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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.
<div class="mainpage_box">
<span style="font-size: 125%">'''This page is part of the [[Ability]] System, which is part of the [[Proficiency]] System for Combat Roleplay.''' </span><br><hr>
* To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page.<br>
* To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page.<br>
* To see an indexed list of all Abilities, read the [[Ability List]] Page.
</div>


Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. Aesthetics are fairly free to determine unless otherwise specified. For example, if an Ability states that it has only a limited number of Aesthetics mentioned by name, options are limited. If however no specific aesthetics are mentioned, or they are left open-ended, then player has complete freedom. Minor, non combat, non functional or useable aesthetic additions to abilities are also fine: as long as they do nothing but look cool or fun. When Emoting an Ability, the Emote should always start with the exact Ability name, only then followed by an aesthetic description to the player for what it looks like. Aesthetic descriptions may also be ignored altogether, and a Player may simply Emote "Bob uses Dark Curse on Harry, giving him a Target Curse". If the player asks for an explanation of the Ability, you may give it, or redirect them to this page. It is important to note that Modifiers for Abilities will change depending on where the Ability is sourced from (say, an Ability gained from Vampirism might have a different modifier than an ability gained from Undead-ism). Modifiers are never optional, and must always be applied, but on this page there are multiple modifiers for multiple ability sources. Only one of those Modifiers will apply, depending on where the Ability is gained from (such as magic, or an affliction.)
===Passive Techniques===
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
| Aegis Command
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| No Cooldown
| Aegis Command isn’t active until you have a Link attached to an Ally. When it activates, you gain +1 Defense per Linked Ally. Additionally, when you reach Health Stage 1 grant 1 Block Token to a Linked Ally.
|-
| Bardic Harmony
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| No Cooldown
| You may use the Harmonic Tags of Bardic Point Buy Abilities. You may Target Allies with which to Harmonize. Harmonic Tags grant Bardic Point Buy Abilities additional effects based on their use order, with the first Bardic Ability used by you or a Harmonized Ally being labeled the Intro, and the last Bardic Ability used by you or a Harmonized Ally being labeled the Outro. You may use Basic Attacks between Bardic Point Buy Abilities without losing use of Harmonic Tags, but using any Ability that doesn’t activate an Outro, except Passives and Stances, causes interruption and prevents the use of Harmonic Tags until an Intro is restarted.
|-
| Breather
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Thrice per Combat, Twice per Health Stage
| Breather isn’t active until you gain Health, increasing it by +1HP. Additionally, if you reach Health Stage 1, and have not gained any Health, set the Minimum Defense Dice Roll to 7 for the next 3 turns, but prevent Breather from being used again.
|-
| Bruiser Grit
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| Bruiser Grit isn’t active until you reach Health Stage 1. When it activates, you gain +5 Attack, decreasing by -1 for every successful Basic Attack you make, until it hits 0. This bonus automatically drops to 0 if you exit Health Stage 1. Additionally, you become Immune to Displacements from Enemies and Status Effects as long as this effect persists.
|-
| Bruiser Disruptor
| Passive Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| No Cooldown
| You always have Bruiser Disruptor. After Displacing an Enemy, if they Impact, you may apply the Snared Status Effect to one Enemy affected by the Displacement.
|-
| Bulwark
| Passive Technique
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| You always block line of sight for enemies within Range. Additionally, when an enemy takes the Move action within Range, you may apply the Snared Status Effect to them without using an Action.
|-
| Cavalry Summon
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes once Ended
| You can use Cavalry Summon without using an Action, but Dismounting requires one. Cavalry Summon confers the following benefits and limitations: You gain +4 Blocks Range to your Move Actions and Movement Abilities for the immediate turn after you use a Movement Ability. If the Mount seats multiple, Allies can ride on the same Mount as you. If sharing a Mount, you only have one Move Action between all Riders, and any Snared or Prone Status Effects are duplicated, as well as any Displacements. If the Snared or Prone Status Effect is removed from one Rider, remove it from the other, as well. If a Displacement is countered or reduced by one Rider, reduce it for the other, as well. If one Rider does not have this Ability, the Mount will be unable to Move an increased Range. Cavalry Summon has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|-
| Chem Supplier
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| Chem Supplier isn’t active until you reach Health Stage 2/1. When it activates in Health Stage 2, you may refresh a Charge of one of your Chem Point Buy Abilities that is currently used. If you do not refresh a Charge in Health Stage 2, it reactivates in Health Stage 1, allowing you to refresh a Charge of two different Chem Point Buy Abilities instead.
