind a small puncture hole, but does not paralyze or alter perception like normal Vampire feeding does, so it has to be used strategically.
| This Ability can only Target a Character that has the Marked Status Effect. This counts as an Attack Emote, applies +1HP Damage, and removes Marked. Afterwards, choose a different Enemy within range to apply the Marked Status Effect to. Deadeye Pinshot has a 30 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Machine Power 4
| Deadeye Quickshot
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user gets the Clockwork Pack: Clockwork Control for free.
| As a part of this Ability, the user makes an Attack Emote on an enemy. Instead of rolling once for this Attack, the user rolls 3 times and chooses the highest result. If 2 of the Dice Rolls were above 10's (without post-roll additions), additionally apply the Marked Status Effect. If 3 of the Dice Rolls were above 10's (without post-roll additions), apply the Marked Status Effect to the Target and another Enemy within Range. Deadeye Quickshot has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Machine Power 5
| Desperate Prayer
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user gets Clockwork Pack: Clockwork Biotics for free, however there are additional rules attached. Firstly, the user is not actually able to make Biotics, for themselves or others. Rather, self-repairing Biotic Clockwork Nanites are present in the user’s blood stream. This means that any time the user loses a body part, or has a body part that is damaged beyond repair (except internal organs), these Nanites replace the lost body part with Clockwork Biotics within 30 minutes of losing the body part. Additionally, unlike normal Clockwork Biotics, these Biotics do not need any maintenance, and self-repair after 30 minutes of being out of combat. Even after this Ability is lost, these Biotic Prosthetics remain, however, they no longer benefit from the Nanites in the bloodstream and will start needing monthly maintenance.  
| This Ability can only be used when the user has 4 HP left, though it can be used out of Turn, and without using an Action. When used, the user must choose between +2 Attack Stat or +2 Defense Stat (breaks cap up to 11/9), for the remainder of the fight. Desperate Prayer can be used Once Per Combat.
| N/A
|-
|-
| Machine Power 6
| Disrupt Prayer
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character gains the Sorcery Ability: Spirit Familiar 1 for free, though is only able to use this through Clockwork Mechanics. Several changes are also implied. Firstly, instead of Magical, the familiar is entirely built out of technology and Clockwork. Secondly, the familiar can be given a voice and their own personality either distinct from the maker, or a copy of their personality. Thirdly, the familiar may have alternate modes of transportation, such as heli-blades, hovering pads, or flippers, despite being for example built in the image of a rabbit or cat. Finally, this familiar may also have a host of much smaller familiars (beetle or parakeet-sized) which do not have a personality or voice of their own, but may aesthetically interact with the familiar and its master, with the familiar acting as a mothership of sorts. This Machine familiar can be destroyed, but its wrecked parts will always re-form the familiar before it escapes to return to its master’s side at a later point when it is safe to do so.  
| The user prays to their God to appear to the Target enemy in Emote Range, Link Breaking one Link Power they are using or have applied to them(choose if multiple). Disrupt Prayer has a 1 Hour Cooldown.
| N/A
|-
|-
| Magic Sight 1
| Escape Artist
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to activate this Ability, causing their eyes to glow an intense solid color. While active, the user is Immune to any Ability or Mundane based Darkness or Blindness. They can even see through blindfolds and Ability-created substances covering their eyes, and if any of these effects was applied before the Ability was Toggled on, the effects are removed. This Ability has no Cooldown and can be Toggled on and off as many times as the user pleases.  
| The user is able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold a player down. Additionally, while in combat the user can spend an Action to remove the Trapped Status Effect. Escape Artist has no Cooldown, unless used in Combat, during which it has a 30 Minute Cooldown.
| N/A
|-
|-
| Magic Sight 2
| Familiar Disrupt
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user is able to summon a Magical lantern or candle in their hand that emanates a warm light in a 10x10 block area around them. Any Ability based Darkness that is cast in a wider area will be Nullified (the Darkness is still there, Magic Sight 2 merely temporarily removes the effect in the radius). Beyond the 10x10 radius however, everything remains in Darkness. Additionally, this Ability gives a few optional aesthetics. Users may passively have glowing eyes (that glow less bright than in Magic Sight 1), have a glimmer, or light sparkle on their skin, have sun-ray like tattoos that light up from the hands to the elbows, a sundisk of light projection behind their head, or glowing luminescent blood.  
| The user is born near, finds in childhood, (religiously) manifests, or magically creates a familiar that is life-linked with them and grows old with them. This familiar can be sampled from any domesticated animal no larger than a domestic dog. This pet can accompany the user, and aesthetically interact with the environment and other people. To hinder an enemy, the user targets one enemy within range, and knocks them Prone with their Familiar. Familiar Disrupt has a 4 Hour Cooldown.
| N/A
|-
|-
| Magic Sight 3
| Fancy Footwork
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user is Immune to Ability or Mundane based Darkness (not Blindness) and also has Night Vision, giving them perfect sight at night and in dark places. This Ability can be toggled on and off.  
| This Ability can only be used when the user has at least one enemy within 1 Block of them. As a part of this Ability, the user takes the Move action, if able. The user Moves until they are standing within 1 Block of a separate enemy. Count the number of Blocks moved, and grant the user a bonus to their minimum Attack Roll equal to the number of Blocks (max 6), for their next Attack only. After using this Ability, the user can make an Attack Roll, that does not use an Action. Fancy Footwork has a 2 Hour Cooldown.
| N/A
|-
|-
| Meraic Will 1
| Force Toss
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user is capable of using crystal magic to change the color of their skin and hair within the racial palette of their race. They can change it instantaneously and independently, but cannot ever be used to change their eye color.  
| In order to forcibly move a target, use this ability to grapple a character within range and instantly hurl them anywhere within a 10 block range. If the target is an ally, the user can additionally throw them up to 5 blocks vertically to a higher ledge. The target doesn’t take damage from this, but has the Prone Status Effect applied upon landing. Force Toss has a 1 Hour Cooldown, and a 30 Minute Internal Cooldown.
| N/A
|-
|-
| Meraic Will 2
| Guidance Prayer
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user's hair is lustrous, long, and capable of being maneuvered at the will of the wearer to perform minor tasks. The hair can pick up objects no heavier than five pounds, and will be formed into two “limbs” when in this utility state. However, when the user wishes, they can engage an alteration that will split their hair into eight limbs that will harden into a leather-like consistency resistant to easy cutting. In this state, the hair can support a user’s weight to drag them along the ground and can perform up to eight minor aesthetic tasks.  
| Target an opponent in Emote Range, applying the Marked Status Effect to them, and optionally instantly make an Attack Emote (if within Range) to trigger the Marked, in the same turn. The Marked STatus Effect can only be triggered by the user, not their Allies, and lasts for 10 Minutes. Guidance Prayer has a 2 Hour Cooldown.
| N/A
|-
|-
| Meraic Will 3
| Gut Punch
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user is capable of summoning a Remnant Crystal, which is a solid grey pentagonal prism crystal with Meraic text written within it. When squeezed in one hand and peered through, the user can read and understand any Language that is written in text form in front of them. This does not work for any code-speech or ciphers. This Crystal can be summoned or unsummoned at will, and cannot be handed off to others.
| In place of making an Opportunity Attack, use this ability to strike a weak point in a target passing by the user. This does no damage, but applies the Prone Status Effect to the target. Gut Punch has a cooldown of 1 Hour.
| N/A
|-
|-
| Mind Wall 1
| Harming Prayer
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character has Target Illusion immunity, and can perceive that a Target Illusion is being used on them. They may turn on or off this Illusion at will from their perception.  
| The user targets an opponent in Emote Range, and prays for their God to weaken them, applying the Bloody Status Effect to them. The Bloody Status lasts for 3 Turns. Harming Prayer has a 1 Hour Cooldown.
| N/A
|-
|-
| Mind Wall 2
| Improvised Attack
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character has Control Power immunity (except Exorcism 1 & 2, and Peace Reign 1), and can perceive that a Control Power is being used on them. They may turn on or off this Control Power at will from their mind.
| Target an enemy within range, and roll /dice 1 3. If the user rolls a 1 or a 2, make an Attack Emote against the Target, at Emote Range, but with -2 Attack Stat. If the user rolls a 3, make the Attack Emote at Emote Range, but with +2 Attack Stat (breaks cap up to 11) instead. Improvised Attack has a 30 Minute Cooldown.
| N/A
|-
|-
| Mind Wall 3
| Knockback Sweep
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The Character has the Ability to hijack a Target Illusion being used on them. They can hijack it by changing how it is perceived, and then taking control from the original user, thus denying them the Ability to remove the Illusion or change it. While this occurs, the Ability is classified as Illuviation 1, and the Target whose illusions were hijacked is unable to use any Abilities that create Target Illusions. Additionally, if the Target that the Illusion was hijacked from has Target Illusion immunity, this immunity is broken for the duration during which the Illusion was hijacked. First hijacker always takes precedence.
| To create distance, target either one enemy within range, or everyone within 3 blocks in front of the user (not beside/behind). If one enemy, Displace target backwards by 10 Blocks. If everyone, displace targets backwards by 5 blocks. If any target(s) hit a wall, or are Trapped or Prone, deal -1HP Damage to them. Knockback Sweep has a 2 Hour Cooldown..
| {{#simple-tooltip: N/A }}
|-
|-
| Mind Wall 4
| Mounted Evasion
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character has the Ability to hijack a Control Power (except Exorcism 1 & 2, and Peace Reign 1) being used on them. They can hijack it by turning the effect from themselves onto the Target who used the Control Power on them. While this occurs, this Ability is classified as a Control Power, and the Target becomes unable to use the Control Power that was used on the Character, while Control Power Immunity is also removed from them if they have it, for the duration of this reflected Control Power. The reflected Control Power follows the exact same rules as the Target using it on the Character would have, if it hadn't been hijacked.
| To quickly move across the battlefield, use this ability immediately after landing a successful attack on a target, which does not consume an action. Once used, the user moves up to 5 blocks in a chosen direction before stopping and going on a 1 Hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Moon Transform 1
| Mounted Lancer
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character is able to change Dynasties. On the first day of each month, they are able to declare themselves as part of a new Dynasty, changing visual details, Racial Abilities, and all information on their Character Application.
| To extend ones reach, toggle this Ability while mounted for the next 30 minutes. While active, Mounted Lancer extends the range of Melee range attacks to 5 blocks, while granting a -2 to Attack Stat in turn. Once ended, Mounted Lancer goes on a 2 hour cooldown.  
| {{#simple-tooltip: N/A }}
|-
|-
| Moon Transform 2
| Medical Barrier
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| If Frivolous Dynasty, the Sihai can take on the visual characteristics of a humanoid Red Panda. If New Dynasty, the Sihai can take on canine visual characteristics. If Greater Dynasty, the Sihai can take on owl-like visual characteristics. All are described on their Race page.
| The user holds up their a makeshift barrier, protecting themselves and any character within a 3x3 block area behind them. While active, the user can’t use their basic action, but gains a new action that replaces their Attack. As a reaction to an ally within Medical Barrier being targeted by an Attack Emote, the user can use this action to grant them +5 to the minimum result of their defense roll, and if they fail the defense roll, reduce any -HP damage by half (rounded up, minimum 0). If the triggering Basic Attack is a Ranged Emote Attack, this action does not consume the user's action, and they can use it again on a different attack in the same turn. Medical Barrier can be held for a maximum of 20 minutes, and once ended has a 1 Hour Cooldown.
| N/A
|-
|-
| Nature Gift 1
| Medical Bolster
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| While outside the City, thus nowhere near conventional rental housing, the Character moves “as fast as an Asha” (thus giving the Character Asha Agility). This Ability ceases the moment the Character returns to the urban landscape.
| To protect an ally from harm, use this Ability to grant them 1 Block Token. While under the effects of this Block Token, the target’s Defense is raised by 2, up to a maximum of 9. Medical Bolster has a 2 hour cooldown, and does not stack.
| N/A
|-
|-
| Omniaware 1
| Medical Buff
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user cannot be taken by surprise from behind, below, the sides, above or from far away. If any (Mundane) attack or harming Ability is used on them, a sixth sense will trigger making them aware of an attack that would otherwise take them by surprise. This does not grant additional dodging or avoiding mechanisms or guarantees, so standard Combat Roleplay Logic must still apply to dictate whether or not the user would be able to fairly block or avoid an incoming attack. This Ability purely gives the knowledge of such an incoming attack.
| To expand upon an Ally’s strength, use this ability on an ally within range as a reaction to them gaining Attack or Defense. The user adds an additional +2 to the character’s Attack or Defense (depending on what was originally raised) for the next 4 turns, up to a maximum of 9. Medical Buff can be used out of turn, and has a 1 Hour Cooldown.
| N/A
|-
|-
| Ordial Horror 1
| Medical Canteen
| Toggle Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character can scan an area for the Ordial touched, be it Undead, Ordial Mages, Ordial Archblood, Death aligned Ezekiel etc. This Ability functions with pinpoint accuracy, even through walls. This Ability is telegraphed by the user raising up a white ghostly lantern, that causes a white tether to appear with anything Ordial. This does mean that the Targets know they are being identified and located. Additionally, while any Ordial touched person within Emote Distance of the user is unable to be healed or be affected by healing Abilities or mechanics while in Emote Distance. Finally, any mundane weapon wound applied by Moon Vault Isldar cannot be healed at all by Ordial touched persons, this wound festering with Isldar magics until the victim visits the Ordial Temple / Hellvalt Temple where anyone who taps into Ordial Essence can heal the wound(s).
| To share with an ally, use this Ability when affected by a beneficial Ability effect. When the user is targeted with an Ability by their Ally that is not Medical Canteen, the user may immediately grant a copy of the Ability they received to another Ally within range. Medical Canteen has a 1 hour cooldown.
| N/A
|-
|-
| Power Howl 1
| Medical Rescue
| Trigger Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character can unleash a loud blood curdling echoing scream or melodious angelic song that reverberates in Emote Distance. Anyone who is Channelling an Ability or about to Channel has the Channel forcibly interrupted, regardless of what interruption rules this Ability has. If this Channel Ability has a cooldown shorter than 5 minutes, it is set to a 5 minute cooldown. If longer, the Ability’s own cooldown is used. Additionally, anyone within 2 blocks of the user that was mid-swing with an attack, has their attack Staggered, meaning it automatically misses or is interrupted. This Ability has a 30 minute cooldown.
| To pull a target back to safety, use this Ability on an ally within range. Pulling the target to any block adjacent to the user, the target is granted 1 Block Token. Medical Rescue cannot be used as a reaction to an incoming attack, and has a cooldown of 2 hours.
| N/A
|-
|-
| Primal Horror 1
| Medical Resist
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This Ability has a number of functions. Firstly, the Character is simply able to walk through Primal Shield 1, ignoring it as a physical barrier. Secondly, Primal Divination 1 does not work on them. Thirdly, Attacks or Abilities made by this Character cannot trigger Primal Defense 1 when used by someone else. Finally, the Character can sense any Dragon Warden, Dragonsoul, or Archblood within Emote Distance, even through walls, to pinpoint accuracy. This Ability and all its effects have no Cooldown.
| To reduce the harm an ally receives for a set amount of time, use this Ability on an Ally within range. For the next 10 minutes any damage the target takes is reduced by 1 HP (but never to 0). Once ended, Medical Resist has a 2 hour cooldown, and does not stack.
| N/A
|-
|-
| style="width: 10%;" | Primal Sight 1
| Medical Revive
| style="width: 8%;" | Toggle Passive
| Instant Technique
| style="width: 8%;" | Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user is able to detect a Dragon Soulcore, Dragonsoul, or Dragon Powercore, if it is present within Emote Distance. This Ability is not constant, and must be activated to sense, but has also no cooldown and is instant.
| To bring back a fallen ally, use this Ability to try and bring them back into fighting shape. The user creates a Link between themselves and a downed target within range, remaining in that state for 5 minutes. If left unbroken, the target is immediately brought back to 2 HP, and their Attack Stat reduced by 2 for the next 30 minutes. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Medical Revive has a 4 hour cooldown, regardless of if successful or not.
| N/A
|-
|-
| Pure Body 1
| Nimble Bola
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character is immune to Afflictions. Any type of Affliction simply fails to infect them, even if it would come at the end of an Ability. Some Event Characters like Arken may have the Ability to negate this effect. Additionally, the Character is unable to learn or use Sorcery, if a Character gains Pure Body 1 at a later point in time, they lose their Sorcery or Magic and do not get Proficiency refunds.  
| This Ability can only be used if the user has not Moved yet in a turn. The user targets an enemy within Range, and counts the amount of Blocks between them. If the number of blocks is Even, apply the Trapped Status Effect to the enemy for 3 Turns. If the number of blocks is Odd, apply the Prone Status Effect to the enemy. Usage of this Ability does not disable Fleet Footed. Nimble Bola has a 2 Hour Cooldown.
| N/A
|-
|-
| Pure Body 2
| Pinning Throw
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character is unable to use Magic or Sorcery, with the exception of Ordial Magic. Other Afflictions can still affect the Character however. Some Event Characters like Dragons may have the Ability to negate this effect.
| To pin down a foe, target enemy within range, instantly apply the Trapped Status Effect for up to 10 minutes. If the Target takes damage, remove the Trapped Early, but prevent them from taking the Move action for that turn only. Pinning Throw does Not Stack, and has a 30 Minute Cooldown once ended.
|-
| N/A
| Rogue Gift 1
| Constant Passive
| Self
| Should the character fail a dice roll for pickpocketing another character, they may roll a second time. This effect may only apply once per person being pickpocketed per day, but if a different person is targeted each time, it has no upper limit. The failed attempt is simply retconned.  
|-
|-
| Rogue Gift 2
| Puretek Reload
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character can, once a day, if attempting an Proficiency or Ability action that requires a roll, dictate in OOC chat with the use of this Ability what the roll outcome would be without rolling. This is in essence a once-a-day luck-of-the-draw where the character has an instant-success on their /dice roll.
| To save oneself in a pinch, choose one Puretek, Deadeye, or Ranger Ability that is currently on Cooldown, not being used actively, and instantly take that ability Off Cooldown. Puretek Reload can be used Once Per Combat.
| {{#simple-tooltip: N/A }}
|-
|-
| Rogue Gift 3
| Ranger Blur
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character can, if they have seen any writing from a specific person, perfectly imitate that person’s writing and signature on any piece of writing.
| To hinder enemies, instantly apply the Blinded Status Effect to an enemy within range. Ranger Blur has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Rogue Gift 4
| Ranger Cover
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Items held (like Clockwork or weapons) and stationary items used (like doors and hatches) do not produce any sound when used by the Character, and the character no longer makes noise when attempting to remain silent. Additionally, the character does not produce audible footsteps on any surface. This Ability cannot be used while wearing armor heavier than a gambeson.
| To protect an ally's movement, use this ability as a Reaction to an ally taking the move action, which can be done out of Turn. The Ally is allowed to move through people, and if an Opportunity Attack is made against that Ally, the user gets to make an Attack Roll against the enemy making the Opportunity Attack. The user can attack as many times as there are enemies making Opportunity Attacks. Ranger Cover ends the moment the user’s ally stops moving, and has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Rogue Gift 5
| Ranger Splash
| Trigger Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user may, if they are spotted by another character while attempting to hide, re-position to another place within Emote Distance, voiding the initial instance of spotting. This allows them to remain hidden, but can only be done once per RP scene.  
| To explosively interfere with enemies, target an enemy within Range, and any characters within 2 blocks of them. Apply the Prone Status Effect to all characters affected by this Ability. Ranger Splash has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A}}
|-
|-
| Rotting Bite 1
| Ranger Tag
| Trigger Passive
| Instant Technique
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character can bite another person. If their teeth hit exposed flesh, they inflict the victim with a rapidly-spreading magical malady that reduces their Physical Stat by 10 for the next hour. This ability has a four hour cooldown. The effects of this ability do not stack, even if used by another source.
| To make it easier to hit your enemies, instantly apply the Marked Status to an enemy within Range, which lasts for 10 minutes, or until used. Ranger Tag has a 20 minute cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Sacrifice Curse 1
| Ranger Trap
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Firstly, the Character can still consume food and drinks, but becomes revolted by the taste of greenery, vegetables, and herbs unless they know for certain it was sustainably harvested with respect for nature (except enchanted food made by Food Enchantments). Secondly, The Cahal can reproduce with non-Cahal and Cahal alike, however the child will always result in a Cahal Brood of their Bloodline. Thirdly, if the Cahal does not feed within a week of losing fed status, they become physically frail. If they do not feed within two weeks, they become unable to engage in combat. After three weeks, they lose the ability to walk and become bed-bound.
| To keep enemies in place, target an enemy within range, and all enemies within 2 blocks of the Target. Instantly apply the Trapped Status to the Target and all enemies within range, which lasts for 2 Turns. Ranger Trap has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Sariyd Gift 1
| Ranger Wallop
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character is immune to Servile Collar 1, Inth Gift 1, Inth Gift 2, Mind Surge 1, and Mind Surge 2. Additionally, the Character can construct a Clockwork Mem Bank, allowing them to store individual memories into the Mem Bank for safe-keeping, but not backup their whole memory.  
| To create distance, the user fires a non-harming shot against a target within range that Displaces them backwards and away from the user by 10 blocks. This does not interrupt any ongoing actions. Ranger Wallop has a 20 minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Sariyd Gift 2
| Shield Bunker
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability allows the user to read and write in Qasr Script. Qasr Script is a form of hole/dented writing. If the Character is blind, this Ability still works, as Qasr script can be read while blind or blindfolded. Qasr script is not a language, and as such cannot be learned through Linguistics, only this Ability.
| In order to increase your defenses at the expense of damage output, enter a defensive stance temporarily. While this Technique is active, the user is immune to Displacements, but cannot take the Move action. Additionally, any damage the User deals is reduced by 1, but they gain 2 Block Tokens. If the user chooses to move, or these Tokens are expended, Shield Bunker goes on a 1 Hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Sariyd Gift 3
| Shield Command
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user is able to use Sariyd Gift 3 once per day to reset the cooldown on any Ability that is any number of Sariyd Gift. Additionally, anyone with Sariyd Gift 3 has exclusive access to the Clockwork Pack Five: Clockwork White Core.
| When the user gains a Block Token (except from Armor), the user can choose a single Ally within range to grant an additional Block Token to. Shield Command can be used out of turn, does not take an action, and has no Cooldown, but can only be used once per Ally.
| {{#simple-tooltip: N/A }}
|-
|-
| Sariyd Gift 4
| Shield Phalanx
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 1 Block | 1 Block range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user has exceptional sharp and detail-focused eyesight, discovering abnormalities in things and places. Anything produced with Roguery Packs Government Forgery, Guard Forgery, or Art Forgery, is revealed to be a forgery to the user. Additionally, anything produced with Honed Skill 4 has the secret embedded message revealed to the user. Finally, the user is immune to any damage or constraining effects caused by any Region Enchant, such as Home Enchant 1’s burgling trap.  
| In order to protect allies from harm, activate this ability to brace your defenses. For the next 30 minutes, any allies within range have their minimum defense roll raised by 2. If another ally within range also has Shield Phalanx, they are able to immediately activate it without spending a turn. For each additional ally using Shield Phalanx in a line, the minimum defense roll is raised by an additional 2, to a cap of 6. Once ended, Shield Phalanx has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Sariyd Gift 5
| Shield Taunt
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 2 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character has access to a Clockwork familiar constructed of any metal alloy that can also be edited and modified further. This familiar may appear spider-like, or a floating head with a small heli-blade, or even a centipede, or a domestic dog, so long as it is never larger than a domestic dog. This Familiar may speak in any language the user speaks, and have a mimic of their personality, or parts of the personality of the owner that the owner does not want to have, offloaded into the familiar. For example, if the owner does not wish to be cowardly, they can offload their cowardice personality trait into the familiar, who will then speak with a lot of cowardice. This familiar cannot fight, but also cannot be destroyed and will simply bunker down to avoid damage. This familiar may carry items, but will drop them the moment it is attacked, and cannot ever leave Emote Range of the user.  
| To force an enemy to focus on you, apply the Warned Status to all enemies within Range. While Warned, the enemy must either choose to spend their next turn attacking you, or suffer the Marked Status. If a target cannot reasonably attack the user, then Shield Taunt fails. Shield Taunt does not Stack, and has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Sorcery Skill 1
| Shield Wall
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| If the Character has purchased at least 1 [[Sorcery]] Ability, they may gain an additional Sorcery Ability from any Category for free. This Ability can only trigger once, and if this Ability is somehow removed from the owner, the chosen Sorcery Ability is lost.
| The user holds up their defenses, protecting themselves and any character within a 3x3 block area behind them. While active, the user can’t perform Basic Attacks, but gains a new action that replaces their Attack. As a reaction to an ally within Shield Wall being targeted by an Attack Emote, the user can use this action to grant them +5 to the minimum result of their defense roll, and if they fail the defense roll, reduce any -HP damage by half (rounded up, minimum 0). If the triggering Basic Attack is a Ranged Emote Attack, this action does not consume the user's action, and they can use it again on a different attack in the same turn. Shield Wall can be held for a maximum of 20 minutes, and once ended has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Sorcery Skill 2
| Shrug Off
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character may choose 2 Sorcery Abilities for free from any Category. This Ability can only trigger once, and if this Ability is somehow removed from the owner, the chosen Sorcery Ability is lost. This Ability also does not count as “purchasing” Sorcery Abilities for Sorcery Skill 1, or any other Abilities that require “purchasing” sorcery, so these Abilities do not stack.
| To cleanse a Status Effect with Anger alone, instantly remove one Status Effect (choice, if multiple). But, apply -2 Attack Stat (can go into negatives) to the user’s next two Attacks. Shrug Off does not take an action, and has a 1 Hour Cooldown.
|-
| N/A
| Sorcery Skill 3
| Constant Passive
| Self
| The Character may purchase up to 3 Sorcery Abilities without being considered an Aberrant. These Abilities are still counterable like normal Sorcery Abilities. They receive 1 Sorcery Ability for free.
|-
| Spirit Familiar 1
| Toggle Passive
| Self
| The user must choose an animal from the [[Animals]] Page (barring Magus or Dragon species). This choice is permanent, and must be mentioned on the Character Application. Once chosen, the user may choose to manifest and remove smaller visual and aesthetic changes to their body from the animal chosen, but never so thoroughly that it mimics a Cahal, Allar, or Asha. Secondly, they may summon a magical looking familiar of the animal chosen that may never be larger than a domestic cat regardless of original size of the animal, but may also be smaller depending on the preference of the user. This familiar can carry a single object on them, but may never enter combat, and is disabled for 1 hour if hit by any Ability or Attack.  If a Magical aesthetic is not desired, a Mundane creature can also appear to the Character in their childhood and stay with them, with this Ability applying to them, with all other rules. The Mundane creature gains a lifespan as long as the user.
|-
| Spirit Familiar 2
| Toggle Passive
| Self
| The user must choose an animal from the [[Animals]] Page (barring Magus or Dragon species). This choice is permanent, and must be mentioned on the Character Application.  The familiar cannot inflict harm, be permanently harmed, or interfere with combat in any manner. If killed, the familiar will disappear in a puff of white smoke, and reappear next to the User instantly. The familiar can never fully replace the sight or hearing of the User to its prior state, and will only supplement it enough to allow the User to return to base functioning, not adequate use in combat or scenarios that require quick reaction time. Regardless of whether or not the User has lost their voice, they can choose to speak through their Familiar at any point, but cannot speak at the same time the familiar is speaking. The Familiar can be unsummoned or re-summoned via a ten-second ritual.
|-
| Super Self 1
| Constant Passive
| Self
| Upon being physically harmed by any Mundane Attack or Ability, or upon hitting another person with any of these, the Character triggers a battle-state. When battle-state is activated, anyone within 2 blocks of the person is knocked over, while the person’s appearance may change with a wide variety of non-identity altering aesthetics including but not limited to: steaming skin, flaming eyes, electrified hair, increased vascularity, darkening of the eyes and sockets, shreddings skin, colored glow, and other visuals of rage and battle. While Super Self is active, the Character gains +5 Physical Stat.
|-  
| Super Self 2
| Constant Passive
| Self
| The user can use Super Self 2 to instantly shift or move their feet or legs or ankles by either contorting, phasing, ghosting or re-shaping in such a way that any Rooting, Trapping or Snaring that is applied on them is instantly cancelled the moment it hits (all other effects of those Abilities or Mundane Techniques still apply). This Ability does not affect Abilities that apply Disabling effects to specific limbs or Paralysis.
|-
| Super Self 3
| Constant Passive
| Self
| The user can use Super Self 3 to instantly filter (or prevent themselves from breathing/ingesting) and nullify any Gas, Toxin, or ingested Alchemical Substance, making them immune to it. This Ability only affects Ability-Created Gases that have a tangible visual effect. This process is automatic, meaning they cannot pick and choose, except in the case of drinking Alcohol.
|-
| Super Self 4
| Constant Passive
| Self
| The Character is immune to any Alchemy, Mundane Techniques or Abilities that would cause a loss or gain, change, exchange or transferral of Proficiency Points or Physical Stat, both positively and negatively.
|-
| Super Self 5
| Constant Passive
| Self
| The Character is immune to any Ranged Combat Proficiency Mundane Techniques, with the exception of the Techniques gained at the full 20 Proficiency Point investment. The aesthetics for how these projectiles miss is up to the player, but it is recommended to simply pass through them as if they were a shadow.
|-
| Super Self 6
| Constant Passive
| Self
| The Character is immune to hypothermia and cold temperatures, and is completely unaffected by any naturally occurring or Ability based Ice, snow, or frost on themselves or on the ground. Additionally, the user is immune to Element Brand 1.  
|-
| Super Self 7
| Constant Passive
| Self
| The Character is immune to burning and hot temperatures, and is completely unaffected by any naturally occurring or Ability based fire, lava, or steam on themselves or on the ground. Additionally, the user is immune to Element Brand 3.
|-
|-
| Symbiosis 1
| Smokescreen
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character is able to change the head shape they have as Url within the compliant clades and animal heads held there-in. This Ability does not count as disguise. Even if logic would dictate that an Url who once had a Buffalo-head now has a Deer-head and should thus not be recognizable, they can still be identified as the original appearance. Additionally, the Character can change between normal plantigrade legs and feet with Human skin, or hooves on digitigrade legs with fur up to the knees. They can also choose to keep the fur at the knees, or raise the fur up to the waist. They may also choose to have a cow-like furred tail that is controllable, but not capable of holding things and does not reach to the ground. Finally, the Character may use /trait add Jump2, as Url are able to jump twice as high as all other Races, and is immune to Mutations.
| The user creates a temporary smokescreen around themselves. For the next 3 turns, the user cannot be targeted by Abilities used by Characters outside of this Ability’s Range, and any Basic Attacks made targeting the user outside the Range have -2 added to the Final Result. Smokescreen has a 2 Hour Cooldown.
| N/A
|-
|-
| True Path 1
|Tank Rally
| Toggle Passive
| Instant Technique
| Travel Length
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user is able to begin a charge or running speed in a particular direction. Once reaching a particular block, they may activate True Path 1 to scatter their body into a large cloud of non-harmful smaller objects, or flora, or critters, and continue traveling in the same direction as they were running. This allows them to continue moving for up to 10 blocks at sprinting speed, allowing them to pass through any hole, crack or opening. This can be to for example, float through a guard formation, a door, a wall of spikes, etc. After traveling 10 blocks, the character re-manifests, this Ability cannot be ended early, unless met with a solid wall without openings. This Ability has a 15 minute cooldown.
| 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Undead Mend 1
| Tank Slam
| Trigger Passive
| Instant Technique
| Self
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| While out of combat, the character can physically consume the flesh of either living or dead people or animals in order to heal their body up to the original point of their decay as an Undead. They must eat for ten minutes to restore wounds and surface level damage to the flesh, and must eat for an hour to repair any maims inflicted upon them. Severed pieces do not have to be recovered, and any regenerated flesh will appear as if it was the original piece of their body.
| The user slams the ground with their shield, applying the Prone Status Effect onto enemies within range. Additionally, the user can choose one target, and also apply the Brittle Status Effect. Tank Slam has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Undead Mend 2
| Tank Switch
| Trigger Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| While out of combat, the character can enter a state of self-repair by replacing any lost parts and restoring damage done to their vessel with scraps of whatever material they are composed of. They must spend 10 minutes grafting material on to repair simple injuries, and must spend an hour replacing maimed parts. Severed pieces do not have to be recovered, and any replaced parts will appear as if they were original portions of their vessel.
| As a reaction to an enemy within Range Attacking an Ally, instantly Stagger the Attack. For the next turn only, if the Target attacks anyone other than the user, apply the Brittle Status Effect to them. Tank Switch does not use an Action. Tank Switch has a 1 Hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Vampiric Form 3
| Tank Tremor
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 6 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character does not have access to a Vampiric Form. However, the Character can use Abilities from the Bloodline Ability Kit outside of a Vampiric Form. This Ability is always active.
| In order to pull enemies toward and disrupt their formation, displace all enemies within range 4 blocks towards the user. If any targets were Brittled, remove the Brittle Status Effect, and grant the user +1 Block Token per Brittle removed. Tank Tremor has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Vampire Master 1
| Tank Watch
| Toggle Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user is immune to any Abilities used on them by Vampires (Excluding Rokhaal Vampires) that is part of their Vampiric Base and Bloodline kit. This is a toggle state, meaning that the user may choose to be affected, or not, but they cannot target specific Abilities and are either blanket immune or not immune.  
| The user fortifies their defense, use this ability as a reaction to an enemy using a Movement Power or Technique targeting the user or an ally within Range. Reduce their distance moved by 5 Blocks, and apply the Brittle Status Effect to them. Tank Watch does not use an Action. Tank Watch has a 30 Minute Cooldown.  
| {{#simple-tooltip: N/A }}
|-
|-
| Vampiric Familiar 1
| Tech Auto
| Toggle Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Vampire gains a Vampiric Familiar that they can summon, which must be either a: Bat, a Gargoyle, or corrupted Bird of Prey. This Familiar must be the size of a household cat, and can fly. The Vampiric Familiar must remain on the Vampire at all times, except when sent out for a single task. The task can be retrieving a single free small object (i.e. not being carried on a person, held, or tied down), or using a Single Ability on a person with the range of “Direct Touch.” (Excluding Servile Collar 1 & 2 and Blood Feeding 1) The Ability will then be cast through the Familiar, who must still be able to touch the Target. The Familiar will disappear and cannot be re-summoned for 30 minutes if hit by any Ability or Attack. The Familiar can be un-summoned and re-summoned, but if the Familiar is un-summoned, it cannot be re-summoned for 10 minutes. This Familiar cannot leave Emote Distance of the Vampire. This Familiar is immune to Spirit Curse 1.  
| To increase reliability, the user raises the minimum result on Attack rolls to 5 for the next 3 turns. During this time, the user’s damage from Attack rolls are reduced to 1 HP. Once ended, Tech Auto goes on a 30 minute cooldown.
| N/A
|-
|-
| Vampiric Familiar 2
| Tech Charge
| Toggle Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character has a permanent Vampiric Familiar called the Bloodfalcon, a Falcon with bat ears, bat wings and a long tail that appears like squid arms with blood sucking mouths at the ends. The Bloodfalcon is purely aesthetic, as soon as Combat begins, it flies high up in the air and won’t come down until Combat is over. The Bloodfalcon cannot perform any tasks, or leave the user. It can only play with the user or others in Emote Distance, or perch on the user’s shoulder and make aesthetic gestures or noises. The Bloodfalcon can be summoned or un-summoned at will. This Familiar is immune to Spirit Curse 1.
| To empower an ally, grant a character within range +2 (breaks cap up to 11/9) to either their Attack or Defense for the next 30 minutes. For as long as Tech Charge is active, the user takes -2 from Attack or Defense (can go into negatives), depending on what was chosen. Tech Charge does not stack, and once ended, goes on a 1 Hour Cooldown.
| N/A
|-
|-
| Varlord Will 1
| Tech Exhaust
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Vampire can gain more bat-like anatomical features in their Vampiric Form, and additionally can choose to have functional claws in their Vampiric Form on their original hands only. These claws are as hard as steel, and are treated equivalently as if they were steel daggers. They utilize Unarmed Combat Proficiency. Additionally, the Vampire can open Dorkarth Moratoriums, which only characters with this Ability can access.
| When the user is affected by a Status Effect that would negatively affect them (disables an Ability, Action, or movement that the character has), use this ability to set that Status Effect’s duration to 30 Minutes, and prevent its removal except by this ability. The user gains 1 Block Token Instantly, and sets their Movement Speed to 15 Blocks. Additionally, for the user’s Attack and Defense Rolls, their minimum roll is now 2, instead of 1. Tech Exhaust goes on cooldown once ended, and can only be used Once Per Combat.  
| N/A
|-
|-
| Vintar Born 1
| Tech Resist
| Toggle Passive
| Instant Technique
| Event Venue
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability activates only during and at Server-Announced Events (player or Staff hosted, but announced by Staff / recorded on the calendar). While active, all other Vampires (even of other Bloodlines) including the Character themselves have all their Vampiric appearances hidden with an illusion (such as Blood Eyes 1 & 2), and become undetectable by Aberrant or Vampire Detection Mechanisms. The Ability remains active while the Character is at the Event Venue, and up to 5 minutes after final conclusion of the Event. Target Illusion immunity does not grant immunity to this Ability. This Ability can be used once per day
| To specialize against a specific attack, choose either Melee, or Ranged and Deadeye. For the next 30 minutes, the user takes 1 HP less damage from the chosen attack type (never to 0), but deals 1HP less damage on their Attacks. Once ended, Tech Resist goes on a 2 hour cooldown.
| N/A
|-
|-
| Vintar Born 2
| Theft
| Toggle Passive
| Instant Technique
| Player Region
| {{#simple-tooltip: 1 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This Ability activates only when the Character is inside their own Player Region, Noble Estate, or Clandestine Base. While inside, all the Character’s Vampiric appearances are hidden (such as Blood Eyes 1 & 2), and the Character becomes undetectable by Aberrant or Vampire Detection Mechanisms. The Character may also bestow this effect to one additional Vampire (of any Bloodline) but can only switch this to another person after the first has left the building. This Ability deactivates as soon as either the Character or the enchanted guest leave exactly the region+10 blocks (the region includes any attached gardens). Target Illusion immunity does not grant immunity to this Ability. This ability has no Cooldown.
| The user targets an enemy within Range, and rolls /dice 1 5. If the user rolls a 1, and the target has a Block Token, remove the Block Token and grant it to the user, and if they have no Block Token, treat this as rolling a 4. If the user rolls a 2, they can reduce the Cooldown of another Ability (that is on Cooldown) by 30 Minutes. If the user rolls a 3, the user, and the target, can each reduce the Cooldown of another Ability of theirs (that is on Cooldown) by 15 Minutes. If the user rolls a 4, reduce the target’s next Move action by -3 Blocks, and increase the user’s next move action by +3 Blocks. If the user rolls a 5, remove any Attack and Defense Stat increases the target has for the next 3 turns, and grant them to the user for the next 3 turns (they are re-applied when this Ability ends). Theft has a 1 Hour Cooldown.  
| N/A
|-
|-
| Wall Climb 1
| Venomous Strikes
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can climb up or down any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. The movement can only be directly up or down, not diagonal or sideways. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall.
| The user applies a venom to their weapon, without using an Action. For the next 30 Minutes, whenever the user deals damage to an Enemy, they can reduce that damage by any amount (even to 0), and then reduce the target’s Attack or Defense Stat by the amount reduced. This Stat reduction lasts until the user damages an enemy with a reduced stat, without reducing it, until this Ability ends, or until the user is KO’d. The same target can only have their Stats reduced by a maximum of -3 in each Stat, even by multiple uses of Venomous Strikes. Once ended Venomous Strikes has a 4 Hour Cooldown.
| N/A
|-
|-
| Wall Climb 2
| Veteran AntiMagi
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user can climb up or down any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. The movement can only be directly up or down, not diagonal or sideways. This Ability includes a falling-damage mitigation, meaning that regardless of height, the character does not receive falling damage, and can jump from a suspended position halfway up the wall.
| 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.  
| {{#simple-tooltip: N/A }}
|-
|-
| Wall Climb 3
| Veteran Impurity
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user is able to near-instantly scale a vertical wall or barricade as long as it has a landing position at the top that is reasonably horizontal, thus allowing them to hop over walls and fortifications. This requires the user to be standing at the base of the vertical wall and be thrown up, landing safely at the top. This Ability can be used four times every 12 hours. This Ability can also be used to safely travel down a wall, but it does also take a charge each time downwards travel is used.  
| While Veteran Impurity isn't on Cooldown, it passively grants the user +1 Defense Stat. Veteran Impurity cannot be actively used until an enemy uses an Ability from Puretek Point Buy. When actively used, target an enemy within range, and apply the Weakened Status Effect to them for the next 2 Turns. When the Weakened Status Effect ends, apply a -1 Attack or -1 Defense reduction to the target (user's choice) for their next 3 Dice Rolls. Veteran Impurity has a 1 Hour Cooldown.  
| {{#simple-tooltip: N/A }}
|-
|-
| Wall Climb 4
| Veteran DemonSpite
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user can climb up, down, or sideways (but not diagonally) on any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall. Channel Abilities cannot be utilized while Climbing with Wall Climb 4.  
| 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Weapon Song 1
| Veteran Tri-Slash
| Toggle Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user may activate Weapon Song 1 on any Melee Weapon that they are wielding in combat, causing it to levitate in the air, and allowing them to control it as if they were wielding it, except further removed from the actual weapon. This must be their own weapon, and not a weapon they’ve taken or stolen from another. The only thing this does, is create distance between the opponent and the user, thus allowing them more time to respond to moves the opponent makes. The weapon can still be parried and even knocked out of the user’s hand, as it is only displaced. The distance can however be anywhere in Emote Distance, as long as where it is levitating is within view.  
| 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Yanar Biology 1
| Veteran Sentinel
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Yanar is composed primarily of plant matter. When the Yanar dies, or goes through the Wyldbirth Cycle, they shed their body as fertilizer and are reborn after 48 hours. This new body can have a completely different appearance, be of a different Yanera subspecies, have a different personality, different Body Shape, but must always have the same Proficiencies. For more specifics, read the Wyldbirth section above under Physical Characteristics. A Yanar can only go through Wyldbirth 4 times a year, based on the 4 seasons. Additionally, the Yanar is able to exert minor influence on the flora around them, causing them to sway with a wave of the character’s hand.
| 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Yanar Biology 2
| Veteran Swiftstrike
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 2 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Yanar can, while in a region or area affected by Home Enchant 7, meditate while holding hands with as many other characters with Yanar Biology 2, and up to one character without Yanar Biology 2, drawing them into a communal dream-realm. While in this realm, they can talk and share photo-like images of memories to others in dream. Anyone can leave the realm at will, or be forced out of it if their meditation is disturbed. Additionally, the Yanar can forcibly bring anyone who is fully restrained or incapacitated into the dream realm as well. This is not voluntary, and the target cannot leave on their own. The target cannot close their eyes, allowing the Yanar to bombard them with flash-like photos of memories, sounds, and smells in rapid succession. This can only be used on one target at a time, and can  only be disrupted by the Yanar ending it, or being forced away from the Target.
| 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Yanar Biology 3
| Veteran Solitude
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Yanar can summon a plant or bark stave between 5 to 6 feet long that is as tough as steel. It can be freely given to others, but will rot after 48 hours. The Yanar can re-absorb the Stave at will by touching it, and can only summon one stave at a time. It can be stolen from the Yanar. Additionally, the Yanar can plant a piece of fruit in a region affected by Home Enchant 7, growing a domestic-cat sized familiar called a Yattil that takes on features of the fruit and a certain kind of animal. The Yattil is purely aesthetic, and can interact with their Yanar owner in friendly ways, but cannot be hurt or assist in any functional capacity. Only one Yattil can exist at any given time, though the Yanar can re-plant the Yattil to change its fruit or animal type.
| 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Yanar Biology 4
| Weapon Throw
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Yanar can target one person within Emote Distance, and alter the aesthetic visuals of their body via plants and petals to suit the person’s interests. For example, the person’s favorite color, or flower, or hair length might appear or re-appear on the Yanar’s body. Additionally, these Yanar always produce an Emote Range wide floral scent that smells different to each person that smells it, always representing their favorite floral or fruity smell.
| To throw a side-weapon, use this Ability to make a Melee Attack against an enemy, with range of Emote Range. Also, make the roll with -2 to Attack Stat. Weapon Throw has a 30 minute cooldown.
| N/A
|-
|-
|}
|}