|-
| Cutthroat Quickstab
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, Once per Health Stage
| Cutthroat Quickstab isn’t active until you have applied 3 Status Effects, Status Effect Applications are counted per Target. Applying one status to three targets is 3, and two statuses to one target is 1. When it activates, your next Basic Attack only is a guaranteed hit that deals -1HP Damage and inflicts the Brittle Status Effect after the Attack.
|-
| Deadeye Barrage
| Passive Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| You must spend an Action to activate Deadeye Barrage, but may use a Basic Attack without using an Action. While active, you gain +1 Attack per Basic Attack made for the next 3 turns, stacking up to +2. If the 3rd Attack is successful, it deals +1HP Damage, then Deadeye Barrage ends. Additionally, you cannot move for the duration of Deadeye Barrage, unless you cancel it prematurely.
|-
| Deadeye Luckshot
| Passive Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| You always have Deadeye Luckshot. While active, you may roll /dice 1 4, and set the Damage of your next successful Basic Attack to the number rolled. If you roll a 1, set the Damage of your next successful Basic Attack to -1HP and inflict the Brittle Status Effect to the Target. Deadeye Luckshot ends once you make a successful Basic Attack against an Enemy.
|-
| Engineer Fabrication
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Thrice per Combat, but Once per Health Stage
| Engineer Fabrication isn’t active until you spend a turn without Moving beside your Turret, or Moving 2 Blocks with your Turret using Engineering Stance. When it activates without Moving, gain 1 Block Token. When it activates by Moving the full distance, gain 2 Block Tokens.
|-
| Fate’s Wheel
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Health Stage
| Fate’s Wheel isn’t active until you make a Dice Roll in Combat Roleplay, that isn’t an Attack Dice roll or Defense Dice roll. When it activates, without using your Action, you may re-roll the dice and choose which result to use.
|-
| Fleet Footed
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, Once per Health Stage
| Fleet Footed isn’t active until you make a successful Melee Basic Attack against an Enemy, you may Move an additional 4 Blocks after that Attack.
|-
| Flexible Maneuver
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Health Stage
| Flexible Maneuver isn’t active until you make an Attack or Defense Dice Roll at the lowest result. When it activates, you can choose to re-roll your Attack Dice Roll if you have taken a Move action on this turn, or choose to re-roll your Defense Dice Roll if you have not taken a Move action on this turn or the turn before.
|-
| Fortify Command
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once Ended, use Command Stance Basic 3 times to reuse
| Target an Ally within range, the next time they are attacked by an Enemy, apply the Warned Status Effect to that Enemy. Whilst Warned, they must choose: before rolling, attack normally, and have the Marked Status Effect applied to them, or attack with -4 Attack.
|-
| Fortitude
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Health Stage
| Fortitude isn’t active until a Status Effect on you is removed or triggered. When it activates, you can choose to add +2 to your next Minimum Attack or Defense Roll.
|-
| Iron Will
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, Once per Health Stage
| Iron Will isn’t active until you reach Health Stage 2. When it activates, you can choose to re-roll a failed Defense Dice Roll and must use the new result. If the Defense Dice Roll succeeds, this counts as one use of Iron Will. If the Defense Dice Roll still fails, that usage of Iron Will is refreshed, but cannot be reused for the same attack.
|-
| Medical Buff
| Passive Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Four Times per Combat, Twice per Health Stage
| Medical Buff isn’t active until you successfully heal an Ally with Medical Stance. When it activates, without using your Action, you may grant that Ally +2 Attack or Defense for 3 Dice Rolls. Multiple instances of Medical Buff, even from different sources, do not stack.
|-
| Medical Purging
| Passive Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Twice per Combat
| Medical Purging isn’t active until you succeed on a Roll to heal an Ally through Medical Stance, you may choose to remove one Status Effect from the Target Ally.
|-
| Momentum
| Passive Technique
| {{#simple-tooltip: Self | Self: Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Triggers Twice per Combat, once per Health Stage
| Momentum isn’t active until you make a Basic Attack or use an Ability after Moving more than 5 Blocks. When it activates, you may Target an Ally within Melee Range and increase their next Move or Movement Ability’s range by +4 Blocks. Additionally, you may remove one of the Prone, Snared or Fleeting Status Effects from the Target Ally.
|-
| Overstep
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| Target yourself and apply the Vulnerable Status Effect. Additionally, while you have the Vulnerable Status Effect through Overstep, gain +4 Blocks Range on your next 2 Move Actions.
|-
| Paladin Vengeance
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Paladin Vengeance’s effects differ based on which Paladin Stance is Active, and is inactive until an Ally within Emote Range would reach 0HP by an Enemy. Blade: Apply the Brittle Status Effect to the Enemy that reduced them to 0HP, and the next Basic Attack you make against that Enemy gains +3 Attack and +3 Minimum Attack. Bow: Apply the Marked Status Effect to the Enemy that reduced them to 0HP, and the next Basic Attack you make against that Enemy gains +2 Attack and +2 Minimum Attack.
|-
| Puretek Blessing
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, Once per Health Stage
| Puretek Blessing isn’t active until you have a Status Effect applied to you by an Occult Character. When it Activates, you may remove that Status Effect and gain +1 Attack against the Character that applied the Status Effect for your next attack only .
|-
| Rage Counter
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this.  }}
| Once per Health Stage
| Rage Counter isn’t active until your Melee Basic Attack's Damage would be reduced by an Enemy in any way (except Armor Block Tokens). When it activates, your next successful Melee Basic Attack deals -1HP additional Damage.
|-
| Ranger Companion
| Passive Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Triggers Once per Health Stage
| Ranger Companion isn’t active until the Marked Status Effect triggers on an Enemy within Emote Range, if Marked is triggered by an attack or Ability by you, gain +2 Defense for your next two Defense Rolls. If Marked is triggered by an Attack or Ability used by an Ally, inflict the Bloody Status Effect on that enemy for 2 turns.
|-
| Rebound Pack
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this.}}
| Twice per Combat, Once per Health Stage
| You can only use this when you are Displaced unwillingly. Without using an Action, count the number of blocks Displaced, and increase the range of your next Move Action by that number.
|-
| Resilience
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Health Stage
| Resilience isn’t active until you make multiple Defense Rolls in succession from different sources, increase your Minimum Defense Roll for the second Attack onward by a number equal to the number of Attacks made against you, +2.
|-
| Ritualist Gale
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| No Cooldown
| Ritualist Gale isn’t active until you are targeted with a Ranged Attack. When it activates, you may raise your minimum Defense Roll by a number of your choice between 0 and 5, +2. However, your next Minimum Attack Roll is reduced by the number chosen, this choice is made once per Turn, and remains throughout all subsequent incoming Ranged Attacks until you take your next Action.
|-
| Shield Cover
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| No Cooldown
| Shield Cover isn’t active until you are targeted with a Ranged Attack. When it activates, your minimum Defense Dice Roll is raised by 3+CON. This increase is capped at +7 for Ranger Stance attacks, and +6 for Deadeye Stance Attacks, and +5 for all other Ranged Attacks.
|-
| Shield Impact
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this.}}
| No Cooldown
| Shield Impact isn’t active until you Displace an enemy, and they Impact. When it activates, if the displacement was less than 6 Blocks,  reduce their Defense by -2 for their next two Defense Dice Rolls. If the displacement was 6 Blocks or more, apply the Brittle Status Effect to them instead.
|-
| Stalwart
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat.
| Stalwart isn’t active until you take at least 3HP Damage from a single Attack. When it activates, you can gain 1 Block Token but also apply the Weakened Status Effect to yourself for 2 Turns.
|-
| Tank Rally
| Passive Technique
| {{#simple-tooltip: 3 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once Ended, use Tank Stance Basic 5 times to reuse.
| You must spend an Action to activate Tank Rally, but only when you have 1+ Allies within Range. While active, all Allies within Range gain +2 Attack or +2 Defense for the duration, and +2 to their Minimum Attack or Defense Dice for their first Attack or Defense roll only. Multiple instances of Tank Rally, even from different people, don’t stack with each other. Tank Rally lasts until you have no Allies in range.
|-
| Tank Sentry
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| Tank Sentry isn’t active until you are Displaced while standing on a block adjacent to an Ally, and end the Displacement on a block with no allies adjacent to you. When it activates, it always grants you 1 Block Token, and +2 Defense for 3 Turns.