==Control Powers==
==Passive Techniques==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
|-
| style="width: 10%;" | Emotion Sense 1
| Breather
| style="width: 8%;" | Control Power
| Passive Technique
| style="width: 8%;" | Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can summon a hologram of the target’s current greatest desire in front of them to show them their inner desire, the target does not need to be willing, but only the target and the user can see the hologram. This hologram must be unmoving and see-through, but can reflect for example a Character sitting on a throne, an object they desire, the death of another person, etc. The desire is based on the Character’s ambitions and hopes, not necessarily their in-the moment wants. If the target has at least 10 Theatre Arts, this Ability does not work on them.
| 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.
|-
| {{#simple-tooltip: N/A }}
| Memory Sense 1
| Control Power
| Direct Touch
| The user can, while putting their hand anywhere on the target’s body (shoulder, holding hand, on top of head, etc.), and if the target is willing or restrained, transmit the target’s memory they are recalling into an animated wall-painting that will display that memory from the target’s memory and through the target’s eyes on the wall, without any sound, but in perfect color and shape. If the target does not fully remember parts of it, these areas will be vague or blurry. Fake or implanted memories will appear as if they are real memories, but the target cannot fake it themselves. This Ability has no cooldown, but is broken as soon as the user breaks hand-contact. The target can also cause a different memory to appear by recalling a different memory altogether.
|-
| Pain Sense 1
| Control Power
| Direct Touch
| The user can, while putting their hand anywhere on another person (does not need to be willing) apply a Target Curse. While this Target Curse is active, if the target experiences either emotional or physical pain or anguish, the user will telepathically know they are in pain from any distance, but not know where they are. This Target Curse is indefinite, until removed through Exorcism 1, or by will of the user (who can do it even beyond Emote Distance), or by having the user apply it to a new person. Only one Pain Sense can be active at all times.
|-
|-
| Exorcism 1
| Bruiser Agony
| Control Power
| Passive Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can perform the cleansing ritual on any person, lasting 5 minutes, causing any Target Curse or Target Illusion that is actively affecting them to disappear. Once cleansed, a target cannot be re-cleansed for another 10 minutes. This process is painless, but the target may still be confused or hostile. The target leaving Emote Distance cancels this Power.  
| To heal on the edge of defeat, this ability activates automatically when the user is at 6 HP or less. The user's next successful Attack Emote heals the user by +2HP. If the attack upon the Target has a Block Token broken instead of losing HP, additionally apply the Brittle Status Effect. Bruiser Agony can only trigger once Per Combat.
| {{#simple-tooltip: N/A }}
|-
|-
| Exorcism 2
| Bruiser Rampage
| Control Power
| Passive Technique
| Direct Touch
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can perform the cleansing ritual on any person, as long as they are restrained, lasting 5 minutes, causing any Possession or Control Power that is actively affecting them to disappear. Once cleansed, a target cannot be re-cleansed for another 24 hours. This process is painless, but the target may still be confused or hostile. The target becoming unrestrained cancels this Power. Additionally, the user can cleanse Void or Exist Corruption from Plants and other matter in a 5x5 area via the same ritual.
| To keep the violence going, this Ability is always passively active once combat begins. For each successful attack the user lands upon a target, gain +1 Attack that breaks cap up to a maximum of 11 until they fail an Attack Roll, in which case the bonus resets to 0. Staggers do not count as failing an Attack Roll, and instead count as a successful attack for the purpose of this Ability. If the user breaks a Block Token, gain +2 Attack instead. This effect can stack as many times as they are successful in landing hits.  
| {{#simple-tooltip: N/A }}
|-
|-
| Exorcism 3
| Bulwark
| Control Power
| Passive Technique
| Direct Touch
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The User can instantly Cancel any single Target Curse, Target Illusion, or Magic Spell currently affecting someone by touching them. This Ability only Cancels the most recently used Ability. Additionally, the Target cannot be affected by the same Target Curse, Target Illusion, or Magic Spell again for the next minute. This Ability cannot be used on Self. This Ability can only be used once every 10 minutes.
| The user counts as an obstruction for enemies, blocking Line of Sight for Enemies within Range. Additionally, when an Enemy takes the Move action within Range, the user can apply the Prone Status Effect to them, without using an Action. This can only be done once per combat.  
| {{#simple-tooltip: N/A }}
|-
|-
| Exorcism 4
| Careful Fighter
| Control Power
| Passive Technique
| Direct Touch
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can perform a passing ritual on NPC Poltergeists or dead bodies (only if they have died within the last 24 hours), lasting 5 minutes, which allows their Soul to properly pass on (thus preventing them from becoming Archblood or Undead) into the afterlife as is intended by the laws of Souls. It additionally obliterates the persons memories, preventing the creation of a Shade.
| To gain a benefit from restraint, when the user would make an Opportunity Attack on an enemy, instead choose between two options. Either make the attack as normal, or do not make the attack, and gain 1 Block Token instead. Careful Fighter goes on Cooldown if either option is chosen. Careful Fighter has a 1 Hour Cooldown.
| N/A
|-
|-
|Servile Collar 1
| Chem Mend
| Control Power
| Passive Technique
| Direct Touch
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can target either a willing or fully restrained unwilling person to apply a Control Power on them. Once applied, the target goes catatonic, their eyes become solid milky white, and they are no longer conscious of their surroundings. The user then has 10 minutes to give instructions to the Servile, after which the Servile must attempt to complete the instructions immediately (if the instructions are not completed, this Ability goes on Cooldown and ends). Serviles can be given multiple stages leading up to the final command (such as, for example go there, disguise as this, then stab this person), but cannot be given multiple commands (such as, stab this person, fake this document, and burn this house down). Once the Servile is either restrained, knocked unconscious, has Exorcism 2 applied to them, completes the objective, or cannot complete the objective within 24 hours, the Control Power is removed. Either way the Control Power ends, the Servile has no memory of the instructions given or any of their actions taken after instructions to before the removal of its effects. All the while the Control Power is active, the Target is catatonic but still functions like a zombie, they will continue to go about trying to complete their mission but look as if they are in a daze, their eyes milky white and will not speak or respond to any prompting. Serviles will move around obstacles and will defend themselves, and cannot be instructed to harm themselves. The Servile can never be instructed to speak or reveal things, it can only do things. This Ability has a 48 hour Cooldown.
| To mitigate toxins, when the user has collectively dealt -2HP damage to themselves with Abilities, grant 1 Block Token. Once per combat, If Chem Mend is on Cooldown when the User drops to 4 HP, take Chem Mend off cooldown. Chem Mend has a 1 Hour Cooldown.
| N/A
|-
|-
| Servile Collar 2
| Combat Sight
| Control Power
| Passive Technique
| Direct Touch
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user can target either a willing or fully restrained unwilling person to apply a Control Power on them, as long as the target is not a Vampire. Note, while this Ability is not an express consent Ability, this Ability does not work if the Player targeted does not want to roleplay out the function of this Ability. Once applied, the Vampire produces a Blood-Mimic that manifests out of shadows and Blood next to them, that is an identical copy of the person targeted, except that they have red irises and dark-gray sclera (other Vampire-colored aesthetics may apply, ask in a ticket for more). The Mimic's red eyes and dark-grey sclera cannot, under any circumstances or abilities, be hidden or obfuscated. This Blood-Mimic has the same Memories, Proficiencies, Skills, and Abilities, as the original Target, and cannot be altered or afflicted. (I.E. They stay exactly the same as the character when copied, and cannot be infected or taught different things). Their personality however is untethered to conscience, and they must obey the commands of the Vampire that made them. There is no such thing as Kill Perms for Blood-Mimics, anyone can strike to kill, and the Vampire that created the Blood-Mimic can destroy them at any time. The Mimic can only be removed by being killed. This Ability has no Cooldown. Due to gameplay fairness, the Blood-Mimic can never reveal incriminating memories or any knowledge that the Vampire does not already have, despite having all the same memories as the victim, and being under the command of the Vampire. The Blood Mimic can only be played by the player of the character copied, unless that player gives express consent for another person to play it. Only one Blood Mimic can exist of the same person at any given time, but, a single Vampire can create multiple Blood Mimics.
| To fight with all of one’s Senses, the Blinded Status Effect, when applied to the user, works differently. Blinded now reads: The user gains +2 Attack Stat (breaks cap up to 11), but can no longer Target anyone outside of Melee Range. The user automatically has the Blinded Status Effect applied to them when Combat Begins, and cannot remove it except with Abilities that remove Status Effects. If the user would have the Blinded Status Effect applied to them again, instead of totally ignoring it, reduce the user's Attack Stat by -2 for their next Attack Emote. Combat Sight has no Cooldown.
| N/A
|-
|-
| Shrewd Insight 1
| Deadeye Overwatch
| Control Power
| Passive Technique
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| When conversing with a person, the user can, once a day, detect the true disposition of a person towards them. This may be done either by detecting how much the target likes or dislikes the user, or by more specifically detecting how they perceive the user. This may need to be updated from time to time, as people change their minds about others all the time. A character with at least 10 Proficiency Points in Theatre Arts is immune to this Ability. They simply send back blank results.
| To 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Battle Sense 1
| Fate’s Wheel
| Control Power
| Passive Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user may activate this Control Power on anyone in range, attaching to them like a Mobile Channel. While it is maintained, the user may choose one of the target’s Melee Combat Proficiencies and increase it by +5 Proficiency Points that may break the Cap for Proficiency. The user may only move at walking speed, must have the target within viewing distance, and the user may also not be attacked themselves. Knocking over or otherwise removing the focus from the user on the target cancels the effect. Additionally, the user gains the Constant Passive Omniaware 1 while this Ability remains active. While Battle Sense 1 is active, the user may not use other Abilities. A character can only benefit from one iteration of this Ability, regardless of source.
| When the user makes a Dice Roll in Combat Roleplay, that isn’t an Attack Dice roll or Defense Dice roll, they may use this Ability to re-roll the dice and choose which result to use. Fate’s Wheel does not consume the user’s Action, and once used, goes on a 30 Minute Cooldown.
| N/A
|-
|-
| Inth Gift 1
| Fleet Footed
| Control Power
| Passive Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user may target any person within Emote Distance to mark them with this Control Power, and any number of individuals may be marked. For those marked, if the user or the target leaves Emote Distance, the target(s) will forget the appearance, name and the sound of the voice of the user. They will still remember the conversation and what was said, but they will only remember a blur of a figure for the user, a warped voice, or their name.  
| The user is quick on their feet, granting them an additional 5 blocks of movement each turn. This Ability is disabled for 15 Minutes when the user uses an Ability, excluding Stances and Passives, or makes an Attack Emote (or something that replaces an Attack Emote). Additional uses don’t extend the timer, but reset it.
| N/A
|-
|-
| Inth Gift 2
| Flexible Maneuver
| Control Power
| Passive Technique
| Direct Touch
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user may, with Direct Touch and once per 48 hours, absorb a person’s entire memory of the last 24 hours and congeal them into a Memory Pearl. This Memory Pearl will appear in the user’s hand, and has to be put into a Memory Pearl pouch somewhere on the person. This Memory Pearl pouch is immune to being pickpocketed, but must always be on the user at all times. Inside are all Memory Pearls, which they will be able to recognize belonging to who. If any of these Memory Pearls are crushed, from anywhere, the memories that were taken will return to the target. If the Memory Pearl also goes beyond 2 blocks away from the user, it will break by itself.
| 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
|-
|-
| Peace Reign 1
| Iron Will
| Control Power
| Passive Technique
| Event Venue
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user may choose to, at any Event Venue either from a hosted event as found on the Calendar, or for a social gathering in their own home, apply a Control Power to diffuse anger in a character and soothe their frustration or anger if they experience it during the social gathering or event, while still on the venue. The effect is indefinite, causing the target to be more calmed, and will endure even if they leave, but will not prevent it from triggering again in the future. This has no cooldown, and may be applied to as many targets as desired, but only during the event/gathering and on venue/in home.
| 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 }}
|-
|-
| Peace Reign 2
| Mounted Trooper
| Control Power
| Passive Technique
| Event Venue
| {{#simple-tooltip: 6 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character is able to Target one specific person within Emote Distance, and make them more tolerant and accepting. This ability is not telegraphed in any way, and causes the Target to be unable to distinguish between races, including their own, and have no racial bias, preference, or prejudice. The target additionally cannot express classist, religiously intolerant, or otherwise sexist/sex or gender based intolerance. The person is still capable of being offended and is still capable of violence, but will no longer be able to have bigoted thoughts. This can affect up to 2 people at any given time. This ability lasts until the Character leaves Emote Distance of the Target, but can last indefinitely until exorcised if the Target consents OOCly. The person is also not aware that they have been altered by this ability. Additionally, as long as the character has no one currently altered by this ability, they can cast this Ability over an Event Venue, removing innate racial bias and racism (but only racial bias and racism) from all guests for the duration of the Event. When a person has had this ability removed, they cannot be re-cursed for another week.
| 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
|-
|-
| Mind Surge 1
| Puretek Blessing
| Control Power
| Passive Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability allows the user to target any Character without Control Power Immunity to transmit a strong desire to the subject. This Ability does not force them to comply, it merely gives them a strong urge to do what the Character is suggesting they do. The target is unaware that they are being Emotion Surged, and the Character using this Ability also gives off no telltale signs that they are using an Ability. This Ability can only be used to encourage a Target to do something, it cannot make them change their beliefs or alter things they consider truth. This Ability has no Cooldown, but players are expected not to spam it to every person. <span style="color:red">'''It is not permitted to engage in unprompted Romance-RP Emotion Surging without discussion with the Target beforehand.'''</span>
| To 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 }}
|-
|-
| Mind Surge 2
| Rage Counter
| Control Power
| Passive Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| This Ability allows the user to change another target’s feelings about another person. For example, the Target may love their sibling, but the user may use Perception Surge to convince them that instead they hate this person, or they may convince someone who despises another person to like them instead. This Ability fabricates a fake event in the mind of the Target that would have made them change their mind. After use, this effect remains in the target as Possession, and as such can be removed by Exorcism mechanics and Abilities. The effect can also be broken when the Target has been undeniably convinced that the event in their mind did in fact not happen, but remain unaware of it otherwise. This Ability can only target other Characters, and cannot be used by the user to make other Characters like or dislike them. The targeted person must also be known by name for the user. This Ability can be used once per day. Control Power Immunity makes the Target immune to the effects of this Ability.
| 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 }}
|-
|-
| Mind Surge 3
| Shield Cover
| Control Power
| Passive Technique
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This Ability allows the user to decipher the “ideal partner” appearance of a Target person as long as they are within Emote Distance. They may then store this as a “Template” in their memory for future use, and will be perfectly able to recall this Template if needed. If the Character has Flux Shift 1 and Flux Shift 2 as Abilities, they are also able to perfectly mimic this Template by using these Abilities, immediately, or any time later. It is best to request Template descriptions in Direct Messaging. If a player is refusing to cooperate, or states their Template is a specific other Character, contact Lore Staff.  
| 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 }}
|-
|-
| Mind Surge 4
| Status Endure
| Control Power
| Passive Technique
| Direct Touch
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability allows the user to, through Direct Touch, apply a Control Power that creates a bi-directional telepathic communication link. This Ability remains active indefinitely, unless some form of Exorcism or Possession removal mechanic or Ability is used on the target, or the user breaks the communication link voluntarily. The user is also able to mute the Target from speaking back, thus subjecting them only to their telepathic communication. This Telepathic communication can be done from any distance, but both players must be Online for it to be used. After the link is broken, this Ability cannot be used for another 24 hours. Any Target can only have one active Mind Surge 4 on them, and anyone who has access to the Ability Mind Surge 4 also cannot be the Target of Mind Surge 4 from someone else. A maximum of one Telepathic link can be active at any time.  
| 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
|-
|-
| Mind Surge 5
| Thick Hide
| Control Power
| Passive Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is completely immune to Mind Surge 1, 2, 3, and 4. It also gives them Immunity to Puppet Control 1.
| 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 }}
|-
|-
| World Shift 1
| Control Power
| Self
| The user is able to Song-bend any unliving materials (dead wood, stone, metal, glass, bone, etc) into other shapes or a desired shape. This involves the act of singing, and then using one’s hands to bend the material as if it is made of a clay-like substance. This can never result in sharp edges or strong surface that Metallurgy can produce, and is only decorative. Objects cannot decrease or increase in size, and this Ability does not allow the Song-bending of objects that consist of many smaller objects, such as a wall consisting of hundreds of bricks, but does allow the Song-bending of a single wooden pillar in a palisade wall.
|-
| Mind Shield 1
| Control Power
| Self
| The user is able to enchant any piece of jewelry with the Mind Shield 1 Enchant which only works if worn by the user. If the wearer is being targeted by any Target Illusion Ability or Object Illusion, the jewelry starts loudly ringing, while also making the user immune to the Illusion for 10 minutes, after which the jewelry must recharge for 12 hours before it can work again. It is important to note that the Illusion itself is not Countered or Cancelled, it is only made unperceivable by the user, meaning if the Illusion lasts longer than 10 minutes, it will start affecting them.
|-
| Blood Feeding 1
| Control Power
| Direct Touch
| The Character can extend their Vampiric teeth and sink anywhere on a target’s body to begin drinking blood. While drinking, the victim is paralyzed and unable to react, but is still aware and can still speak. A full drink takes up to 10 minutes. As soon as the Character releases the Target, they have lingering paralysis for 30 seconds before the effect is removed. This Ability cannot be used during combat or to initiate combat, and the target may also not be restrained by other means during the feeding. This Ability has a 30 second cooldown after feeding is complete. If the Target has Control Power Immunity, they are only immune to the Paralysis effect, and can still be fed on.
|-
| Blood Feeding 2
| Control Power
| Self
| When Blood Feeding 1 is used by another Vampire within Emote Distance, the Character gains full satisfaction and fed-status from that feeding, if it was completed, as if the Character used Blood Feeding 1 themselves. This Ability ignores immunity to Control Powers.
|-
| Blood Feeding 3
| Control Power
| Self
| The Character does not gain sustenance or “fed” status from drinking normal blood, rather, the Character can only attain fed status if they defeat a Cahal or a Vampire in a fight, either by wounding them or knocking them out. It is also possible to acquire fed status from a Vampire or Cahal who submits to the Character, this would involve the victim willingly kneeling, after which the Character drains a mist of blood from the target to their hand and consumes it, this process being very painful for the victim and humiliating, though at least combat is avoided. Finally, Characters with this Ability have utterly delicious Blood (to Vampiric taste), which if drunk (fresh) through Blood Feeding 1 refreshes all Ability cooldowns of that Vampire and makes them feel immensely refreshed (a single Character can only trigger this once on a single Vampire per 24 hours). Characters with this Ability cannot feed from other Characters who also have Blood Feeding 3.  This Ability ignores immunity to Control Powers.
|-
|}
|}


==Primal Powers==
==Link Techniques==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
|-
| style="width: 10%;" | Primal Realm 1
| Champion Command
| style="width: 8%;" | Primal Power
| Link Technique
| style="width: 8%;" | Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Allows the user to transport themselves or one additional person while holding hands into the Conclave Realm, an alternate dimension. This requires a 10 Second Channel while holding the hand of the person. If they are knocked over or attacked, the Channel is cancelled. This Realm follows the same rules as normal reality, and wounds are transferred between them. Anyone can leave the Conclave Realm through the return portal, which transports them to the Dragon Temple. The teleport to the Conclave Realm is /tp PrimalRealm. It is not permitted to wander around OOC in the Conclave Realm.
| The user 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 }}
| Primal Specter 1
| Primal Power
| Self
| Instead of being killed, the user’s physical form disintegrates to a visible ghost. This ghost cannot interact with the world besides speaking and hovering around. After 2 hours, the ghost re-materializes its body. After the body has rematerialized, the user cannot use any Abilities for 22 hours. The Character can still be killed by Disease, Artifacts, or old age.
|-
|-
| Primal Shield 1
| Chase Command
| Primal Power
| Link Technique
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can summon a Primal Shield the size of 3x3x3 (box, pyramid or dome), at target location within range, capable of containing up to 9 people closely pressed together. This shield blocks all Exist, Void, or Ordial Abilities (including Mundane objects affected by Abilities) from passing through to the people inside. Any person walking through the shield from the outside (not inside), breaks it, including the user themselves. This shield can be held up indefinitely, but breaks if leaving Emote Distance, or by will from the user. After the shield is broken through any means, this Ability is on a 2 minute cooldown.
| 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 }}
|-
|-
| Primal Reversal 1
| Defend Command
| Primal Power
| Link Technique
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| While within Emote Distance of a target, the user can revert only the damage from one single (Mundane) attack or harming Ability that was inflicted on the target (or self), as long as the target was harmed by that attack or Ability, or as a direct consequence of that Ability (for example being knocked off a wall by an Ability and breaking an arm). Any additional effects (or non-harm effects like debuffs) are not removed or mitigated. The damage must have been applied in the last 24 hours. This Ability can be used twice per 24 hours. This Ability can be used on self.
| 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 }}
|-
|-
| Primal Reversal 2
| Mobile Command
| Primal Power
| Link Technique
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| While within Direct Touch, the user can heal wounds on a target through a Primal Power that counts as a Immobile Channel. Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling with the target standing still, while deeper cuts and gashes take up to two minutes. Greater wounds like internal damage or severe bleeding require the target to be laying down, with the user healing deeper wounds over the timespan of 15 minutes. This Ability cannot be used on self.
| To 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 }}
|-
|-
| Primal Divination 1
| Overwhelm Command
| Primal Power
| Link Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can, once per day, summon the location of a target, and keep that in mind so they can proceed in their direction. This divination will not give an exact location, but will give a rough distance and direction where the target is, and count the person as Tracked for just a second (in case they have Tracking Immunity, which will Counter this Ability). In order to divine someone, the user can only target Characters with Primal Powers (Primal oriented Abilities), and they must have seen that person within Emote Distance at least once. The target can still move after being divined, and the location will not update. This Ability can be used once per day, but does not telegraph its usage either on the user or target.
| 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 }}
| Primal Defense 1
| Primal Power
| Emote Distance
| The user can, if any Dragon Intendant, Dragon Benefactor, or the Matron of the Glass Spire is within Emote Distance, and they are being attacked or targeted by a (Mundane) attack or harming Ability, instantly leap towards them and intercept the (Mundane) attack or harming Ability. If the Ability has an Area of Effect or some sort of splash damage, the target also becomes immune to this radius damage, all of it transferring to the user instead. This Ability can only target one person per day, however after the first use on that person, this Ability can be reused up to 4 times within a 24 hour timespan on that person only, before it is reset and can be used on anyone again.
|-
| Founders Gift 1
| Primal Power
| Direct Touch
| Any Artifact owned by this Character can be skillfully duplicated into a single mimic Artifact, including its powers. The user may then give the Artifact to another person. This mimic Artifact is in all aspects an identical copy, except that it cannot be given to a third party or taken from the person that the user gave it to. If for whatever reason the gifted person loses the mimic Artifact, it disintegrates. Additionally, the mimic Artifact is not immune to item degrading Abilities, and can be destroyed. It is required to report who owns a mimic Artifact to Lore Staff through the usual process of Artifacts changing ownership. The user cannot destroy or take back the mimic Artifact remotely, it must be destroyed while worn by the owner. This Ability has no cooldown, however a mimic Artifact can only be produced in a forge. If the user loses their Artifact, the mimic Artifact also disintegrates. Mimic Artifacts cannot be given to alts or inactive players, and an Artifact owned by an inactive player will disintegrate the mimic also.
|-
| Founders Gift 2
| Primal Power
| Self
| This Ability grants several effects. Firstly, any infection process that would cause the user to be infected with an Affliction, is halved. If for example for infection you must roll “/dice 0 20” and infection occurs when rolling above 10, infection instead only occurs when rolling above 15. Additionally, the user is immune to the ambient damage of heat and frost, meaning they can resist extreme temperatures, but not fire or magma itself, or being flash frozen in freezing water. Finally, the user is immune to any Knock-over or Knock-back effect from any Abilities or Mundane Techniques. The Character can still be staggered, but their position cannot be affected by these mechanics.
|-
| Founders Gift 3
| Primal Power
| Self
| This Ability grants several effects. Firstly, the user is immune to any toxins, venoms or acidic substances that would cause damage to their body from Mundane sources only, regardless of being inhaled, applied or drunk. Secondly, the user never becomes ill from rotten foods or copious amounts of alcohol, they still receive the mind dulling effects, but are unable to become sick or go unconscious from overdrinking.
|-
|-
| Founders Gift 4
| Puretek Burn
| Primal Power
| Link Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This Ability grants several effects. Firstly, the user is able to always see through certain illusions but only in hyper specific circumstances. The only illusions the user can see through, are illusions pertaining to earth metals (such as fake Regal coins) and earth gems (such as illusioned diamonds). Secondly, the user is able to always see through forgeries made with the Art Forgery Pack, for any forgery made in the Craft Art category. Finally, in Progressions, the user is able to identify structural weak points in buildings. This does not aid in finding structural weak points in walls, but can help in securing an easy exit, or an easy demolition job from other buildings.  
| 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
|-
|-
| Founders Gift 5
| Tech Livewire
| Primal Power
| Link Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This ability grants several effects. Firstly, the user is immune to mind control by Dragons. Secondly, the user is immune to: Emotion Sense 1, Shrewd Insight 1, Peace Reign 2, Mind Surge 1, Mind Surge 2, Mind Surge 3, and Mind Surge 4.
| 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
|-
|-
|}
|}