|-
| Tech Exhaust
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat.
| Tech Exhaust isn’t active until you have one of the Snared, Fleeting, Confused, or Bloody Status Effects applied to you by an Enemy. When it activates, you can increase the duration of this Status Effect for 5 Turns and it cannot be removed, but set the Minimum of your Attack or Defense Roll to 3 for the duration, gain 1 Block Token, and increase your Move Speed by 4 Blocks.
|-
| Tech Resist
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat.
| Tech Resist isn’t active until you lose a Defense Roll. When activated by a Melee Attack, gain a Block Token, but apply the Bloody Status Effect to yourself, which lasts until the end of your Current Health Stage. When activated by a Ranged Attack, decrease the Damage taken by half rounded up, but apply the Vulnerable Status Effect to yourself.
|-
| Thick Hide
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| No Cooldown
| You always have the benefits of wearing Armor without explicitly wearing it, and this does not count as a Block Token gained from an Ability. Additionally, while you have a Block Token, you can only have up to 2 Status Effects, and are immune to any further applications.
|-
| Veteran Sentinel
| Passive Technique
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| You must spend an Action to activate Veteran Sentinel. While active, you may make Melee Attacks against Enemies that use the Move Action within Melee Range without using your Action, but set the Maximum Dice roll for these Attacks to 10. If an Enemy Moves within Range but outside of Melee Range, apply the Marked Status Effect to them without using an Action. This can only apply once per Target. Once you Move, Veteran Sentinel ends.
|-
| Vigor
| Passive Technique
| {{#simple-tooltip: Self | Self: Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| Vigor isn’t active until your Basic Attack would be Replaced. When it activates, you become Immune to the next Status Effect placed on you that you are not already Immune to.
|-
| Wounded Ego
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice Per Combat, Once per Health Stage
| Wounded Ego isn’t active until you fail an Attack Roll. When it activates, you can choose to add +3 to the final result of your next Attack Roll.
|-
|}


Please note, as well, that [[Artifact]] Abilities are not listed here, as they are unique to the Artifact itself.
===Instant Techniques===
__FORCETOC__
{| class="wikitable"
==Constant Passives==
! Name
! Type
! Range
! Cooldown
! Description
|-
| Aria of Distorting
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, Once per Health Stage
| Target an Enemy within Emote Range and apply the Confused Status Effect to them for 4 Turns. If used as an Intro, alternatively apply the Blinded Status Effect instead of Confused. If used as an Outro for an Aria Bardic Point Buy Ability, Target two Enemies, applying Blinded to one, and Confused to the other.
|-
| Aria of Harming
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, Once per Health Stage
| Target an Ally within Emote Range and grant +4 Attack and +2 Minimum Attack for their next Attack Roll only. If used as an Intro, if the Enemy the Ally attacks is at Health Stage 3, apply the Brittle Status Effect to them after the Ally’s Attack. If used as an Outro for an Sonata Bardic Point Buy Ability, apply the Marked Status Effect to the Enemy if the Ally’s Attack is successful, and apply the Brittle Status Effect if it fails. Both Status Applications apply after the Attack, not before.
|-
| Aria of Weakening
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, Once per Health Stage
| Target an Enemy within Range and inflict -2 Attack or Defense for their next 2 Rolls of the chosen Stat. If used as an Intro, the effect lasts for 3 Rolls instead of 2. If used as an Outro for an Elegy Bardic Point Buy Ability, the first Ally to make a successful Attack against the Target Enemy gains +2 Attack or Defense that lasts for their next 3 Rolls of the chosen Stat.
|-
| Assault Command
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once Ended, use Command Stance Basic 3 times to reuse
| Target an Ally within range and allow them to make a Basic Attack against an Enemy without using an Action. Additionally, this attack benefits from your Command Stance automatically.
|-
| Blinding Prayer
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Health Stage
| Target an Enemy within Range, inflict -1 Attack or Defense for their next 3 Rolls of the chosen Stat. Additionally, apply the Blinded Status Effect, which ends when the Stat Reduction does.