==Void Spells==
==Counter Techniques==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
|-
| style="width: 10%;" | Morrlond Gift 1
| Bruiser Feint
| style="width: 8%;" | Void Spell
| Counter Technique
| style="width: 8%;" | Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user can use this Ability to cause their eyes to turn ink black, with ink streaks running from their eye sockets. While Morrlond’s Gift 1 is active, the Character has night vision, thus being able to see in low-light situations, while also being immune to any Ability or Mundane based Darkness or Blindness effects. This Ability acts like a Toggle Passive, meaning it can be enabled and disabled, with a 10 second cooldown after being disabled. Activating Morrlond’s Gift after Darkness or Blindness has been applied does not remove it. Morrlond’s Gift 1, 2 and 3 may be active at the same time.
| 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 }}
|-
|-
| Morrlond Gift 2
| Bruiser Parry
| Void Spell
| Counter Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can use this Ability to transform themselves, giving them webbed feet and fingers, as well as gills in their neck (also giving the ability to speak normally underwater), while hair is replaced by fins, with fins also appearing on arms and legs. While Morrlond’s Gift 2 is active, the user can breathe underwater, and swim equally as fast as Mai-Allar underwater. This Ability can be maintained indefinitely, but after cancelling it, has a 24 hour cooldown. Morrlond Gift 1, 2 and 3 may be active at the same time.
| As a reaction to an Attack from Ranger or Deadeye Stance, the user is able to catch the incoming projectile. If Ranger, reduce the damage to 0, if Deadeye, -1HP. Additionally, the user throws the projectile back at their attacker, applying the Brittle Status Effect. Bruiser Parry can be used out of turn, does not take an Action, and has a 1 Hour Cooldown.  
| {{#simple-tooltip: N/A }}
|-
|-
| Morrlond Gift 3
| Building Smash
| Void Spell
| Counter Technique
| Self
|{{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user may summon a melee weapon from any body of water (including a hip-flask). This weapon will materialize and still appear like rapidly flowing water, but be as tough as steel, even under water. The user may choose to make the weapon pass through certain people and not through others. This weapon may not leave the user’s hand, or be handed off to others. After the weapon has been Countered or un-summoned, it has a 10 second cooldown. If no open body of water is nearby, the user may as a last resort cut open their own hand and summon a weapon from their blood, otherwise it does not work. Morrlond Gift 1, 2 and 3 may be active at the same time.
| 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
|-
|-
| Ifritti Infection 1
| Cheap Shot
| Void Spell
| Counter Technique
| Direct Touch
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The Character can plunge their Vampiric Teeth into a victim (only if they are a Vampire). This does not actually commence feeding, as Blood Eyes 6 and Blood Feeding 3 prevent the Character from feeding on the blood, however it injects an (unwilling) victim with an Ifritti poison, that if not cleansed by a Vampire of any other Bloodline within an hour (by giving them some clean Vampire Blood), results in the Character changing Bloodline from whatever they were previously to a Rokhaal Vampire, changing out kits and mentalities. No Ability can be used to revert this, however as soon as a Vampire of a different Bloodline successfully feeds on a Rokhaal Vampire, they are reverted back to their pre-Rokhaal Bloodline. If they did not previously have a Vampiric Bloodline, the infecting Vampire’s Bloodline is chosen.  
| To counter magic, use this ability out of turn in reaction to an enemy within range using a Power, but only if that Power Targets the user or an ally. Stagger them, and grant the user +1 Defense Stat (breaks cap up to 9) for their next Defense Roll only. If the target attempts to use the same Power on their subsequent turn, also grant the user 1 Block Token. Cheap Shot has a 1 Hour Cooldown.
| N/A
|-
|-
| Void Storage 1
| Chem Bang
| Void Spell
| Counter Technique
| Self
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Character has a pocket dimension called the Maw of the Void, in which they can store items up to a closet’s worth of space. The Maw opens up next to them, where they must physically put things in/take them out. Things inside do not rot or decay or experience time, and a single person can be trapped or hidden in the Maw for up to 10 minutes, after which they will be ejected (but not items). A person can only be placed inside of the Maw if the creator physically puts them there like any other tangible object they would be storing, and only if they are fully restrained and incapacitated (or willing). The same person can only be trapped once in the Maw every 24 hours.
| To test a foe, toss an explosive charge at the Target. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 5 Blocks for the next 30 Minutes. If the Target was not Mounted, apply the Weakened Status Effect for their next 3 actions. Chem Bang has a 2 Hour Cooldown.
| N/A
|-
|-
|}
| Chem Purge
 
| Counter Technique
==Exist Spells==
| {{#simple-tooltip: Self Range | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
{| class="wikitable"
| 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.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| N/A
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| style="width: 10%;" | Dravinda Gift 3
| Close Save
| style="width: 8%;" | Exist Spell
| Counter Technique
| style="width: 8%;" | Self
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user can summon a fire-lash (a whip that appears like normal fire but in the shape of a long lash) from their hand that has a range of 4 blocks. This fire-lash causes painful reddened spots when hit on bare skin, and makes metal armor heated and uncomfortable to wear, but does not cause permanent damage, or have the ability to ignite anything. The weapon derives Proficiency from the highest Melee Combat Proficiency had by the user. The weapon may be rolled up and attached to the hip, or unsummoned, it has indefinite use. Unsummoning however, sets it on a 10 second cooldown. Additionally, the user may throw the lash on the floor in front of them, causing a 1 block deep and 3 block wide wall of fire to erupt for 1 minute that cannot be passed through without setting the person on fire. If this ground-throw is used, the fire-lash cannot be re-summoned for 24 hours.
| To push an ally out of harm’s way, use this Ability as a reaction to an ally taking damage from a Basic Attack or Ability. Instead of the ally taking damage, the user takes damage equal to half the original damage, rounded up. Close Save has a 2 hour cooldown.
| N/A
|-
|-
| Predator Leap 1
| Cutthroat Backstab
| Exist Spell
| Counter Technique
| Emote Distance
| Melee Range
| The user can leap from anywhere (also Wall Climb 1-4, even if these Abilities state no other Abilities can be used while suspended), causing them to instantly leap towards their target. This attack is a guaranteed hit, always causing the target to fall on their back to the ground, with the user on top pinning them down with their arms. This does not count as keeping the target restrained, as they can still fight back. This Ability can be used once every 15 minutes.
| This ability can only be used against someone that has not made an Attack or used an Ability that is not a Passive yet in a scene. The user makes a swift attack on a target within range, dealing a guaranteed 4 HP of damage to them that bypasses Block Tokens. Cutthroat Backstab has a 4 hour cooldown, and cannot affect the same target more than once in a current scene.
| {{#simple-tooltip: N/A }}
|-
|-
| Sollerian Mist 1
| Cutthroat Reversal
| Exist Spell
| Counter Technique
| 10x10 Blocks
| Self
| The user can deploy a low-hanging Sollerian Mist field in a 10 by 10 block area around their casting position. This mist is about knee high, and will not obscure vision, but gently dance around the movements of those inside of it. It does not affect others at all, however any Solvaan Altalar that is inside the Mist moves at the speed of an Asha, thus having the greatest running speed only matched by those just as fast as Asha, and not being weighed down by any armor worn. While Sollerian Mist 1 is active in a 10x10 area after being cast, it cannot be re-cast until the last Mist dissipates in an area of 100x100 around the casting point. Additionally, this Ability can only be used once per day. The mist will remain for 1 hour, except if there are no Solvaan Altalar within Emote Distance of it, in which case it instantly dissipates.
| This ability requires Cutthroat Stance to be active. As a reaction to being displaced, the user can choose to change the direction they are moving to some other place. The user is still required to move the set distance, and cannot increase or decrease this distance outside of other Ability mechanics. Cutthroat Reversal has a 30 minute cooldown.  
|-
| {{#simple-tooltip: N/A }}
| Cahalic Field 1
| Exist Spell
| 10x10 Blocks
| The user can deploy a field of some clearly visible substance (be it webbing, leaves, strange colored mist, etc) in a 10 by 10 block area around their casting position. This field cannot obscure vision, and has the effect of slowing down any Non-Cahal within the area. The Cahal within the area are not weighed down by any armor worn, and are always faster than any non-Cahal, only matched by those just as fast as Asha. While Cahalic Field 1 is active in a 10x10 area after being cast, it cannot be re-cast until the last Field dissipates in an area of 100x100 around the casting point. Additionally, this Ability can only be used once per day. The Field will remain for 1 hour, except if there are no Cahal within Emote Distance of it, in which case it instantly dissipates.
|-
|-
|}
| Deadeye Crit
 
| Counter Technique
==Full Shifts==
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
'''These Abilities are major transformations. Users can only have one active at a time.'''
| 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.
{| class="wikitable"
| {{#simple-tooltip: N/A }}
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| Cahalic Form 1
| Deadeye Doubletap
| Full Shift
| Counter Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character is able to Mythic Shift into their Cahalic Form. While in Cahalic Form, the Character has access to all Abilities from the Abilities from their Soul Line Ability Kit. Shifting in and out of Cahalic Form is instant, cannot be Cancelled or Countered, and the player may design the Cahalic Form, with some ground rules. For the Ground Rules, refer to the Bloodline page, which will have an outline on the limitations and design choices for Cahalic Form. This Ability has no Cooldown.
| Target any person in Range who has just Revived after hitting 0 HP. The user performs a Double Tap, allowing the Target one turn, but instantly KO-ing them after. This Ability cannot have its Target changed, can be used out of Turn, and doesn’t consume the user’s  Action. Deadeye Doubletap can be used once per Combat Scene.
| {{#simple-tooltip: N/A }}
|-
|-
| Cahalic Form 2
| Deadeye Puffshot
| Full Shift
| Counter Technique
| Self
| {{#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 grants the exact same functions as Cahalic Form 1, thus allowing the Character to transform into a Cahalic Form, additionally, the Character is also able to use all of their Abilities from their Soul Line Ability Kit while outside of Cahalic Form, which is not possible for Vampiric Form 1. This Ability has no Cooldown.
| This Ability has two different uses, depending on whether it is used during a Turn, or out of Turn. If used 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 }}
|-
|-
| style="width: 10%;" | Disguised Form 1
| Degrading Command
| style="width: 8%;" | Full Shift
| Counter Technique
| style="width: 8%;" | Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character is capable of producing a shift state in which they create an alternative Nelfin appearance for themselves, where they can appear like any Nelfin race or sub-race, change gender, or change their height and Body Shape freely. Usage of this Ability can only be detected by those who have had repeated and prolonged personal contact with the individual, such as friends, lovers, and family. This Ability cannot hide visual effects and mutations caused by Afflictions. This appearance can only be changed once a month.
| To punish the enemy for tactical play, use this Ability as a reaction to an enemy breaking one of the User’s Links, and without using an Action. The target gains -2 to their Attack for the next 15 minutes. Degrading Command has a 30 minute cooldown.  
| {{#simple-tooltip: N/A }}
|-
|-
| Genos Master 1
| Dirty Fighter
| Full Shift
| Counter Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user is able to activate and de-activate this shift instantaneously. While shifted, the Avanthar gains increased muscularity and body hair, with furred digitigrade legs with goat hooves. They additionally gain antlers or goat horns. While shifted in this form, the Avanthar becomes immune to any Mundane or Ability-based Tracking, and gains Super Self 2.  
| Target an enemy within Range, and apply the Blinded Status Effect to them. If the target is within 2 Blocks of the user, additionally apply a -2 Defense Stat Reduction for the next turn only. Dirty Fighter has a 2 Hour Cooldown.  
| N/A
|-
|-
| Vampiric Form 1
| Faithwall Prayer
| Full Shift
| Counter Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character is able to Full Shift into their Vampiric Form. While in Vampiric Form, the Character has access to all Abilities from the Abilities from their Bloodline Ability Kit. Shifting in and out of Vampiric Form is instant, cannot be Cancelled or Countered, and the player may design the Vampiric Form, with some ground rules. For the Ground Rules, refer to the Bloodline page, which will have an outline on the limitations and design choices for Vampiric Form. This Ability has no Cooldown.
| As a reaction, and without using an Action, Silence a target who uses a Power from Theurgy, Shaman, Paladin, or Cleric Point Buy that targets the user, if that Ability is used by someone of a different faith for the next 2 turns. Faithwall Prayer can be used Once Per Combat.
| N/A
|-
|-
| Vampiric Form 2
|Interception
| Full Shift
| Counter Technique
| Self
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This Ability grants the exact same functions as Vampiric Form 1, thus allowing the Character to transform into a Vampiric Form, additionally, the Character is also able to use all of their Abilities from their Bloodline Ability Kit while outside of Vampiric Form, which is not possible for Vampiric Form 1. This Ability has no Cooldown.
| As a reaction to an ally within range becoming the target of a Basic Attack, this Ability forces the user to be the target instead. If the user takes 3 or more damage from this Attack, grant the user 1 Block Token afterwards. Interception has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Scale Shift 1
| Kneeling Prayer
| Full Shift
| Counter Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character can activate this Full Shift anytime near-instantly and without any feelings to have a number of effects. Firstly, their upper body, neck, arms and sides of their head can become partially or wholly covered in dragon-like scales which are either ebony-black (black with a slight tint of brown) or maroon red. These scales are as hard as plate-mail and count as if the character is wearing half-plate, though only on the parts covered (thus not the legs). The character may also optionally manifest a non-combat usable prehensile tail with the same scale color as the upper body, as well as horns with that same color. Their hair may also optionally turn white or black, while their hands may optionally become more draconic claw-like (not impeding their ability to wield weapons)
| This Ability can only be used to react to a Melee Attack Emote being used on the user. Instantly Stagger that attack, without using an Action. Kneeling Prayer has a 2 Hour Cooldown.
| N/A
|-
|-
|}
| Puretek Antimagi
 
| Counter Technique
==Body Alters==
|  {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
'''These Abilities are toggle-able or removable changes to the body. Any user can have as many active as they wish at any time.'''
|  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.
{| class="wikitable"
| N/A
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| style="width: 10%;" | Age Control 1
| Puretek Sanction
| style="width: 8%;" | Body Alters
| Counter Technique
| style="width: 8%;" | Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.
| To counteract magic, use this ability as a reaction to a non-Mundane character using a Power. Instantly apply the Warned Status Effect, and make the target choose: Use Magic, or Stop. If Use Magic: the Target can continue to cast, but the next time they use a Power, deal -1HP of Damage to them. If Stop: apply the Silenced Status Effect for 10 minutes. Puretek Sanction does not Stack, and has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Body Claws 1
| Puretek Wrath
| Body Alters
| Counter Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character can retract or manifest sharp claws that ignore any type of armor that is not plate-tier, and can tear up even chainmail and cured leather. These claws utilize Unarmed Proficiency for combat, but cannot be used in conjunction with any Melee or Ranged Weapons, and must be fully retracted to wield them.  
| To retaliate instantly, use this ability as a reaction to taking damage from a Basic Attack, immediately apply the Blinded Status Effect to the enemy that made the Basic Attack. This does not consume an Action. Puretek Wrath has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Body Morph 1
| Ranger Bola
| Body Alters
| Counter Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character can activate internal body processes to rapidly grow or reduce muscle-mass over the span of several seconds. This allows the Character to change their Body Shape at will, while also granting access to the “Musclegod” Body Shape, a Body Shape that can only be used through this Ability and is not innately available in the Proficiency System. Musclegod is classified as above Strongman, but with such muscle-size that is so large, one would think the person has trouble moving around in an efficient manner. This Ability has no Cooldown and can be used mid-combat.
| To slow an enemy down, target an enemy within Range. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 7 Blocks for the next 20 Minutes. If the target is not Mounted, reduce their Movement Speed by 3 Blocks for the next 10 Minutes. Ranger Bola cannot be used while Mounted, has a 1 hour cooldown once ended.
| {{#simple-tooltip: N/A }}
|-
|-
| Body Morph 2
| Ranger Cut
| Body Alters
| Counter Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character can self-change Physical Stat in a matter of seconds. Taking the Physical Stat derived from Character Application, the Character can increase or decrease their own Physical Stat by -20 or +20. These changes do not break the Physical Stat Limit for the Character. This Ability can also be used with Body Morph 1 (if available) at the same time for visual telegraphing of the Ability. Additionally, the character can down-scale themselves to any size smaller than their natural height, limited to 5 feet and 8 inches. This Ability has no Cooldown and can be used mid-combat.
| To weaken empowered enemies, target an enemy within Range. Instantly apply the Weakened Status to them for their next 2 Actions, and, if the Target has any Link Powers attached, choose 1 to end. Ranger Cut has a 30 minute cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Body Scripture 1
| Rebound
| Body Alters
| Counter Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user the ability to manifest a form of Scripture in any quantity anywhere on their body, which appear like tattoos of glowing lines. Color rules are recorded on the Ability itself. The color will never glow enough to produce light in a dark room.
| As a reaction to the user being Displaced any number of blocks unwillingly, count the number of Blocks Displaced, and increase the distance of the user’s next Move action by that number. Rebound has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Elder Form 1
| Resist Command
| Body Alters
| Counter Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user is able to manifest a black scaled tail that drags slightly on the floor. The tail can also be bound or hidden under a belt around the waist and then revealed at a later point in time. The tail is prehensile and can aesthetically hold items and move as the user wishes.
| Target an ally in Emote range that has just lost a Defensive dice roll. The next 4 times the target loses a Defensive dice roll, any damage the target takes is reduced by 1, including the triggering attack. Once ended, Resist Command has a 1 Hour cooldown.
|-
| {{#simple-tooltip: N/A }}
| Elder Form 2
| Body Alters
| Self
| The user is able to change areas of their skin anywhere on their body (except the head) in any quantity and near-instantly. When applied anywhere on the skin, the area becomes as tough as Chainmail. The scale quantity can cover whole limbs, partial limbs, parts of the torso or only the back. If either the hands or feet are covered in scales, the nails turn into aesthetic claws. Additionally, the character can manifest or de-manifest a set of horns. These can either be just two horns, or multiple horns close together. These horns can have any shape or length, but must never be larger than the head, and can only ever bend backwards. Their color can range from ivory to dark gray-brown. These horns are purely aesthetic. The design and shape must always be the same for each individual user and cannot change in their lifetime.
|-
|-
| Elder Form 3
| Sinistral Sealing
| Body Alters
| Counter Technique
| Self
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user is able to heavily adjust the appearance of their head between two alternatives that cannot be active together at the same time. The first is their capability to change their entire head to look like a Black Desert Dragon, complete with scales down to the shoulders, slitted orange eyes, and ivory horns. The face must always look the same, but can act as a disguise for those who have not identified the Dragon head yet. The horns on the Dragon head must always be the same. With this head, the user can still speak normally. The second option is the ability to change their head hair or facial hair or both into orange flames. These flames move slower than real flames, and respect the rough outline of the Songaskian's hair, while also being considerably more orange in color and cold to the touch.  
| This ability can only be used when an Enemy within range uses a Sinistral Magic Point Buy Ability. That Magic Point Buy Ability becomes its non-Sinistral version instead. The next time the user makes a Basic Attack against that Enemy, grant them +1 Attack Stat (breaks cap up to 11). Sinistral Sealing has a 2 Hour Cooldown.
|-
| N/A
| Flux Shift 1
| Body Alters
| Self
| This Ability allows the user to seamlessly mimic the features of any Race, changing their own appearance to exactly match any Race, or even combine various visual aspects of races in a combination. This Ability cannot be used to create a copy of another person visually, they will always look off or distinguishably different from the original. This Ability has no Cooldown.
|-
|-
| Flux Shift 2
| Sharp Reflexes
| Body Alters
| Counter Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability allows the user to change all visual aspects about themselves besides Race. This Includes: Sex-Coding, Hair Color, Eye Color, Skin Color, Body Shape, Body Fat, Body Height, Age Appearance. Hair Length, Hair Texture, Skin Markings, Tattoos, Scars, and Face Shape. Any of these changes occur instantaneously and seamlessly. This Ability has no Cooldown. <span style="color:red">'''This Ability cannot be used to appear younger than 18 years old, and can only be used at the age of 18 and onwards.'''</span>
| To dodge a dangerous attack, this ability can be used as a reaction to a Basic Attack targeting the user. Before making the Defense Dice Roll, and without consuming the user’s Action, add +5 to the final roll. If the user still fails the Defense Roll, reduce this Ability’s Cooldown to 10 Minutes, otherwise, Sharp Reflexes has a 1 hour cooldown.
| N/A
|-
|-
| Flux Shift 3
| Shield Block
| Body Alters
| Counter Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability allows the user to create a perfect imitation of a target person, down to voice and even missing limbs. In order for this Ability to work, the user must be able to see the target within Emote Distance. This leaves the change in effect for 1 hour, after which it expires. If instead the user goes to an Event venue for a Calender-marked Event, the Ability will remain active for as long as the Event lasts and the user is at the Event. 5 minutes after leaving, the Ability will cease and they will return to normal. It is not possible to Body Alter or Full Shift out of Flux Shift 3, after use, it cannot be removed in any way besides letting it time out. This Ability can only be used once per day.
| 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Flux Shift 4
| Shield Deflect
| Body Alters
| Counter Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| This Ability allows the user to visually mimic any quantity of Mutations on their own body without actually acquiring these Mutations, or being infected with any Planar Essence that would manifest these Mutations. They can also be removed seamlessly and instantaneously. This Ability has no Cooldown.
| 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Flux Shift 5
| Shield Snare
| Body Alters
| Counter Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability does two things. Firstly, with this Ability, a Constant Passive is active for the user, that allows their clothes to perfectly resize and change to fit whatever Body Alter of Full Shift they engage in except if they would somehow become quadrupedal or no longer humanoid, while also returning magically after Shifting back from any such non-humanoid Shifts. Secondly, with this Ability, the user is able to magically change the color, shape, material and appearance as well as layering of their clothing and foot and head wear, including removing and adding new pieces on the fly. This Ability acts instantly and seamlessly with no Cooldown. This Ability cannot create or emulate armor or any tough materials that add extra armoring, and materials cannot consist out of rare materials that require Abilities or Progressions to produce.
| To 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 }}
|-
|-
| Flux Shift 6
| Steady Body
| Body Alters
| Counter Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to change their Body Shape, Body Fat, Sex and Body Hair (including top hair and facial hair: color, texture, shape and consistency) at any point, seamlessly and instantaneously.  
| The user braces themselves against (or avoids) a single Displacement or Trapped Status Effect, rendering them immune to the Displacement or Trapped Status Effect only. The Ability that would apply it is still used as normal, and any other effects activate. After using this Technique, the user can perform a basic attack directly after. Steady Body has a 3 hour cooldown.
| N/A
|-
|-
| Flux Shift 7
| Tangle Strike
| Body Alters
| Counter Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user is able to shift races on themselves. Unlike Flux Shift 1 however, there is no flexibility to change individual aspects. Flux Shift 7 simply translates the exact person as they look in their original race, to whatever race they have chosen, with all visual features that make them recognizable translating over to the new race’s equivalent features. Even if logic would dictate that a race shift from Ailor to Url would become unrecognizable, they still are. Their voice also remains the same.
| To knock an enemy off balance, use this ability on an enemy within range. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 5 Blocks for the next Hour. If the Target was not Mounted, instead apply the Fleeting Status Effect for 30 Minutes. Tangle Strike cannot be used while Mounted, and has a 2 Hour Cooldown.
| N/A
|-
|-
| Mutation Manifest 1
| Tech Assimilate
| Body Alters
| Counter Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character can naturally manifest any Mutations from any Mutations Category (except Mutations with specific rules, unless they follow those rules), and can additionally shed them while sleeping, should they choose. Mutations manifested with this Ability do not count as Mutations for the purposes of determining Aberrancy.
| To protect the user from harm, the user sets their maximum HP to 2 and gains 6 Block Tokens which exceed the limit. For the duration of this ability, any instances of 1HP damage caused by other characters is reduced to 0, unless that damage was already reduced by another source, and the user cannot benefit from HP threshold mechanics while active. If the user were to take -1HP damage, it does not ignore Block Tokens, and instead breaks a Block Token. Tech Assimilate ends when the last Block Token is Broken, and has a 2 Hour Cooldown.
| N/A
|-
|-
| Skin Purge 1
| Technique Parry
| Body Alters
| Counter Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can toggle this Passive to remove choice or any and all scars, Mutations, tattoos or other blemishes that affect only their skin. Skin mutations may include pigments, scriptures, textures, but for example not horns, despite them being covered in skin and sticking out of the skull. Mutations stay gone forever, but scars may be caused to re-appear at will, and may also be removed again at will.
| To 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 }}
|-
|-
| Slizzar Shift 1
| Veteran Parry
| Body Alters
| Counter Technique
| Self
| {{#simple-tooltip: 2 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The Slizzar has no legs, and a lower body in the shape of a snake tail that is 3 times as long as their body. With the snake tail, the Slizzar can at most run at jogging speed, but can swim faster than all races, except Mai-Allar. They can form pseudo-gills, allowing them to breathe underwater for up to 48 hours. They can un-fuse the snake-tail to gain humanoid legs to run, but can no longer swim at high speeds. This change can occur instantaneously, unless the Slizzar is being pursued. They can adjust various visual features in this form, but can never change the colors they were born with. Slizzar can also manifest some of their aesthetics in other Body Alters, such as their Snake-like Lower Body, as well as patches of scales, Slizzar Eyes, and Hair.
| 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.
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}


==Enchant Abilities==
==Movement Techniques==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
Line 1,198: Line 1,265:
! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
|-
| style="width: 10%;" | Home Enchant 1
| Brawl Stampede
| style="width: 8%;" | Region Enchant
| Movement Technique
| style="width: 8%;" | Player Region
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user is able to use Home Enchant 1 inside any Player Region such as Rental House Region or Clandestine Base, to rapidly grow plants and flowers inside the boundaries of this base, creating the perfect environment also to grow any plant in any environment within the confines of this place. Additionally, aesthetic sounds of such an environment would follow, for example, many flowers and plants from a savannah would cause cricket sounds to be heard, while jungle trees evoke the songs of paradise birds. Finally, if the door or front gate of such a Region with Home Enchant 1 is knocked down, broken, or burned down, and the user of this Enchant is present, they may instantly regrow the door or gateway with roots and vines, but only once per 24 hours. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region should be filled with lots of plants and flowers.  
| To drag a target with you, use this ability to grab a hold of a character within melee range. Stampeding in a cardinal direction by 10 blocks, both the user and the target are forcibly moved the full range. Brawl Stampede can move through people, and does not trigger Opportunity Attacks. The user cannot use Movement Abilities for 10 minutes after using Brawl Stampede. Brawl Stampede counts as a Displacement in the case of Ability counters, and has a 2 hour cooldown.
| N/A
|-
|-
| Home Enchant 2
| Bruiser Slam
| Region Enchant
| Movement Technique
| Player Region
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user is able to Home Enchant 2 inside any Player Region such as Rental House Region or Clandestine Base, to shield it from certain actions. While this Region Enchant is active, the Region is immune to Vandalism and is also immune from catching ablaze, if there is a fire in the area or district. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the block upon which the front door or gate rests, should be made of Emerald Block.
| To 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Home Enchant 3
| Building Scale
| Region Enchant
| Movement Technique
| Player Region
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user is able to Home Enchant 3 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects to certain Proficiencies used by the user inside the Region (and only the user). While inside the region where this Enchant is active, the user gains +5 Proficiency Points for the use of any Musical Skill, Visual Art, Craft Art, Household Art, or Culinary Art Proficiencies actively being used. Additionally, various items in the household will proceed to come alive, and visualize this effect by assisting the user, for example potted plants might aid in seasoning a stew, while flying books might blow extra air into a glass-blower to aid with crafting. If however the user is doing one of these activities together with 1 other person, that person is also aided, and gains the same boost. No visualization is needed for this Enchant, but the user may only have one active at any given time.
| The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof. Building Scale has a 3 Hour Cooldown.
| N/A
|-
|-
| Home Enchant 4
| Cutthroat Dodge
| Region Enchant
| Movement Technique
| Player Region
| Self
| The user is able to Home Enchant 4 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects. While the region is Enchanted, floating candles, orbs of light, or a general gaze of light may fill the building. This has a number of effects. Firstly, the building itself and all rooms there-in are completely immune to any Darkness being cast into it with an Ability, or being cast from inside of it. Secondly, anyone with the Ability Light Mend 3 can use the interior as if they are standing outside with an uninterrupted line to the sky. Thirdly, the building or region denies entry to Mindless Dimenthist Creatures, such as Void Ghasts, and other Lesser Void Demons that are commonly seen during Events where monsters appear through Veil tears, creating a safehouse of sorts. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region’s ceiling should have several glowstone blocks on it, or floating in the air.  
| As a reaction to being hit by an attack, the user can quickly dodge to negate any damage and secondary effects they would have suffered. Additionally, the user is able to immediately move up to 10 blocks horizontally in a cardinal direction. After using this technique, the user can also perform a basic attack directly after without using an action. Cutthroat Dodge has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Home Enchant 5
| Cutthroat Tears
| Region Enchant
| Movement Technique
| Player Region
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user is able to Home Enchant 5 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects. Within the Region, the user may infuse certain creepy or horror elements into the house. These may include but are not limited to random footsteps on upper floors while nobody is there, eyes on paintings that seem to follow people across rooms, shadows shifting in peripheral view, clothing hangers that appear like people, a dreadful feeling of being watched, doors that close on themselves, et cetera, anything that can be thought of to make the house feel like a haunted house. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. No visualization is needed for this Enchant, however users are encouraged to place signs to help others immerse into the creep factor of the Region.
| Upon being hit by a Basic Attack, the user can fall prone and perfectly feign defeat. At any time afterward, or as a reaction to them being attacked or targeted by an Ability, they are able to Stagger any characters within range and immediately move 10 blocks horizontally in a cardinal direction. Once used, Cutthroat Tears goes on a 4 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Home Enchant 6
| Diving Tackle
| Region Enchant
| Movement Technique
| Player Region
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user is able to use Home Enchant 6 inside any Player Region such as Rental House Region or Clandestine Base, to allow any plants to grow within it, but automatically Void-Corrupt them when planted or moved into the Region. Aesthetic sounds and other purely aesthetic effects associated with a Void-Corrupted plant environment would follow. Additionally, Sewer Rats can live in the region and flock to it regardless of where the Region is. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region should be filled with Soul Sand or Soul Soil.
| To quickly move across the battlefield, use this ability to immediately move up to 10 blocks in a cardinal direction horizontally, without triggering Opportunity Attacks. If the user lands beside an enemy, apply the Prone Status Effect to up to 3 enemies within a 1 Block radius, and optionally make an Attack Emote on one enemy in the same turn this ability was used (the attack does not use an action). Diving Tackle has a 2 Hour Cooldown.
| N/A
|-
|-
| Home Enchant 7
| Mounted Getaway
| Region Enchant
| Movement Technique
| Player Region
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| The user is able to use Home Enchant 7 inside any Player Region such as Rental House Region or Clandestine Base, or a 10x10 area of greenery, to transform it into a Solur Garden. This Garden allows any plants to be grown within them, and protects them from Corruption or Fungus, even from Abilities such as Vile Vine 1. In addition, the Garden can have any number of small Solur Companions, which are mostly aesthetic acorn-sized familiars that cannot leave the confines of the garden. If the Garden is attacked or intruded upon, these Solur companions will jump at the assailants, one per intruder. From there, they will explode and reduce all Combat Proficiencies of the user by 25%. This effect remains for as long as the intruders are in the garden, or up to an hour maximum. If the Garden is burned, this Region Enchant ends, and the same area cannot be re-enchanted for 24 hours. Only one Region or area may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region should be filled with Sunflowers.
| To make a swift escape with a friend, use this Ability to target an ally within Range. Picking them up and placing them on the mount the user is on, both characters are moved up to 10 blocks in a chosen direction (which can include diagonals) before the Target is placed back upon the ground. Mounted Getaway does not use the target’s turn or movement, does not trigger Opportunity Attacks, and has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Home Upgrade 1
| Hook Shot
| Region Enchant
| Movement Technique
| Player Region
| {{#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 (Mundane) Region Enchant is always active on the user’s primary residence and cannot be disabled. While active in a region, it becomes immune to fire damage due to sprinkler irrigation systems. Additionally, if a metal block is placed behind the front door or any entrance, if the Region is burgled, any burglars have one of their legs broken due to a trap activating. They can still continue to burgle, but will have to do with a broken leg. This effect cannot be Dodged, Prevented or Countered.
| To get around quickly, the user instantly fires a grappling hook to propel themselves to anywhere within range, Horizontally or Vertically, with limits. This can be shot upwards whilst directly beneath a block, allowing the user to climb to the top of it. Additionally, this can be shot across a horizontal gap to establish a zip-line that can be slid down to cross to the other side. Hook Shot has a 4 hour cooldown. If Hook Shot is used outside of Combat, it has a Range of Emote Range.
| {{#simple-tooltip: N/A }}
|-
|-
| Element Brand 1
| Puretek Evade
| Object Enchant
| Movement Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| This Ability allows the user to Enchant their melee weapon with an Ice or Water enchant that makes the weapon watery and dripping or dusting with frost and white. Additionally, anyone struck with this weapon becomes unable to move at a speed greater than walking speed. Parrying does not count as being hit, while being hit on the armor does. The effect lasts for 1 minute, and while being hit multiple times does not stack this effect, it does refresh every time the opponent is hit. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.  
| To dodge lethal harm, use this Ability as a reaction to being targeted by a Melee Attack by an Enemy within Range. Instead of Rolling Defense, automatically succeed in Defense, and move anywhere horizontally within 10 Blocks in a cardinal direction, ignoring Opportunity Attacks. However, at the end of the Movement, apply the Prone Status Effect to the User. Puretek Evade has a 2 Hour Cooldown.  
| {{#simple-tooltip: N/A }}
|-
|-
| Element Brand 2
| Shield Slam
| Object Enchant
| Movement Technique
| Self
| {{#simple-tooltip: 10 Blocks | 10 Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This Ability allows the user to Enchant their melee weapon with a Nature or Wind enchant that makes the weapon either root-like or ethereal like a gust of mist. While this Enchant is active the user becomes immune to all Ranged Combat Category Mundane Techniques, except Power Shot, Percussion Shot and Overload Shot. Additionally, the weapon also becomes immune to any Ability that would decay, destroy or diminish the weapon’s quality. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.  
| In order to close distances and repel an opponent, use this ability to charge up to 10 blocks in a chosen direction. Once ended, the User can choose any target within melee range and knock them back 5 blocks, also applying the Prone Status. Shield Slam has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Element Brand 3
| Tank Charge
| Object Enchant
| Movement Technique
| Self
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This Ability allows the user to Enchant their melee weapon with a Fire or Storm enchant that makes the weapon either ablaze, or giving off sparks of lightning while appearing white-hot from the forge. Hits with this Enchant do additional harm to the target, causing greater pain, such as searing edges and longer lasting sharp pain that can compound to make combat more difficult, though it does not actually do more damage. This Enchant also cannot set anything on fire and feels cold to the touch to the user. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.
| The user dashes at a target enemy within range, displacing them backwards 10 blocks. If the target hits a wall or person, apply the Brittle Status Effect. Tank Charge has a 30 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Element Brand 4
| Tank Hero
| Object Enchant
| Movement Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This Ability allows the user to Enchant their melee weapon with an Earth or Magma enchant that makes the weapon either out of stone, or dripping magma. Firstly, while this Enchant is active, the user is immune to any Ability that would remove their weapon from their hand, or displace it. Additionally, the weapon may be wielded from a distance of 3 blocks to slash and shoot a hail or pebbles or magma pumice at a person, which does a fraction of the damage of an actual hit, but is still painful and causing various cuts to exposed skin like a hail of razor blades would. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.
| 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Element Brand 5
| Tank Rush
| Object Enchant
| Movement Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This Ability allows the user to Enchant their melee weapon with a Metal or Flesh enchant that makes the weapon either have small shards of metal floating around it, or made of flesh and meat. Deflecting, Blocking or Parrying any attack made by a weapon with this Enchant unless done with a Shield, becomes less effective. When Deflected, Blocked or Parried, this weapon causes a hail or metal shards or flesh tendrils whipping out at the target, thus doing a small amount of damage each time an actual hit fails to land. Full hits however do normal damage. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.
| The user charges forwards with their shield, moving in any direction for minimum 5, maximum 10 blocks. The user can move through enemies, and does not trigger Opportunity Attacks. If the user passes through any enemies, displace them away from the user to the left or right (user choice) by 5 blocks. Also, choose one target, and apply the Brittle Status Effect. If any targets are already Brittled, also apply the Prone Status Effect to them specifically. Tank Rush has a 4 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Order Brand 1
| Tech Exchange
| Object Enchant
| Movement Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This Ability allows the user to Enchant their melee weapon with the Order Brand Enchant. While active, the weapon glows a faint color. When striking any weapon that has any number of active Enchants on it, all those Enchants are instantly Cancelled, and any additional effects the user would receive from the Enchant hitting them or being Deflected or Parried or Blocked by the user are Prevented. This Enchant lasts for 30 minutes, or until it cleanses its first weapon after which it is disabled. If it cleanses a weapon within the 30 minute duration, Order Brand I can be used a second time with a mere slap on the blade, though it still respects the same 30 minute timer of the first Enchant. After the second Enchant does its job, or the original 30 minutes expire, this Ability goes on a 10 minute cooldown. This Enchant can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. While Order Brand 1 is used on a weapon with a pre-existing Object Enchant that is not another type of Order Brand (2 or 3 for example), this Enchant is Cancelled, and any future application made impossible so long as Order Brand 1 remains active.
| To reposition an ally, target an ally within range to trade positions with them. This movement can be used through other characters, does not trigger Opportunity Attacks, but the user is given the Trapped Status Effect for the next turn. Tech Exchange has a 1 hour cooldown.
|-
| N/A
| Dueling Brand 1
| Object Enchant
| Self
| The user can use the Dueling Brand 1 Enchant on their melee weapon to enhance their dueling experiences. Dueling Brand 1 Enchant disables all previously placed Enchants, and prevents any other Enchants from being placed on the same weapon for the duration. This Ability can be used at the beginning or before a Duel, and remains active for however long the Duel lasts, and has no Cooldown beyond that. Firstly, when applied, any hits that this weapon lands on will be automatically healed in a matter of seconds, even deep cuts and dismemberment, quickly re-stitching body parts back together before they even have a chance to hit the ground. This still causes all the pain, but none of the long term damage as even scars disappear in a matter of minutes. Additionally, attacks made by this weapon into the arena itself (such as the walls or floor) cause exaggerated effects, like splitting the earth open or causing a large rock to jut out of the ground to jump from. These dramatic effects are limited to whatever the Dueling Arena is, and will instantly revert when the Duel is over. Additionally, the weapon can change into any other type of melee weapon, translating the user’s Proficiency along with it to that weapon, and finally, gravity can be optionally ignored when jumping, thus allowing much greater jumps and feats. The user may enchant two weapons, and hand one off to another duelist, however duels involving more than two duelists require more than one user of this Ability. The Enchant effects only occur when the Enchant is able to detect a Duel with another person wielding a weapon with the same Enchant, the moment a third party enters, the Enchants all disable.
|-
| Sustenance Gift 1
| Object Enchant
| Self
| The Character is able to enchant a single dinner table or food-shop stall, once per day. When used, all foods and drinks on this table taste and provide satisfaction to a similar degree as 10 Points in Culinary Arts Proficiency would. If the food and drinks were made with someone who has equal to or more than 10 Culinary Arts, the quality would instead be 20 Points in Culinary Arts (even if the limit is 15, thus tasting ecstatic). Additionally, anyone who has consumed these food or drinks, will be unable to detect the Vampire feeding on them for 1 hour after their first bite or sip from the food or drinks. If the Vampire were to feed on them, their awareness and memory would simply lapse and not record the event, leaving them with a vague interaction memory, but nothing hostile or strange having happened. This Enchant is not telegraphed, meaning that the Character’s eyes will not turn red, and the Enchant on the table and its food and drinks only lasts for 2 hours, with a 24 hour Cooldown. This qualifies as enchanted food in reference to Blood Curse 1.
|-
|-
|}
|}