|-
| Breakthrough
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Combat
| Target any 1 block thick stone or wood wall, gate, or doorway and break a hole through it, applying the Prone Status Effect to all characters on the other side of the wall within Melee Range. Additionally, your next Attack against an Enemy with the Prone Status Effect from Breakthrough does not consume an action.
|-
| Bruiser Shred
| Instant Technique
| {{#simple-tooltip: 6 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat, Once per Health Stage
| Displace yourself 6 Blocks in any horizontal direction then Target an Enemy within Melee Range, apply the Bloody Status Effect until the end of their current Health Stage. Additionally, if you use your Action to use this Ability, you may refund your Action to make a Basic Attack. If you fail the Attack, or the Damage is reduced in any way, apply the Fleeting Status Effect to the Target for 2 Turns.
|-
| Bruiser Flurry
| Instant Technique
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Twice per Combat, Once per Health Stage.
| You displace all Characters within Range away from you by 6 Blocks and if any Enemies Impact, apply the Brittle Status Effect to up to 2 Enemies affected by the Displacement. Additionally, you gain +1 Defense for each Character Displaced for your next 2 Defense Rolls.
|-
| Bruiser Slam
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat, Once per Health Stage.
| Displace yourself 10 Blocks in any horizontal direction then Target an Enemy within Melee Range. If the Target has Block Tokens, break one and you gain +2 Attack for your next Attack Roll. If the Target does not have Block Tokens, apply the Fleeting Status Effect and gain +2 Defense for your next Defense Roll instead. Additionally, if there is another Enemy within Melee Range of the Target, apply the Fleeting Status Effect to them for 2 Turns.
|-
| Bruiser Frenzy
| Instant Technique
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Twice per Combat, Once per Health Stage.
| Target an Enemy within Melee Range and make an Attack against them, rolling twice and selecting the highest result. If both of your rolls would succeed, additionally apply the Brittle Status Effect to the Enemy after the Attack. If both rolls would fail, apply the Vulnerable Status Effect to the Enemy for 2 Turns, and Displace them 6 Blocks away from you, and gain +2 Defense for your next 2 Defense Rolls if they Impact.
|-
| Chaining Throw
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice Per Combat, Once per Health Stage
| Target an Enemy within Range and apply the Snared Status Effect to them. Additionally, if they already have the Snared Status Effect, Displace them towards you by 6 blocks. You may only target enemies in Health Stage 3/2 with Chaining Throw.
|-
| Chem Blight
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them +2 Defense for their next two Defense Rolls and remove one Status Effect from them of your choosing. If an Enemy was chosen, inflict -2 Defense for their next two Defense Rolls, and apply the Vulnerable Status Effect.
|-
| Chem Freeze
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, Once per Health Stage.
| Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them 1 Block Token, but set the Move Speed of their next Move to 1 Block. If an Enemy was chosen, apply the Snared Status Effect to them and all Characters within 2 Blocks of them. You can only use Chem Freeze on a Target that has one or more Enemies adjacent to them.
|-
| Chem Hyperfocus
| Instant Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, Once per Health Stage
| You set your Minimum Attack Roll to 4 for your next 3 Attack Rolls. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Once Chem Hyperfocus is over, you apply the Prone Status Effect to yourself, and set your Minimum Attack Roll to -5, for your next 3 Attack Rolls. You cannot use Chem Hyperfocus whilst your Minimum Attack Roll is reduced by Chem Hyperfocus.
|-
| Chem Ignite
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, Once per Health Stage
| Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them +1 Attack and +1 Minimum Attack for their next two Attack Rolls. If an Enemy was chosen, inflict -1 Attack and -1 Minimum Attack for their next two Attack Rolls.
|-
| Chem Mend
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, Once per Health Stage.
| Target an Ally within Range on Health Stage 3/2 and heal them +1HP, but reduce their Attack and Defense by 2 for their next 2 Rolls. Additionally, if the Ally does not Move or use Movement Abilities for 2 Turns, heal them an additional +1HP.
|-
| Concussive Blow
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Twice Per Combat, Once per Health Stage
| Target an Enemy or Ally within Range and break an active Link Ability affecting them of your choice. Additionally, if Target is an Enemy, you apply the Weakened Status Effect to yourself for 2 turns.  If the Target has no active Link Ability, apply the Confused Status Effect to the Target Enemy for 3 Turns.
|-
| Cutthroat Bleed
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Health Stage 2/1 only.