==Magic Spells==
 
==Mount Techniques==
{| class="wikitable"  
{| class="wikitable"  
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
|-
| style="width: 10%;" | Arcane Mastery 1
| Carriage Summon
| style="width: 8%;" | Magic Spell
| Mount Technique
| style="width: 8%;" | Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to control aesthetic Arcane functions, such as letting a broom brush the floor by itself, letting dishes wash themselves, opening curtains with the wave of a hand, lighting candles with the flick of a finger, opening (unlocked) doors with the flick of a wrist and more. None of these functions may be involved in Combat Roleplay, but there is no limit to the amount that may be running at any given time, and there is no cooldown.
| The user may hop onto a carriage and become the driver of it, "summoning" it through some contrivance of it being hidden or driven in by someone else. From this point onwards, the user is Mounted, and anyone else who hops into the carriage is also Mounted. While Mounted, the user gains an additional 5 blocks of movement each turn. During Combat, additional riders in the Carriage do not gain this movement benefit, unless they also have the Carriage Summon or Cavalry Summon Ability. If a Carriage has 1 Character that does not have the Ability, the Carriage moves at Normal Speed. If sharing a Mount, the users only have one Move Action between all of them, and any Trapped or Prone Status Effects are duplicated, as well as any Displacements. If the Trapped or Prone Status Effect is removed from one rider, remove it from the other, as well. If a Displacement is countered or reduced by one rider, reduce it for the other, as well. Carriage Summon has a 30 minute cooldown, once exited.
|-
| N/A
| Magic Bolt 1
| Magic Spell
| Emote Distance
| The user can produce a magical projectile traveling in a linear path from their casting point to their target. One projectile per cast can be produced, and all projectiles are the same in terms of their size, appearing about the size of a baseball, speed, and functionality. The orb will hit its intended target if the Sorcerer rolls above an 5 on a /dice 20. This spell can only be cast once every 30 seconds. Magic Bolt 1 does the same amount of damage as a sword slash or stab (similar to Heavy Bow). This projectile applies as a Heavy Shot for Shielding Combat blocking. The aesthetics of this Ability are not limited to elements, they may also extend to blood, flesh, metal, wood and more. Two users of Magic Bolt 1 using the Ability at roughly the same time at each other enter a Spell Duel, in which their Bolt becomes more like a constant stream of bolts, Channeled where the users wrestle for power. Each must do /dice 0 20 per round with the highest number winning that round causing the stream to be pushed more towards the enemy. After three rounds, the one with two round wins, wins the duel, causing both Magic Bolts to hit the loser for double damage, and Knocking them back by 3 blocks. Prematurely leaving the Channel also counts as losing. Both are still able to walk at a slow-walking pace while Channeling, but must remain aimed towards each other, with their arms channeling a stream of Magic Bolt I at each other.
|-
| Element Control 1
| Magic Spell
| Self
| The user gains a number of utility functions. They may remove all water from their clothing and themselves, instantly drying them. They may walk on water as if it is merely the road. They may also use the Water as a trampoline, allowing them to jump 6 blocks high while standing on the water. They may also super-cool any lukewarm or warmed up drink and become immune to the slowing (but not rooting) effects of any Ability that uses frost, snow or ice to slow down movement. None of these smaller functions have Cooldowns.
|-
| Element Control 2
| Magic Spell
| Emote Distance
| The user gains a number of utility functions. They may use localized gusts of wind to push people (though never so far to Knockback them or Knock them over) or prank their clothing or hair. They may have plants, twigs and flowers growing from their body or clothing (though never so far to look like a Yanar). They may move while levitating half a foot off the ground, and become completely immune to any Knockback or Knockover effects from any Ability (though other damage or effects besides those are still applied). None of these smaller functions have Cooldowns.
|-
| Element Control 3
| Magic Spell
| Emote Distance
| The user gains a number of utility functions. They may clap their hands to produce Emote Range wide sounding thunder claps, they may use fire or lightning in their hand to light up an Emote wide area and become Immune to Darkness effects caused by Abilities. They may snap their fingers to ignite or douse candles, torches and fire places, and can Channel while inside a building to either remove or prevent fire from spreading into it. None of these smaller functions have Cooldowns.
|-
| Element Control 4
| Magic Spell
| Direct Touch
| The user gains a number of utility functions. Their hands (and hands only) become immune to damage, meaning normal weapons can no longer cut, pierce or slash them (Artifacts and Mythics still can). Additionally, they may grab hold of a weapon and Curse the weapon with brittle-ness or melt the sharp edges, which only has the effect of halving the damage done. This is an Object Curse that will last for 30 seconds and cannot be stacked but can be refreshed. None of these smaller functions have Cooldowns.
|-
| Element Control 5
| Magic Spell
| Direct Touch
| The user gains a number of utility functions. They may reshape their own arm from the elbow down into any weapon or tool shape desired, whether it be made of metal or flesh, and using it will not hurt the user. They may also remove any rusting that has occurred on metallic objects, as well as removing any rotting or putrefaction that has occurred on any flesh or organic matter. None of these smaller functions have Cooldowns.
|-
| Element Control 6
| Magic Spell
| Direct Touch
| The user can enchant any person’s outfit (not armor) with the Element Control 6 Enchant that lasts for up to an hour. When cast on an outfit, this counts as an Enchant on the outfit. While enchanted, the clothing may manifest any elemental aesthetic including but not limited to: frayed singing edges, sashes made of watery silk, frost crystalline formations in cotton, magmous seams or gently flickering static, or any combination and frequency of these and more. All these visual changes are merely aesthetic though and add no functions. Additionally, while their clothes have this Enchant on them, they will gently float and never fall at terminal velocity while moving downwards, thus never falling to their death. The user may Enchant up to 10 outfits per day, but removal of even a single piece of clothing after the Enchant is made will break the Enchant. If the Enchant is used on the user’s own clothing, it instead lasts for 24 hours, instead of 1 hour, but they can also end it prematurely.
|-
| Element Control 7
| Magic Spell
| Self
| The user is able to turn themselves into a magical barrier by holding their arm wide. For as wide as their arms go, and as tall as they are, they produce a rectangular see-through magical shield made out of any element. This Shield is maintained for as long as the user maintains their stance. It is wide enough for others to hide behind them, and be covered by the shield also, and should be large enough to cover a single door sized doorway while standing inside of it. This shield blocks all Magical and Mundane projectiles and acts as an Impassable Obstacle for other Abilities that are stopped by obstacles. This Ability has a 10 second cooldown after it is cancelled, either by moving the user or the user dropping their arms. The user can still talk and turn their head, but not do anything else while using this Ability.
|-
| Light Mend 1
| Magic Spell
| Emote Distance
| While within Emote Distance of a target, the user can utilize healing light to heal only the damage from one single (Mundane) attack or harming Ability that was inflicted on the target (or self), as long as the target was harmed by that attack or Ability, or as a direct consequence of that Ability (for example being knocked off a wall by an Ability and breaking an arm). Any additional effects (or non-harm effects like debuffs) are not removed or mitigated. The damage must have been applied in the last 24 hours. This Ability can be used twice per 24 hours. This Ability can be used on self.
|-
| Light Mend 2
| Magic Spell
| Direct Touch
| While within Direct Touch, the user can heal wounds on a target through this Magic Spell that counts as a Immobile Channel, using healing light. Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling with the target standing still, while deeper cuts and gashes take up to two minutes. Greater wounds like internal damage or severe bleeding require the target to be laying down, with the user healing deeper wounds over the timespan of 15 minutes. This Ability cannot be used on self. Maims classified as Aesthetic maims can be healed with this Ability through the Greater wounds specification. Regular maims such as removed limbs or eyes, maims that detriment a character cannot be recovered through this Ability.
|-
| Light Mend 3
| Magic Spell
| Self
| The user feeds and gains strength from sunlight or moonlight. Either moonlight or sunlight are capable of feeding the user much like normal food would, thus making drinking and eating redundant for them (though they still can). Additionally, while standing outside (with no block that interrupts a direct line from the player model to the open sky, including leaf blocks), the Character has +5 Physical Stat, and can choose to absorb strength from the moon or sun and increase Body Shape by one additional step.
|-
| Casting Light 1
| Magic Spell
| Emote Distance
| This Ability only affects Vampires, Void Mages, Void Sorcerers, Void Silven, and Crimson Witches. The user is able to hold up one hand with the palm facing a person, causing a blinding light and orchestral song to erupt on the Target. This has two effects. Firstly, the Target can only Slow-walk towards the user. They can still run back, or sideways, but moving towards the user becomes a struggle. Secondly, they cannot physically see the user because of the light, thus any Ability that requires line of sight of the Target cannot be used on them. The user also cannot run, but can use their other arm and the rest of their body to do any action, as only the single hand must be upheld. This Ability has no Cooldown, though if knocked out of it by being knocked over, gains a 10 second Cooldown.
|-
| Cursing Light 1
| Magic Spell
| Emote Distance
| This Ability only affects Cahal, Exist Mages, Exist Sorcerers, and Exist Silven. The user is able to hold up one hand with the palm facing a person, causing an agonizing eye-pain when gazing at the user and cacophony of agony screams to erupt on the Target. This has two effects. Firstly, the Target can only Slow-walk towards the user. They can still run back, or sideways, but moving towards the user becomes a struggle. Secondly, they cannot physically see the user because of the pain in their eyes, thus any Ability that requires line of sight of the Target cannot be used on them. The user also cannot run, but can use their other arm and the rest of their body to do any action, as only the single hand must be upheld. This Ability has no Cooldown, though if knocked out of it by being knocked over, gains a 10 second Cooldown.
|-
| Darkness 1
| Magic Spell
| Emote Distance
| The user can use this Magic Spell to summon three orbs of darkness in their hand. They may then choose up to three persons within Emote Distance, after which these Darkness orbs shoot towards them as long as they have line of sight. These orbs cannot be dodged or deflected, and will cause the Target to be affected by Darkness. Darkness makes these Targets unable to see beyond 2 blocks away from them, but does not inhibit them in any other way. The effect lasts for 10 minutes, and if the same person is targeted twice or three times, it does not stack the Orbs, and they also cannot be saved up for later use. This Ability can be used once every 12 hours, and if cast, cannot be re-cast by another for a full hour, within the same Emote Distance.
|-
| Darkness 2
| Magic Spell
| Emote Distance
| The user can cast this Magic spell at a Target with a projectile that is a guaranteed hit as long as there is line of sight. When hit, the Target becomes affected with Magical Blindness (requiring the player to use /trait add Blindness) for the duration of 30 minutes. Only one Darkness II may be active at any time, and when the effect is broken on the first target, only then does the Ability go on a 2 hour cooldown. If Darkness 2 was cast, another user may not cast Darkness 2 in the same Emote Area as the first for a full hour.
|-
| Darkness 3
| Magic Spell
| Emote Distance
| The user can cast this Magic spell at a Target with a projectile that is a guaranteed hit as long as there is line of sight. The Target will sink to their knees into the ground into a 2x2 puddle of Darkness that forms around their feet, and travels with them as they wade around, thus not allowing them to step out of it. The Target can still use their upper body outside of the puddle, however they cannot move faster than a slow walking pace. This Ability starts tapering off after having been in effect for 5 minutes, during which the person can step out of the pond slowly as it stops moving. This Ability can only be used once every 5 minutes, and the same person can only be affected with this Ability (even from different sources) once per hour.
|-
| Darkness 4
| Magic Spell
| 10 Blocks
| The user can cast this spell at a target area they can see within 10 blocks of them. Their body is enveloped in shadows, and they immediately teleport to the chosen location. The user cannot carry anyone else with them when using this Ability, and only objects that fit on their person travel with them. This Ability can be used to teleport horizontally, diagonally, or vertically as long as it is still within the 10 blocks range, and as long as the target area is a flat surface the user can stand on. This Ability can only be used once every 3 hours.
|-
| Darkness 5
| Magic Spell
| Self
| The user may summon up to two melee weapons from their shadows. The weapons are made of materialized shadows and are tough as steel. The summoned weapons must be identical copies of each other, cannot leave the user’s hand, or be handed off to others. The user may choose to make the weapons pass through certain people and not through others. If this Ability is Countered, or if the weapons are un-summoned, it has a 30 second cooldown.
|-
| Darkness 6
| Magic Spell
| Self
| When this Ability is gained, the user chooses one of the following Ranged Combat Categories: Light Ranged Combat, Heavy Ranged Combat, or Utility Ranged Combat. This cannot be changed. When chosen, the user gains the Ability to summon a single ranged weapon made of shadows that follows all the rules of the chosen Category. Proficiency investment is still required to utilize the techniques of the chosen category. Projectiles fired from this weapon are corporeal, and disappear after 24 hours. If this weapon is Countered or un-summoned, it has a 5 minute cooldown. If this weapon is destroyed, this Ability goes on a 12 hour cooldown.
|-
| Glitter Control 1
| Magic Spell
| Emote Distance
| The user is able to eject streams, puffs or balls of non-harmful colored and/or glowing glitter up to Emote Distance. Once shot out, they can also steer this glitter through the air like a cloud anywhere in Emote Distance. The aesthetic effects of this Spell have no limitations in terms of quantity of glitter or Cooldowns. It can also get into people’s clothing, hair, or dust onto them like snowflakes. Additionally, users of this Ability may Object Curse an object to act like a glitter bomb, expelling forth a plume of glitter, though it will only remain functional while the user is within Emote Distance. Finally, the user may congest all their Glitter Magic between their hands and push it violently into the ground, causing an Emote wide massive explosion of glitter and colored chalk dust that not only colors everything in the area, but also makes visibility impossible for 10 seconds while all the glitter drifts to the ground. If this glitter bomb is used, the ability goes on a 24 hour cooldown.
|-
|-
| Restoration 1
| Cavalry Summon
| Magic Spell
| Mount Technique
| Direct Touch
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The User can restore simple objects and liquids to their most clean and functional state by holding their hand over the object or liquid, causing their hand and the target to glow with faint white light. This Ability does not apply to weapons, armor, or complex machinery (like clockwork) but can be used on any other object to fully repair it and clean it of any grime, dirt, or damage. If used on an object that had writing on it prior (such as a book), the pages will be restored, but any writing will not remain. If used on liquids, the User can cleanse it of any additives or poisons, making it clean and safe for their consumption. This Ability cannot be used on an object larger than 2x2x2 blocks in dimension, or on more than a pitcher’s worth of liquid at the same time.  
| The user may whistle or shoot a flare or other method of summoning, to call their Mount to them. The user may then use the Pets plugin to summon a pet, and mount it, as if their Mount has arrived on the scene and they are able to mount it. From this point onwards, the user is Mounted. While Mounted, the user gains an additional 5 blocks of movement each turn. If another Character has this Ability (or Carriage Summon), and the Mount is a two (or multi) seater, they can ride on the same Mount as the user. If sharing a Mount, the users only have one Move Action between the two of them, and any Trapped or Prone Status Effects are duplicated, as well as any Displacements. If the Trapped or Prone Status Effect is removed from one rider, remove it from the other, as well. If a Displacement is countered or reduced by one rider, reduce it for the other, as well. Cavalry Summon has a 30 minute cooldown, once exited.
|-
| N/A
| Moon Assault 1
| Magic Spell
| Emote Distance
| The Character can use this Ability while wielding any type of melee weapon (or their fists poised for combat). When activated, they instantly blink to a Target person, 2 blocks away from them, in whatever position that would most closely align to the direction they came from. This Ability also gives initiative on the Target, meaning the Target will always be caught by surprise. This Ability can only be used on a Target the user intends to immediately attack, and cannot be used to teleport to allies. This Ability has a 1 Hour cooldown.
|-
| Moon Assault 2
| Magic Spell
| Self
| The user can enhance their defensive capacity to brace an incoming Mundane Ranged Combat Projectile (except the 20 Point investment). The user has to specifically stop what they are doing otherwise (like attacking someone), cross their arms in front of them, to brace the impact. This Ability can be used to Counter a Ranged Combat projectile that was already emoted, however they must self-Stagger. If the user cannot brace themselves (because their arms are restrained for example), then this Ability cannot be used. Additionally, any effects from either Abilities or Mundane Techniques that would paralyze the user's arms does not work on them.
|-
| Moon Assault 3
| Magic Spell
| Varied
| The user can charge up their fists for several seconds before unleashing a mighty punch upwards that will launch them into the air by 30 feet. Then, while momentum slows down, they choose a location within Emote Distance to land, before speeding these and crashing down to the ground with a ferocious slam. This slam does no direct damage, but causes anyone at the landing location and in a 3 Block radius around them to be knocked off their feet while the user remains standing. Additionally, there is an alternate way to use this Ability. If the user is standing within 2 Blocks of another Character, they can "drag" this character along with the punch into the sky, before choosing a location to land, pummeling the Target into the ground. In case a person is dragged along, upon landing, no knockdown or harm effect is applied to anyone, except the Target, who receives the equivalent damage of several punches to the chest. This Ability ignores rooting on both the user and the Target, and restraint immunity for the Target. This Ability ignores armor, and has a 24 Hour cooldown.
|-
| Moon Assault 4
| Magic Spell
| Emote Distance
| The user can summon a sharp ice-shard in their hand or levitating in the air, after which they can send it with great velocity at a Target. The user must do a "/dice 0 20", with any roll above 5 causing a hit to land. Each shot has a 1 minute Cooldown, and if hit, causes the equivalent of a deep gash like a sword slice, or a puncture wound if the Target is wearing armor. The ice shards disappear the moment they impale or slice the Target, fading into crystalline ice-dust.
|-
|-
|}
|}


==Target Curses==
==Stance Techniques==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
|-
| style="width: 10%;" | Power Curse 1
| Bruiser Stance
| style="width: 8%;" | Target Curse
| Stance Technique
| style="width: 8%;" | Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to apply a curse on one person that they can see every 12 hours that exchanges their Physical Stat and Body Shape. This applies to both reducing and increasing the Physical Stat of the user of this Ability. This Curse lasts for 1 hour, unless Target Curses can be cleansed, in which case the change is reverted for both parties.  
| 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Power Curse 2
| Chem Bolts
| Target Curse
| Stance Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user has the Power Curse 2 enabled on themselves permanently, however it has only one charge every 12 hours. The charge is triggered when any Knockdown or Knockback effect is imparted on the user. The effect is instead Countered, and the Character that used an Ability or Technique that caused the Knockdown or Knockback is affected by the effect instead. Other effects, damage and mechanics from Abilities causing Knockback and Knockdown still apply to the user.  
| To throw (or shoot with some contraption) alchemical bombs, poisons, or vials, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with some alchemy/technology, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can deal -1HP damage to themselves, and grant +5 to the final result of their next Attack Roll. Chem Bolts can be upheld indefinitely, but has a 20 minute cooldown once ended.
| {{#simple-tooltip: N/A }}
|-
|-
| Power Curse 3
| Command Stance
| Target Curse
| Stance Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can cast Power Curse 3 once per hour on a single individual. When affected, the Target’s left or right arm (depending on the choice of the user) becomes constricted by some form of constraint. This constraint lasts for 30 seconds, and completely disables the use of that limb for the duration as it remains rigid and unmoveable. After the 30 seconds are over, the limb is usable again and the constraints melt away.
| During Command Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. When entering Command Stance, the user may also not perform Attack Emotes. Additionally, in place of a basic attack the user may target another character within Emote Range and add 4 to the minimal result of either their next Attack or Defense roll (/roll 5 17 as an example). This does not Stack with itself, or with other bonuses that raise the minimum result. Finally, any Link Abilities used by the user while in Command Stance remain active so long as they remain in Viewing Range, rather than breaking when leaving Emote Range. Command Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Command Stance goes on a 20 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Astral Being 1
| Cutthroat Stance
| Target Curse
| Stance Technique
| Direct Touch
| Self
| The user can curse a Target with the Astral Being 1 Curse that marks them with a glyph on the back of their neck. This Target Curse grants the target immunity to Tracking Abilities. Additionally, the user can manifest a see-through ghost-like astral projection of themselves that can be seen by all but not interact with anything within 5 blocks of the Target at any point in time, and may converse and observe the area around them, but only move proportional to the movement of the person who was Cursed. These astral projections may only last for up to 5 minutes, and may only be done thrice per day. This Curse lasts for 72 hours, and may only be used on one person at a time, and if prematurely ended, must still obey the 72 hour cooldown. While astrally projecting, the real body of the user goes catatonic.
| Cutthroat Stance can be activated without consuming a turn. During Cutthroat Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Cutthroat Stance, the user is unable to be targeted by Opportunity Attacks. Cutthroat Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Cutthroat Stance goes on a 20 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Astral Being 2
| Deadeye Stance
| Target Curse
| Stance Technique
| Direct Touch
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can curse a Target with the Astral Being 2 Curse that marks them with a glyph on the front of their neck. This Target Curse grants the target the ability to telepathically call out to the user, though this calling never contains words, only a mental alert that they are being called. The user may also mute this alert, if they so desire. While called, the user may answer the call by manifesting an astral projection of themselves, a ghost-like see through version in front of the caller. Unlike Astral Being 1, the user cannot move while astrally projecting to the Target, and is stuck in place, there is no time limit to how long they may astrally project, though they may only use it once per day. This Curse lasts for 1 week but may also be active on up to 3 Characters at any given time. It cannot be ended prematurely, though as long as slots are available, has no cooldown.
| 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Spirit Curse 1
| Divine Stance
| Target Curse
| Stance Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can curse a Target with Spirit Curse 1 only if they have an Ability that manifests a familiar, or some type of non-Player Character pet. Once Cursed, the pet is freed from the Target’s control and goes berserk, attacking the original owner for 30 seconds. While attacked, the Target is unable to flee or use Abilities or dismiss the Familiar, but can still use Mundane Attacks, speak and perceive things around them, albeit while constantly being clawed or bit or stung. After 30 seconds, the Familiar dissipates, and goes on whatever Cooldown is native to that Familiar’s Ability Source as if it was killed.  
| 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
|-
|-
| Spirit Curse 2
| Hex Stance
| Target Curse
| Stance Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character can, once per day, if another Character that they can see attempts any Proficiency or Ability action that requires a roll, dictate in OOC chat with the use of this Ability what the roll outcome would be without rolling, as long as that dictation counts as a failure for the Ability. This allows the Character to guarantee failure of a roll for another Character. This Ability has no visual telegraph.
| During Hex Stance, the user cannot use Abilities from the following categories: Shielding Point Buy. While in Combat, the user is able to spend 1HP from their own health to Upcast, which alters their Theurgy Point Buy Abilities. When the user reaches 4 HP, they are able to pull HP from any (even unwilling) Ally within Emote Range to Upcast. Stances are indefinite, but can be ended any time for a 20 minute Cooldown.
| N/A
|-
|-
| Dark Curse 1
| Magic Bolts
| Target Curse
| Stance Technique
| Direct Touch
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can Curse a person with Dark Curse 1 to make them forget the faces and voices of people they have heard for the past 24 hours. In order to use this Ability, the Target must be restrained or knocked out, and be unable to resist or fight back. Once applied, for a full 24 hours (or shorter, if desired by the user), the Target will forget all faces and voices of the people they interacted with before the use of the Ability. If they try to remember, all the silhouettes and faces of the people they interacted with will appear like black shadows, and their voices will sound monstrous and warped, though they will still remember what was said, what the areas they visited looked like, and other visual aspects. Even though this is a Curse, its effect is applied immediately, and cannot be reversed afterwards in any way. Those with Target Curse Immunity or Memory Altering Prevention are Immune to the effects of this Ability.
| To cast with magic, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with magic, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can re-roll one failed Ranged Attack made with Magic Bolts. Magic Bolts can be upheld indefinitely, but has a 20 minute cooldown once ended. Sinistral Usage: the User gains +2 Attack Stat, that breaks cap up to 11, while using Magic Bolts.
| {{#simple-tooltip: N/A }}
|-
|-
| Dark Curse 2
| Medical Stance
| Target Curse
| Stance Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can Target any individual in Emote Distance, causing the Target Curse to take instant effect. The Target’s mouth becomes filled with shadows, leaking out of the corners of their mouth and their nose if they try to open their mouth. This Curse makes them unable to speak, only garbled noises and warped sounds will come from their mouth. This Curse remains active for 24 hours, and has a 24 hour Cooldown also.  
| During Medical Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. While in Medical Stance, the user’s Basic Attacks are replaced entirely, allowing them to heal 1 HP on a target within Melee range with a /dice 1 4 roll where anything above a 1 is a success. Medical Stance can be maintained indefinitely and can only be voluntarily ended by the user, though when ended Medical Stance goes on a 20 minute cooldown. When entering Medical Stance, the user’s HP is capped to 8 for the rest of the fight.
| {{#simple-tooltip: N/A }}
|-
|-
| Soul Burden 1
| Ranger Stance
| Target Curse
| Stance Technique
| City-Wide
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character is able to curse two non-Affliction affected individuals with the Bodyswap curse. This requires any amount of fresh blood from either person before using. When used, both will be Target Cursed to swap bodies, their souls transferring into each other’s body. This Curse lasts for 5 days and cannot be repeated in the same month on the same victims. Proficiencies transfer between body swaps, but Abilities do not, and the characters may only use Racial Abilities of the body they have. Damage inflicted during body swap also transfers back to the soul’s proper body upon the end of the Curse. This Target Curse can only be removed if both Targets are Exorcized at the same time within Emote Distance of each other.  
| Ranger Stance can be Activated without consuming a Turn. During Ranger Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. The user's Basic Attack Emotes become Emote Ranged, but if they try to attack someone within 4 blocks, the user suffers a -3 penalty to their Attack Stat for that attack only. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Vile Vine 1
| Shaman Stance
| Target Curse
| Stance Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character can throw or whip a Vile Vine from their arm or hand at a target once per day, which will wrap around any body part of the Target, and then sink into skin, through clothes and armor. While Vile Vine 1 is active on a person, despite not having any Abilities or Affliction status, the person gives off Aberrant status to any Aberrant Detection mechanisms or Abilities available. This Curse lasts for a week, unless removed with Exorcism 1. Additionally, if Vile Vine 1 is used on non-sentient Plant Matter, it will Void Corrupt the plant and anything within a 5-Block Radius of the initial targeted plant.  
| During Shaman Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Combat, the user gains additional benefits from Vengeance, meaning the next Shaman Ability used is altered in some way once the user suffers -2HP from an enemy, after which Vengeance must be regained. When the user reaches 4 HP, they always benefit from Vengeance until combat ends or they are healed past 4 HP. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.
| N/A
|-
|-
|}
| Tank Stance
 
| Stance Technique
==Object Curses==
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
{| class="wikitable"
| 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.}
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| {{#simple-tooltip: N/A }}
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| style="width: 10%;" | Shadow Curse 1
| Veteran Stance
| style="width: 8%;" | Object Curse
| Stance Technique
| style="width: 8%;" | Direct Touch
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can Curse an object with the Shadow Curse 1 to swallow it into Shadows. While this Curse is active, the object is entirely shrouded in shadows, only its outline still being visible with wispy shadows leaking from it. This Object will remain cursed indefinitely until the Object Curse is removed. The user may Curse one object per day, but there is no upper limit to the amount of objects cursed. The user can still see through the Curse, meaning, if a book was cursed, all pages will appear ink black with shadows, but the user can still read the book. While moved, the object also leaves behind a trail of shadowy smoke, and this Ability can also be used on articles of clothing.
| During Veteran Stance, the user cannot use any Abilities from the following categories: Magic Point Buy, Cleric Point Buy. While in Veteran Stance, the user's Attack and Defense Stat Cap are raised to 8 and 6. Additionally, once per Combat Scene, the user can set the Range of any X Block(s) Range Veteran Point Buy Ability to 6 instead of whatever the Block Range is by default. Veteran Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended, Veteran Stance goes on a 20 Minute Cooldown.
|-
| {{#simple-tooltip: N/A }}
| Binge Curse 1
| Object Curse
| Direct Touch
| The user can Target Curse any article of food or drink with the Binge Curse 1. Binge Curse 1 requires the user to envisage or recall a memory, which is then inserted into the Object Curse and placed on the object. After this, if the object is drunk or eaten, the person eating or drinking it will experience a vivid hallucination of the person’s memory that was inserted, in complete color and sound, as if they are there themselves, except through the eyes of the user.
|-
|-
|}
|}
 
==Custom  Abilities==
==Target Illusions==
These Abilities are not available to all players, they are specific only to certain Players, through the [https://forums.massivecraft.com/threads/roleplay-custom-kit-applications.99283/ Custom Kit System], or through [[Artifacts]]. They are just here so players can use them in the plugin and understand them easier.
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
|-
| style="width: 10%;" | Illuviation 1
| style="width: 8%;" | Target Illusion
| style="width: 8%;" |  Emote Distance
| This Ability can only be used while outside of combat, the moment the Character is attacked or enters combat, or tries to utilize the illusions in a combat scenario, all Illusions break. This Ability grants the Character far-reaching Illusion capabilities, capable of creating small illusions that are indistinguishable from reality, or large reality-replacing illusions that change the environment the Target is in. Illusions come with sound, smell, taste, sense, sight and hearing, and can even give off warmth or cold to the touch, even if it is not real. The Character can change targets flawlessly, and can also switch from single-Target to group-Target effects, however only a maximum of up to 3 people can be affected at any given time. This Ability does not telegraph, meaning that if the Character is for example a Vampire with Blood Eyes 1, then Blood Eyes 1’s iris color function does not activate on the usage of this Ability. It additionally has no Cooldowns.
|-
|-
| style="width: 10%;" | Memory Sense 2
| Political Power
| style="width: 8%;" | Target Illusion
| N/A
| style="width: 8%;" |  Emote Distance
| N/A
| The Character is able to project a ghostly and holographic image of their memories out into the world around them. The user can rotate, zoom in and out, and make minor aesthetic changes to the holographic memory as they wish. If the user does not fully remember parts of the memory, it will appear fake or blurry. Fake or implanted memories will appear as real, but the user cannot create fake memories themselves. This ability has no cooldown.
| This is not an Ability. This user's Political Votes count as 2 votes, due to a Mechanic they have.
| N/A
|-
|-
|}
| Ekata Equalize
 
| N/A
==Channel Abilities==
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
{| class="wikitable"
| 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.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| N/A
! Ability Name
|-
! Ability Type
| Fiendish Berserker
! Ability Range
| N/A
! Ability Description
| {{#simple-tooltip: Emote 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
|-
| Mecha Shredder
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Gwyndo Custom Kit Prized Combat Mechanic. If a Character fails to express fear-RP, they take -3 HP from Simoya and deal only -1HP (triggers Block Tokens). If Simoya fights alone, or in a Tech Hive, she gains +2 BT (breaks cap) and can make an extra attack (2 attacks if 4+ enemies). If she is taunted after the fight, negated damage is inflicted all at once. Gwyndo is the final arbitrator on what is adequate fear-RP.
| N/A
|-  
| Graue Hoffnung
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Beetrootsalad Custom Kit Prized Combat Mechanic. Erwin is a regular soldier, but being pushed into the trenches, memories are unlocked deep within. While in any Raid, or anywhere else in the city with Staff help, Erwin can dig a trench (1 deep 5 long dirt trench with a oak slab in front). While inside his trench, Erwin can shoot, but cannot be Targeted by Ranged Weapons, and each Dice rolls twice for the highest result.
| N/A
|-
| Matter Guard
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Waterdruppel Custom Kit Prized Combat Mechanic. Rhain cannot be Targeted by Sinistral Magic due to his anti-Magic. Secondly, because of anti-matter of weapons approaching him, opponents deal only -1HP (triggers Block Tokens) damage to him (instead of -2 HP) for melee weapons only. This Mechanic applies to Rhain, but can be transferred to another ally once per Combat Scene, before going back to him at the end.
| N/A
|-
| Blood Miasma
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Lizmun Custom Kit Prized Combat Mechanic. The closer Frida is to the bog, the stronger she becomes, each with overlapping bonuses. While Frida is in the forested wilderness of Regalia, she has +4 HP. If she is in Gloomrot, her attacks do 3 HP Damage (instead of 2 HP) on top of that. If she is in the Bloodswamp, she can attack thrice per Turn. All three can be active at once if the Bloodswamp is in Gloomrot.
| N/A
|-
| Fury Overwhelming
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Patsie Prized Custom Kit Combat Mechanic. Siobhan is a consistent fighter, when using a melee weapon. Siobhan’s default minimum Attack Dice Roll is 3, instead of 1. Additionally, whenever an enemy uses an Ability from Magic or Faith Point Buy Categories (excl Prayer Point Buy) that targets Siobhan, her Melee Attacks deal -3HP to that enemy only for the rest of combat.
| N/A
|-
| Agni Herald
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Chapterdeath Custom Kit Prized Combat Mechanic. For every Character (mortal or Spirit) that is a hard-coded part of Jhavartal’s Mercenary Company and aligns exclusively with him that is fighting with him in a combat scene, Jhavartal and all Characters that count as this gain +1 to their Main Defense Stat that breaks cap up to 9 for the duration of the scene, as long as they are all fighting on some kind of contract or hired by someone else.
| N/A
|-
| Pride Godslayer
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Okanara Custom Kit Prized Combat Mechanic. Signe can summon Pride’s Godslayer Sword from a Hell Portal at any time and wield it. While wielding Pride’s Godslayer Sword, Signe does 4 HP damage for each hit on the following Character Types: Renegade Mages that were agreed upon in Aelrrigan Meeting & Announced to the Public, Arkenborn, Lothar Knights, or anyone who denigrates Pride (all versions) in her presence. 
| N/A
|-
| Omen Summons
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Kitchenrefugee Custom Kit Prized Combat Mechanic. When Vaela enters a CRP in  the Sewers or Crookback, she can call on a gang member, which is either a Heavy or a Cutthroat, a nameless NPC minion that can be played by anyone who isn’t in the Scene. Minions do not reserve Kill Perms, cannot share information, and leave if Vaela is KO’d. If Vaela & allies are outnumbered by at least 4, summon 2 minions (one of each).
| N/A
|-
| Penitent One
| N/A
| {{#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
|-
|-
| style="width: 10%;" | Body Tether 1
| Just Spellshield
| style="width: 8%;" | Immobile Channel
| N/A
| style="width: 8%;" | Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character can target another Character they can clearly see within Emote Distance, and attach a ghostly Tether to them. While tethered, the Target cannot leave Emote Distance, but can move freely anywhere within that range. If the Character channeling is attacked, this Ability ends. A Character can only be affected by this Body Tether 1  once every Hour. Body Tether 1 can only be cast once within Emote Distance per 30 minutes.
| Trent_Rouls Custom Kit Prized Combat Mechanic. Talven bears the Shield of the Second Regiment of Palace Lancers, once an Allorn artifact. Whenever Talven is targeted by a Magic Ability, he gains +2 to his Defense Stat which breaks cap on his next turn, and whenever he is targeted by a non-Magic Ability, he gains +2 to his Attack Stat which breaks cap on his next turn. These expire when used, and do not stack.
| N/A
|-
| Pack Bond
| N/A
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Sevenbirds Custom Kit Prized Combat Mechanic. When combat starts, Rionna can take -2 Defense Stat to grant every Allied Marken in the scene +2 Defense Stat (breaks cap up to 9). If Rionna grants more than a combined +6, she suffers -4 Defense Stat instead. This persists even when Rionna is KO’d. When an Allied Marken is KO’d, their +2 is returned to Rionna (maxes out at +6).  
| N/A
|-
|-
| Monster Mend 1
| Eclipse Thief
| Immobile Channel
| N/A
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| With both hands touching the Target, the Character can heal only the damage from one single (Mundane) attack or harming Ability that was inflicted on the target, as long as the target was harmed by that attack or Ability, or as a direct consequence of that Ability (for example being knocked off a wall by an Ability and breaking an arm). Any additional effects (or non-harm effects like debuffs) are not removed or mitigated. The damage must have been applied in the last 24 hours. This Ability can be used twice per 24 hours. The Aesthetics of this Ability are Limited to Blood, Corrupted Plants, Shadows, or Void Light.
| booette Custom Kit Prized Combat Mechanic. Marisol is Regalia’s foremost Magic thief. She can steal any Magic-related Heritage/Proficiency/Custom Kit Mechanic from any Magic user in Emote Range while out of Combat, with the sole exception of Prized Roleplay Mechanics. Marisol can choose if this temporarily removes the Mechanic from the user, or allows them both to use it. This only applies while in Emote Range.
| N/A
|-
|-
| Monster Mend 2
| Grim Possessor
| Immobile Channel
| N/A
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| While within Direct Touch, the user can heal wounds on a target. Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling with the target standing still, while deeper cuts and gashes take up to two minutes. Greater wounds like internal damage or severe bleeding require the target to be laying down, with the user healing deeper wounds over the timespan of 15 minutes. This Ability cannot be used on self. Maims classified as Aesthetic maims can be healed with this Ability through the Greater wounds specification. Regular maims such as removed limbs or eyes, maims that detriment a character cannot be recovered through this Ability.
| TheWizarddd Custom Kit Prized Combat Mechanic. Erich is able to rewrite the capabilities of spirits around him. He can choose between four sets of proficiencies, and swap an ally spirit into that set while he is present: MELEE, RANGER, DEFENSE, or UTILITY. Erich cannot have multiple instances of the same kit in the same scene, cannot re-swap them in the same scene, and, he can also choose to use one of these kits himself.
| N/A
|-
|-
| Monster Mend 3
| Ambitious Control
| Immobile Channel
| N/A
| 1 Block Range
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| While standing next to a Target, the Character can take a Limb or Body Part (excluding the head) from a deceased animal or person and attach it to a Vampire who is missing a body part lost via a Maim. This Ability takes 10 minutes to complete. Regardless of the source of the Limb or eye, the body part will transform into a monstrous and corrupted appearance. Mutations and Abilities cannot override this, except in the case of Blood Eyes, which will always appear first. If the Vampire is cured, the Body Part will wither away, leaving them unharmed (unless that body part was mandatory for survival), but without it. This Ability cannot be used in Combat. This Ability cannot be used on Self.  
| Jaehaerys Custom Kit Prized Combat Mechanic. Lehel can duplicate Status Effects she applies onto another enemy within Range, but only once per enemy per combat. If Lehel is fighting alone versus 2 or more opponents, Lehel can make two attacks when taking the Attack Action. When facing 4 or more, Lehel’s movement speed is increased by +5 blocks. These effects stack, and (if conditional) end the moment Lehel gains allies.
| N/A
|-
|-
| Summon Wall 1
| Ichor Bloodletting
| Linked Channel
| N/A
| 5 Block Range
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The Character can stand still and Channel for 30 seconds to summon a 2x3 (of either orientation) sized Wall in an unoccupied space within 5 blocks of them made of material determined by the source of this Ability. This Wall can be made in between doorways, or independent of any other structures, but cannot be placed over existing structures or people. Once created, the Character must remain within 5 Blocks of the Wall, or else it will disappear. The Wall can be broken naturally as if it was made of mundane wooden materials through a minute of uninterrupted effort. Once the Wall is created, the Character is no longer considered as Channeling for the purpose of counters. Summon Wall 1 cannot be cast again within Emote Distance of an already existing Summon Wall 1 wall. In order to place a Wall, use an in-game ticket to ask Lore Staff or World Staff for help. The Wall can be made of any legal blocks, with a sign that states “Summon Wall 1.” This Ability can only be used once every 30 minutes.
| Dedjok Custom Kit Prized Combat Mechanic. Cyrus’ control over blood is precise. When he takes damage, he can choose to have any ally within 5 Blocks of him suffer that damage instead (willing or unwilling). Whenever an Enemy within Emote Range reduces damage that Cyrus, or one of his allies, would do, Cyrus can instantly deal damage to a different enemy equal to the amount it was reduced by. Limit x5 uses.
|-
| N/A
| Soul Song 1
| Mobile Channel
| Emote Distance
| The user can perform the Soul Song, while holding up their hand towards any Target that is either Undead or through some other form Ordial touched (Ordial Mage, Ordial Archblood, Death attuned Ezekiel etc.) while either singing, or chanting to expel them. This Ability has a stacking function based on the amount of Isldar using the Ability on the same Target. If a single Isldar uses it, the Target cannot approach them for as long as the Mobile Channel lasts, only move sideways or away from them. If two Isldar use it, the Target is pushed back at walking speed. If three or more Isldar use it, the Target is violently flung to just out of Emote Distance with considerable bruising and scratches. A person who is violently flung is immune to Soul Song 1 for 5 minutes. This Ability has no cooldown, but the Isldar using it cannot use other Abilities or use weapons during usage.
|-
|-
|}
|}


==Faith Powers==
==Status Effects==
These "Abilities" are not actually Abilities, but the Status Effects described on the [[Abilities]] Page. They are just listed here so players can easily link and reference them in-game, for ease of use and access.
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
Line 1,573: Line 1,600:
! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Possible Ability Modifiers
|-
|-
| style="width: 10%;" | Holy Crafts 1
| Trapped
| style="width: 8%;" | Faith Power
| N/A
| style="width: 8%;" | Object Enchant
| N/A
| The user is able to apply a non-effect giving aesthetic effect onto specific crafts. This Object Enchant does not count towards the “One Object Enchant per Object” rule. This Ability has a number of different effects. For the effects, see the table on [[Ritualism#Holy_Crafts]]. This Ability has no Cooldown and any Holy Crafts 1 Enchant can be removed by the wielder by simply wishing it away, regardless of whether they are the user of this Ability, or the person wielding the Object.
| When Trapped, you cannot move, but can still use Abilities and fight on spot.
| N/A
|-
|-
| Holy Manifestation 1
| Silenced
| Faith Power
| N/A
| Self
| N/A
| The user may have any number of glowing or non-glowing religious symbols appear anywhere on their body passively. These symbols are not physical and cannot ever emit enough light to light up Darkness, and can be of any color.  
| When Silenced, you cannot use Powers. Dispel & Passive Powers are unaffected.
| N/A
|-
| Weakened
| N/A
| N/A
| When Weakened, you cannot use Instant Techniques and Mount Techniques.
| N/A
|-
|-
| Holy Scriptures 1
| Confused
| Faith Power
| N/A
| Direct Touch
| N/A
| The Character can apply Holy Scriptures in a written holy script onto bodies by a process of hand gestures. This scripture may light up with any color when calling out holy blessings, or other forms of worship RP. These Scriptures can be applied to others and the user themselves. The holy script must always be religious texts or preachings, and cannot ever carry usable messages beyond the gospel of faith. If desired, these Holy Scriptures may also be scenes from the faith’s teachings, or lines and symbols representing the faith. Holy Scriptures can be removed with Exorcism 1, 2 or 3.
| When Confused, you cannot Target the person who Confused you.
| N/A
|-
|-
| Lady's Benefit 1
| Blinded
| Faith Power
| N/A
| Self
| N/A
| The user can enter a kneeling state with any item of prayer, a book or prayer beads or a statuette, reciting a prayer to their deity. While in prayer, a small dome shield is formed around them in any color and gives off a glow, that prevents anything from entering it, Abilities or Mundane otherwise, even people. There is room for one other person under the dome. The dome can be upheld for as long as the user is able to recite the prayer in a loop, the dome cannot be broken any other way. After stopping this Ability, it goes on a 10 second cooldown.
| When Blinded, you cannot Target anyone. You can spend a turn to end the Effect.
| N/A
|-
|-
| Martyr's Light 1
| Marked
| Faith Power
| N/A
| Emote Distance
| N/A
| The user can point at a target person after which they are bombarded by Holy Light from the sky above (or any other nearby doorway if underground or inside). When hit, the Target has their physical harm equalized with the user. This means that if the user had several broken bones and a cut on their cheek, the Target now also has several broken bones and a cut on their cheek. Inversely, if the user is in perfect health and the Target has a severe cut on their back, they are set to perfect health when the light dissipates. Maims do not transfer. This Ability can be used once per day.  
| When Marked, you will be automatically hit on next Attack, then the Effect ends.
| N/A
|-
|-
| Spiritual Will 1
| Bloody
| Faith Power
| N/A
| Self
| N/A
| All Ritualists are able to manifest purely aesthetic visual aids to their religious RP, such as sermons, preaching, reading from holy scriptures, blessings, etc. This involves using for example visuals, sounds, illusions, so long as whatever is produced is not physical, does not affect the world, does not aid in combat, does not obstruct in combat, and does not hamper other players in any way that they do not OOCly or ICly consent to. As long as these conditions are met, the scope of these aesthetics are up to the person using them.
| When Bloody, any healing you receive is reduced by 1, to a minimum of 0.
| N/A
|-
|-
|}
| Warned
 
| N/A
==Consent Based Abilities==
| N/A
<span style="color:red">'''WARNING: These Abilities are powerful, but require absolute OOC written consent from the other party that can be provable by either a screenshot, or by having the player declare their consent on-server chat either in DM or OOC chat the very same day that any of these Abilities are used, as all forms of Consent expire after 24 hours. If you suspect mis-use or there is a conflict, consult Lore Staff immediately. Consent for these Abilities can also be revoked at any time, after which both parties must have the Abilities conclude or be removed in a reasonable way within 24 OOC hours, from an NPC using some form of Ability Removal if need be.'''</span>
| When Warned, you must choose between two negative outcomes, then the Effect ends.
{| class="wikitable"
| N/A
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| style="width: 10%;" | Puppet Control 1
| Brittle
| style="width: 8%;" | Control Power
| N/A
| style="width: 8%;" | Direct Touch
| N/A
| This Ability allows the user to target another person, and establish complete Control over their actions and thoughts. After Direct Touch, the user creates a Control Power link with the Target that allows them to issue any command, which the Target must explicitly follow to the letter, even if the user of this Ability is no longer within Emote Distance of the Target. This Ability also allows the user to change the thought process or ideas of the target, and make them forget things that happened in the last hour so as to alter their perception. The Target is not incapable of independent actions or thoughts, but can at any point in time from any distance be overridden by the user of the Ability, and have their thoughts altered. The Target is unaware that they are being Controlled, and even after Control is removed, will be unable to fathom why they thought or did certain things. They will also be fiercely defensive of the user of the Ability on them for as long as Control remains, and not engage in any actions that would be detrimental to the user of this Ability. This Ability can be broken by the user at any time from any distance, or removed from the target with any Possession removal or Exorcism mechanic or Ability. While Control Power Immunity blocks this Ability from being used, the user may propose this level of control over the Target, and if the Target consents in Roleplay, then Control Power Immunity no longer applies. After this Ability is broken off, it cannot be re-used within 7 days. A maximum of 3 people can be targeted by this Ability at any time.
| When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
| N/A
|-
|-
| Cursed Draw 1
| Cursed
| Control Power
| N/A
| Consumption
| N/A
| This Ability allows the user to add any quantity of their blood into a recipe whether drink or food with the specific intent to make this food Bloodcursed. While Bloodcursed, it can no longer infect someone with Vampirism. However, when consumed fully, it causes an addition in the victim to have more Bloodcursed food or drink from the user. The severity and duration of the addition is completely up to OOC consent between the user and victim, and whether or not a Character becomes addicted to Bloodcursed food or drinks is up to OOC consent from the victim. To cure this addiction, the victim either needs to go without consuming any Bloodcursed food or drinks for a week and go through withdrawal of which the severity can be determined by the victim, or have Exorcism II used on them.
| When Cursed, enemy Healers can target you, and Healing does Damage instead.
| N/A
|-
|-
| Symbiosis 2
| Prone
| Trigger Passive
| N/A
| Direct Touch
| N/A
| The Character can force a hostile Symbiosis on a Target as long as both the user and the Target are out of combat, and the Target is restrained and unable to fight back. Hostile Symbiosis turns the Character into an Url for at least 5 days. After 5 days or any length of time, the Character can reject the Oorl worm and return to their normal self. While they are Url, they gain all Url Racial Abilities and lose all their previous Racial Abilities as well as Sorcery or Magic. When returning to normal, all Abilities are returned. If the Target had any missing limbs or body parts, they are reformed during Symbiosis, and lost when Symbiosis is reverted. There is no deadline before which Symbiosis must be rejected before it becomes final, it can be a week, a month, a year, whichever, only the first 5 days are mandatory. Rejecting the Oorl will also not result in this Ability no longer being usable on the Target in the future. Url do however look down on people who trivialize Symbiosis and treat Symbiosis like a new fashion topic to own for a week and then discard. Url can accept others' rejection of Symbiosis and sympathize to their reasons, as long as they feel the reasons are grounded and valid. Symbiosis II does not work on Characters who have an Affliction present. It does work on all other forms of Aberrancy however.  
| When 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
|-
|-
| Parasitic Control 1
| Fleeting
| Control Power
| N/A
| Direct Touch
| N/A
| This Ability allows the user to target a willing or fully-restrained person, and grow a Void or Exist-Corrupted plant on their body, establishing complete control over their actions. After Direct Touch, an obvious and visible Plant grows on the Target, forcing them to follow any Verbal Commands the user gives them, which can be multiple commands that persist until removed. If commands conflict, the most recent command will be the one followed. They will also be fiercely defensive of the user of the Ability on them for as long as Control remains, and not engage in any actions that would be detrimental to the user of this Ability. The Target is fully aware while Controlled, and the user can choose to allow them to speak freely or not at will. This Ability can be broken by the user at any time from any distance, and can only be forcibly removed from the target by someone with 10 Medical Arts Surgically, though this process is long and arduous and requires the Target to be fully restrained, as they will fight it. When removed, the Plant turns to ash. While Control Power Immunity blocks this Ability from being used, the user may propose this level of control over the Target, and if the Target consents in Roleplay, then Control Power Immunity no longer applies. After this Ability is broken off, it cannot be re-used within 7 days. A maximum of 3 people can be targeted by this Ability at any time.
| When Fleeting, if using a Movement Ability, become Prone instead, then the Effect ends.
| N/A
|-
|-
| Haunting 1
| Dazzled
| Control Power
| N/A
| Direct Touch
| N/A
| The Character can touch another person, and establish complete Control over their actions and thoughts by entering their body and possessing them. After Direct Touch, they force themselves inside of their body and create a Control Power link with the Target that allows them physical control over every aspect of their actions. While possessed, the target’s eyes take on an unnatural spectral green glow. This Ability does not allow the user to change the thought process or ideas of the target and just grants them control of their body and speech which can be loosened or tightened as much as the character desires. They cannot use any of the target’s Abilities besides their Racial Abilities while possessing them. While inside the host, the Character contributes all of its Hobby Proficiencies (except Construction Art), but in all contributed Proficiencies, they cannot break the Cap. The Character has access to the Proficiencies of the Target. This Ability can be broken by the user at any time or removed from the target with any Possession removal or Exorcism mechanic or Ability, causing them to immediately eject from their body. While Control Power Immunity blocks this Ability from being used, the user may propose this level of control over the Target, and if the Target consents in Roleplay, then Control Power Immunity no longer applies. After this Ability is broken off, it cannot be re-used within 3 days.  
| When Dazzled, you suffer -1 Attack and -1 Defense, until you fail a Defense Roll, then the Effect ends.
| N/A
|-
|-
|}
|}

Latest revision as of 21:41, 17 November 2024

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

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

Instant Powers

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

To never be without weapons and armor, instantly summon any combination of armor, shields, weapons (ranged or melee) for the user and up to two willing allies within Range. This does not re-fresh Block Tokens from Armor, but grants them if the user did not already have them. Additionally, if the user (and allies) wear this equipment for 20 minutes, also grant +1 Attack or +1 Defense for the duration. Magic Summon does not Stack, has no Cooldown, but once it grants +Stats, it lasts for up to 1 Hour. Sinistral Usage: Instead of granting equipment to allies, only grant equipment to Self, grant +1 Attack and +1 Defense (breaks cap up to 11/9) while using it. Additionally, prevent Attack/Defense Stat Reduction for 30 Minutes.
Magic Trip Instant Power 10 Blocks

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

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

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

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

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

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

The user causes tremors around them, with increased range the lower on health the user is: 10HP, 2 Block Range, 6HP 5 Block Range, 4HP 10 Block Range, 1HP 15 Block Range. The user chooses two enemies in range to apply the Prone Status to, and one different enemy in range to apply the Brittle Status Effect to. Additionally, the user can choose one ally in range to grant 1 Block Token. Shaman Quake has a 4 Hour Cooldown. If the user has Vengeance when triggered: Choose up to 5 enemies to apply Prone to, instead, and also deal -1HP damage to the enemy that the Brittle Status is applied to. N/A

Passive Powers

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

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

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

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

This Ability summons the Spirit of an Ancestor, guiding for the remainder of combat. When the user wins a Defense roll against an enemy, they are able to apply the Marked Status Effect upon them without consuming their action. The same target can only be Marked in this way once per Combat Encounter. Shaman Ancestor lasts until the end of combat, and has a 4 hour cooldown once ended. If the user has Vengeance when triggered: The user can re use this Ability on a Target they already used it on, but instead of applying the Marked Status, it applies the Brittle Status instead. N/A
Shaman Aura Passive Power 6 Blocks

To encourage your allies to charge ahead, Shaman Aura is a constant effect sounding war drums to those nearby. The first time an ally within range is given the Trapped, Fleeting, or Prone Status Effects, ignore that application and instead grant all allies within range an additional 5 blocks of movement on their next turn. Shaman Aura can be maintained indefinitely, or it can be detonated, applying +1 Attack up to a maximum of 9 to all allies within range for the next 30 minutes. If detonated, Shaman Aura has a 4 hour cooldown. If the user has Vengeance when triggered:: When detonated, grant 2 Allies within range 1 Block Token each. N/A
Shaman Fury Passive Power Self

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

Dispel Powers

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

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

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

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

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

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

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

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

Link Powers

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

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

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

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

Buff Powers

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

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

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

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

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

To kneel and pray before your god, grant yourself the Prone Status Effect. For as long as you are Prone, all allies within range are cleansed of a single Status Effect on their turn. Sacred Circle ends automatically once it has cleansed 5 Status effects. Once ended, Sacred Circle has a 2 hour cooldown. N/A
Sacred Gear Buff Power 5 Blocks

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

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

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

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

Movement Powers

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

To save an Ally from a dire situation, pick up an Ally within 4 blocks of the user, and charge in any cardinal direction horizontally within Range. This movement does not trigger Opportunity Attacks, and does not count as using the Ally’s movement. At the end of the Movement, also grant the Ally 1 Block Token. Divine Rescue has a 2 Hour Cooldown. If the target is a Heretic: Instead target an enemy within range, picking up and dragging them along the ground before stopping at the end of your movement. This is considered a displacement, and the target is given the Prone and Brittle status effects if not countered. N/A
Magic Warp Movement Power 10 Blocks

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

To protect an ally from harm, use this ability when an Ally within Range would take damage. The user instantly dashes in a cardinal direction to the ally, ignoring Opportunity Attacks and taking the damage instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would KO the user, the ally gains +2 Attack Stat and +2 Defense Stat, which break caps up to 11 and 9, and cleanses any Status Effects currently applied to them. If the user is revived in any way, the bonuses from Sacred Martyr end. Sacred Martyr does not Stack, and has a cooldown of 4 hours. N/A
Shaman Darkness Movement Power 10 Blocks

This Ability can only be used if one or more enemies are within 3 Blocks of the user. When used, the user can choose anywhere within range (on a horizontal surface and in a straight line) to relocate to while ignoring Opportunity Attacks. Additionally, any enemies within 3 Blocks of the position they relocate from have the Blindness Status applied to them. Shaman Darkness has a 2 Hour Cooldown. If the user has Vengeance when triggered: The user can make an attack with +2 Attack Stat (breaks cap up to 11) after moving without using an action. N/A
Shaman Pounce Movement Power 10 Blocks

To get where you shouldn’t, target an opponent that is out of reach, whether by elevation or behind cover. The user immediately propels themselves toward the target, ignoring verticality (meaning the user can reach the target from any height as long as they are horizontally within 10 blocks), not triggering opportunity attacks, and allowing them to make an attack after landing without using an action. Shaman Pounce has a 1 hour cooldown. If the user has Vengeance when triggered:: Additionally apply the Confused Status to all enemies within 3 blocks for the next turn after landing. N/A

Instant Techniques

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The user must have a Status Effect, other than Weakened, applied to them in order to use this Ability. When used, remove one Status Effect the user is affected by, and apply the Weakened Status Effect to the user for the next 2 Turns. Additionally, they gain +2 Attack (breaks Cap up to 11) for their next Attack only. Deadeye Focus has a 1 Hour Cooldown.
Deadeye Luckshot Instant Technique Self

This Ability does not consume Turn, but improves the next Attack Emote that hits. When the attack succeeds, do not apply Damage, and instead roll a /dice 1 4. If the dice lands on 1, the Attack Emote is Staggered. If it lands on any other number, that number is now the HP Damage. This Ability cannot be Staggered. Deadeye Luckshot has a 2 Hour Cooldown.
Deadeye Pinshot Instant Technique Emote Range

This Ability can only Target a Character that has the Marked Status Effect. This counts as an Attack Emote, applies +1HP Damage, and removes Marked. Afterwards, choose a different Enemy within range to apply the Marked Status Effect to. Deadeye Pinshot has a 30 Minute Cooldown.
Deadeye Quickshot Instant Technique Emote Range

As a part of this Ability, the user makes an Attack Emote on an enemy. Instead of rolling once for this Attack, the user rolls 3 times and chooses the highest result. If 2 of the Dice Rolls were above 10's (without post-roll additions), additionally apply the Marked Status Effect. If 3 of the Dice Rolls were above 10's (without post-roll additions), apply the Marked Status Effect to the Target and another Enemy within Range. Deadeye Quickshot has a 2 Hour Cooldown.
Desperate Prayer Instant Technique Self

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

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

The user is able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold a player down. Additionally, while in combat the user can spend an Action to remove the Trapped Status Effect. Escape Artist has no Cooldown, unless used in Combat, during which it has a 30 Minute Cooldown. N/A
Familiar Disrupt Instant Technique 5 Blocks

The user is born near, finds in childhood, (religiously) manifests, or magically creates a familiar that is life-linked with them and grows old with them. This familiar can be sampled from any domesticated animal no larger than a domestic dog. This pet can accompany the user, and aesthetically interact with the environment and other people. To hinder an enemy, the user targets one enemy within range, and knocks them Prone with their Familiar. Familiar Disrupt has a 4 Hour Cooldown. N/A
Fancy Footwork Instant Technique 10 Blocks

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

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

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

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

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

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

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

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

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

The user holds up their a makeshift barrier, protecting themselves and any character within a 3x3 block area behind them. While active, the user can’t use their basic action, but gains a new action that replaces their Attack. As a reaction to an ally within Medical Barrier being targeted by an Attack Emote, the user can use this action to grant them +5 to the minimum result of their defense roll, and if they fail the defense roll, reduce any -HP damage by half (rounded up, minimum 0). If the triggering Basic Attack is a Ranged Emote Attack, this action does not consume the user's action, and they can use it again on a different attack in the same turn. Medical Barrier can be held for a maximum of 20 minutes, and once ended has a 1 Hour Cooldown. N/A
Medical Bolster Instant Technique 10 Blocks

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

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

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

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

To reduce the harm an ally receives for a set amount of time, use this Ability on an Ally within range. For the next 10 minutes any damage the target takes is reduced by 1 HP (but never to 0). Once ended, Medical Resist has a 2 hour cooldown, and does not stack. N/A
Medical Revive Instant Technique Melee Range

To bring back a fallen ally, use this Ability to try and bring them back into fighting shape. The user creates a Link between themselves and a downed target within range, remaining in that state for 5 minutes. If left unbroken, the target is immediately brought back to 2 HP, and their Attack Stat reduced by 2 for the next 30 minutes. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Medical Revive has a 4 hour cooldown, regardless of if successful or not. N/A
Nimble Bola Instant Technique 10 Blocks

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

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

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

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

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

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

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

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

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

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

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

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

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

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

To cleanse a Status Effect with Anger alone, instantly remove one Status Effect (choice, if multiple). But, apply -2 Attack Stat (can go into negatives) to the user’s next two Attacks. Shrug Off does not take an action, and has a 1 Hour Cooldown. N/A
Smokescreen Instant Technique 4 Blocks

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

The user rallies the battlefield around them, granting all allies +2 Attack Stat. Also, increase their Attack Stat Cap by 1. Tank Rally does not Stack, lasts for up to 30 Minutes, and has a 2 Hour Cooldown once ended.
Tank Slam Instant Technique 3 Blocks

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

As a reaction to an enemy within Range Attacking an Ally, instantly Stagger the Attack. For the next turn only, if the Target attacks anyone other than the user, apply the Brittle Status Effect to them. Tank Switch does not use an Action. Tank Switch has a 1 Hour cooldown.
Tank Tremor Instant Technique 6 Blocks

In order to pull enemies toward and disrupt their formation, displace all enemies within range 4 blocks towards the user. If any targets were Brittled, remove the Brittle Status Effect, and grant the user +1 Block Token per Brittle removed. Tank Tremor has a 1 hour cooldown.
Tank Watch Instant Technique 5 Blocks

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Passive Techniques

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

When the user would gain Health from any Source, increase it by +1HP, and put this Ability on Cooldown. If the user reaches 4HP, and has not gained any Health, increase their Minimum Defense Dice roll by +2 for the rest of Combat, but prevent this Ability from being used again. Breather has a 20 Minute Cooldown.
Bruiser Agony Passive Technique Self

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

To keep the violence going, this Ability is always passively active once combat begins. For each successful attack the user lands upon a target, gain +1 Attack that breaks cap up to a maximum of 11 until they fail an Attack Roll, in which case the bonus resets to 0. Staggers do not count as failing an Attack Roll, and instead count as a successful attack for the purpose of this Ability. If the user breaks a Block Token, gain +2 Attack instead. This effect can stack as many times as they are successful in landing hits.
Bulwark Passive Technique 5 Blocks

The user counts as an obstruction for enemies, blocking Line of Sight for Enemies within Range. Additionally, when an Enemy takes the Move action within Range, the user can apply the Prone Status Effect to them, without using an Action. This can only be done once per combat.
Careful Fighter Passive Technique Self

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

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

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

To keep an enemy pinned down, Target an enemy within range, and apply the Trapped Status to them, for 2 Turns, but the user themselves cannot take the Move action for 2 Turns either. This Ability cannot be used on the same target more than once per Combat Scene, even from different sources. This Ability does not consume an Action. Deadeye Overwatch has no Cooldown.
Fate’s Wheel Passive Technique Self

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

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

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

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

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

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

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

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

When the user has a Status Effect removed from them by any means other than an Ability or the Status Effect activating (ex. timing out naturally, using an action to remove), increase the minimum of the user’s Defense Rolls by +1 for the rest of Combat. This Ability can activate multiple times, but caps at a +4 Bonus. Status Endure had no Cooldown. N/A
Thick Hide Passive Technique Self

To benefit from Armor without explicitly wearing it, Thick Hide allows the user to permanently count as wearing armor for the sake of Abilities and Mechanics. This does not count as a Block Token gained from an Ability. Additionally, the user’s maximum Block Token Cap is increased from 3 to 4.

Link Techniques

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

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

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

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

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

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

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

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

Counter Techniques

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

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

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

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

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

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

To protect from Status Effects at a cost, cleanse all Status Effects and become immune to future Status Effect applications for the duration, but, set Defense Stat to 2 (cannot be raised) for the duration of Chem Purge. Chem Purge does not consume an action, and can be used out of turn. Chem Purge lasts for 20 Minutes, and cannot be ended early. Chem Purge has a 2 Hour Cooldown. N/A
Close Save Counter Technique 4 Blocks

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

In order to focus on a target and deal a heavy amount of damage, use this ability to charge a guaranteed hit. The user picks a target that they can see within range, charging their weapon for their next 2 Actions whilst becoming entirely immobilized. If the user is hit with any Ability or Basic attack this Ability is interrupted and put on a 10 minute cooldown. If the target leaves Line of Sight or Emote Range, activate this Ability early, and deal a -2HP guaranteed hit. If left uninterrupted, on the 3rd Action, the user fires a projectile that deals -4HP damage to the target. Deadeye Crit has a cooldown of 2 hours.
Deadeye Doubletap Counter Technique Emote Range

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

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

To punish the enemy for tactical play, use this Ability as a reaction to an enemy breaking one of the User’s Links, and without using an Action. The target gains -2 to their Attack for the next 15 minutes. Degrading Command has a 30 minute cooldown.
Dirty Fighter Counter Technique 10 Blocks

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

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

As a reaction to an ally within range becoming the target of a Basic Attack, this Ability forces the user to be the target instead. If the user takes 3 or more damage from this Attack, grant the user 1 Block Token afterwards. Interception has a 1 Hour Cooldown.
Kneeling Prayer Counter Technique Self

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

To negate Magic, use this Ability in reaction to a Magic Point Buy Ability being used by an Attuned or Occult Character. If Default/Radiant version: Stagger the Ability, and grant +2 Attack Stat (breaks cap up to 11) for 10 Minutes to the user if they use another Power within 3 turns. If Sinistral Version: Additionally apply the Marked Status Effect to the Target.Puretek Antimagi has a 1 Hour Cooldown. N/A
Puretek Sanction Counter Technique Emote Range

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

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

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

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

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

Target an ally in Emote range that has just lost a Defensive dice roll. The next 4 times the target loses a Defensive dice roll, any damage the target takes is reduced by 1, including the triggering attack. Once ended, Resist Command has a 1 Hour cooldown.
Sinistral Sealing Counter Technique 5 Blocks

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

To dodge a dangerous attack, this ability can be used as a reaction to a Basic Attack targeting the user. Before making the Defense Dice Roll, and without consuming the user’s Action, add +5 to the final roll. If the user still fails the Defense Roll, reduce this Ability’s Cooldown to 10 Minutes, otherwise, Sharp Reflexes has a 1 hour cooldown. N/A
Shield Block Counter Technique Self

In order to last longer in melee combat, use this Ability reactively to instantly reduce Damage from a single Melee Attack by -2, which can be to 0. This does not consume an Action. Shield Block has a 1 Hour Cooldown.
Shield Deflect Counter Technique Melee Range

To delay an enemy, use this ability as a reaction to an enemy within Range making an Attack. If the attack hits the user, reduce the damage by -1HP (never to 0). If the attack misses the user, gain +1 Defense Stat (breaks cap up to 9) for the next two Attacks made against the user only. Shield Deflect has a 2 Hour Cooldown.
Shield Snare Counter Technique Self

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

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

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

To protect the user from harm, the user sets their maximum HP to 2 and gains 6 Block Tokens which exceed the limit. For the duration of this ability, any instances of 1HP damage caused by other characters is reduced to 0, unless that damage was already reduced by another source, and the user cannot benefit from HP threshold mechanics while active. If the user were to take -1HP damage, it does not ignore Block Tokens, and instead breaks a Block Token. Tech Assimilate ends when the last Block Token is Broken, and has a 2 Hour Cooldown. N/A
Technique Parry Counter Technique Self

To defend against an attack, use this Ability as a reaction to protect the user only from the effects of an Instant or Movement Technique from Melee, Bruiser, Veteran, or Cutthroat Point Buy. Technique parry does not use an Action. Technique Parry has a 1 Hour Cooldown.
Veteran Parry Counter Technique 2 Blocks

To parry a blow, as a reaction to an enemy within range making an Attack Emote, or using a Technique: stagger them. If an attack was Staggered: the user suffers -1HP, and sets the minimum of their next Attack Dice Roll to 5. If a Technique was Staggered: Set the minimum of the user's next Defense Dice Roll to 5, and if the target tries to use the same Technique on their subsequent turn, also heal the user +1HP. Veteran Parry has a 2 Hour Cooldown.

Movement Techniques

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

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

To close the distance with a foe, leap in a straight line to an Enemy within Range without triggering Opportunity Attacks. If the Target has Block Tokens, one Block Token is immediately broken and the Brittle Status Effect is applied. If the Target has no Block Tokens, apply both the Prone and Brittle Status Effects. Bruiser Slam as a 1 Hour Cooldown.
Building Scale Movement Technique Melee Range

The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof. Building Scale has a 3 Hour Cooldown. N/A
Cutthroat Dodge Movement Technique Self As a reaction to being hit by an attack, the user can quickly dodge to negate any damage and secondary effects they would have suffered. Additionally, the user is able to immediately move up to 10 blocks horizontally in a cardinal direction. After using this technique, the user can also perform a basic attack directly after without using an action. Cutthroat Dodge has a 1 hour cooldown.
Cutthroat Tears Movement Technique Melee Range

Upon being hit by a Basic Attack, the user can fall prone and perfectly feign defeat. At any time afterward, or as a reaction to them being attacked or targeted by an Ability, they are able to Stagger any characters within range and immediately move 10 blocks horizontally in a cardinal direction. Once used, Cutthroat Tears goes on a 4 hour cooldown.
Diving Tackle Movement Technique 10 Blocks

To quickly move across the battlefield, use this ability to immediately move up to 10 blocks in a cardinal direction horizontally, without triggering Opportunity Attacks. If the user lands beside an enemy, apply the Prone Status Effect to up to 3 enemies within a 1 Block radius, and optionally make an Attack Emote on one enemy in the same turn this ability was used (the attack does not use an action). Diving Tackle has a 2 Hour Cooldown. N/A
Mounted Getaway Movement Technique Melee Range

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

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

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

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

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

To protect an ally, use this as a reaction to an Ally within Range being targeted by an Attack Emote or Ability. Dash in a cardinal direction to a target ally, without provoking Opportunity Attacks, and redirect the Attack or Ability to target the user instead. Also, displace all enemies within Melee Range of landing backwards by 5 blocks away from the user. If the original Attacker is within Range, also apply the Brittle Status Effect to them. Tank Hero has a 1 Hour Cooldown.
Tank Rush Movement Technique 10 Blocks

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

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


Mount Techniques

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

The user may hop onto a carriage and become the driver of it, "summoning" it through some contrivance of it being hidden or driven in by someone else. From this point onwards, the user is Mounted, and anyone else who hops into the carriage is also Mounted. While Mounted, the user gains an additional 5 blocks of movement each turn. During Combat, additional riders in the Carriage do not gain this movement benefit, unless they also have the Carriage Summon or Cavalry Summon Ability. If a Carriage has 1 Character that does not have the Ability, the Carriage moves at Normal Speed. If sharing a Mount, the users only have one Move Action between all of them, and any Trapped or Prone Status Effects are duplicated, as well as any Displacements. If the Trapped or Prone Status Effect is removed from one rider, remove it from the other, as well. If a Displacement is countered or reduced by one rider, reduce it for the other, as well. Carriage Summon has a 30 minute cooldown, once exited. N/A
Cavalry Summon Mount Technique Self

The user may whistle or shoot a flare or other method of summoning, to call their Mount to them. The user may then use the Pets plugin to summon a pet, and mount it, as if their Mount has arrived on the scene and they are able to mount it. From this point onwards, the user is Mounted. While Mounted, the user gains an additional 5 blocks of movement each turn. If another Character has this Ability (or Carriage Summon), and the Mount is a two (or multi) seater, they can ride on the same Mount as the user. If sharing a Mount, the users only have one Move Action between the two of them, and any Trapped or Prone Status Effects are duplicated, as well as any Displacements. If the Trapped or Prone Status Effect is removed from one rider, remove it from the other, as well. If a Displacement is countered or reduced by one rider, reduce it for the other, as well. Cavalry Summon has a 30 minute cooldown, once exited. N/A

Stance Techniques

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

During Bruiser Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Bruiser Stance, the user cannot have their Attack reduced by outside forces. Additionally, if the user’s attacks would have their damage reduced or ignored by anything (except Block Tokens), the user gains +2 Attack Stat (breaks cap up to 11) for their next 3 Attack Emotes. Bruiser Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended, Bruiser Stance goes on a 20 Minute Cooldown.
Chem Bolts Stance Technique Self

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

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

During Deadeye Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. Finally, the user's Basic Attack Emotes become Emote Ranged, but if they try to attack someone within 4 Blocks, that attack automatically misses. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.
Divine Stance Stance Technique Self

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

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

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

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

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

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

During Tank Stance, the user cannot use any Abilities from the following Categories: Melee Point Buy. The user also cannot make Attacks, or use Abilities that deal damage to enemies. The user gains a new Basic Attack, targeting an ally within Melee Range. The next time an enemy attacks that ally, the user rolls Defense for the Ally instead, while also being able to use defensive abilities, and if the user fails this Defense Roll, they reduce the damage by -1HP (never to 0). Additionally, the user is immune to the Brittle Status Effect, and has their Max Defense Stat from Proficiencies raised to 7 from 5. Tank Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Tank Stance goes on a 20 Minute Cooldown.}
Veteran Stance Stance Technique Self

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

Custom Abilities

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

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Political Power N/A N/A This is not an Ability. This user's Political Votes count as 2 votes, due to a Mechanic they have. N/A
Ekata Equalize N/A Emote Range

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Dedjok Custom Kit Prized Combat Mechanic. Cyrus’ control over blood is precise. When he takes damage, he can choose to have any ally within 5 Blocks of him suffer that damage instead (willing or unwilling). Whenever an Enemy within Emote Range reduces damage that Cyrus, or one of his allies, would do, Cyrus can instantly deal damage to a different enemy equal to the amount it was reduced by. Limit x5 uses. N/A

Status Effects

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

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