| Target an Enemy within Range, and apply the Bloody Status Effect for 3 Defense rolls. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
| Cutthroat Dodge
| Instant Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Health Stage 3/1 only.
| You can only use this when an Enemy would deal Damage to you with a Basic Attack. Without using an Action, reduce the Damage from that Attack by -1HP, and apply the Weakened Status Effect to Self for 2 Turns.
|-
| Cutthroat Escape
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Health Stage 1 only.
| Target up to 3 Enemies within Range, and apply the Snared Status Effect. If an Enemy is already Snared, apply the Prone Status Effect instead. Additionally, you may add +4 Blocks Move Speed to your next Move only.
|-
| Cutthroat Flash
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| You Target one Enemy within Range and apply the Blinded Status Effect for 3 Turns, which also applies to all characters within 2 blocks of the Target.
|-
| Cutthroat Target
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Health Stage 3/1 only.
| Target an Enemy within Range, and apply the Marked Status Effect. Additionally, this doesn’t use an Action if you use your action to make a Basic Attack, immediately consuming the Marked Status Effect. If your Attack roll fails, reapply the Marked Status Effect.
|-
| Deadeye Doubletap
| Instant Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per combat
| Target an enemy within Range who has just been Revived from KO and perform a doubletap, allowing the target one turn before you instantly KO them after. This does not consume an action, cannot have its target changed, and cannot be intercepted.
|-
| Deadeye Drillshot
| Instant Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, Once per Health Stage.
| Target an Enemy within Range and make a Basic Attack against them that ignores the benefits of Minimum Defense Increases. Additionally, if successful, reduce the Target’s Minimum Defense Roll against your attacks only by -3 for 2 turns.
|-
| Deadeye Execute
| Instant Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target an Enemy within Range who is on Health Stage 1, make a Basic Attack against them with +4 added to the Final Result that deals -1HP Damage if it misses.
|-
| Deadeye Focus
| Instant Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, Once per Health Stage.
| Target yourself and remove a Status Effect that isn’t Weakened, apply the Weakened Status Effect to yourself for 2 turns. Additionally, gain +2 Attack for your next attack only.
|-
| Deadeye Overwatch
| Instant Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, on Different Targets
| Target an Enemy within range and apply the Snared Status Effect to yourself and the Target. This does not consume an Action, but cannot be used on Enemies on Health Stage 1.
|-
| Deadeye Pinshot
| Instant Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat.
| Target an Enemy within Range with the Marked Status Effect and make an Attack Roll against them, dealing -3HP Damage on a successful hit, or re-apply the Marked Status on a miss.
|-
| Deadeye Quickshot
| Instant Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target an enemy within Range and make an Attack, rolling three times and selecting the highest result. Additionally, if two of the Rolls were above 10, apply Marked to the Target, if three of the rolls were above 10, also apply Marked to a second enemy within range. Deadeye Quickshot deals -1HP additional Damage to enemies with the Marked Status Effect.
|-
| Elegy of Foreboding
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target an Enemy within Range and apply the Warned Status Effect, whilst Warned, the next Action the Enemy takes must Target you or one Ally of your choosing. If they Target you or the Ally, inflict -2 to the Minimum of their next 2 Rolls. If they choose not to Target you or the chosen Ally, grant the chosen Ally 1 Block Token. If used as an Intro, choose 2 Enemies instead of 1 to apply the Warned Status Effect to. If used as an Outro for an Elegy Bardic Point Buy Ability, grant the chosen Ally +4 Blocks Range and allow them to ignore Move Reactions for their next Move only.
|-
| Elegy of Headwind
| Instant Technique
| {{#simple-tooltip: 15 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat, Once per Health Stage
| Target an Enemy within Range and Displace them a number of Blocks in any direction relevant to their Health Stage: Health Stage 3: 6 Blocks, Health Stage 2: 4 Blocks, Health Stage 1: 2 Blocks. If used as an Intro, apply the Snared Status Effect to the Target at the end of their Displacement. If used as an Outro for an Aria Bardic Point Buy Ability, increase the Displacement Range by +2 Blocks, and apply the Prone Status Effect to them if they Impact.
|-
| Elegy of Tailwind
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target an Ally within Range and grant them +4 Blocks Range for their next Move, additionally, if they end this Move adjacent to an Enemy, apply the Vulnerable Status Effect to that Enemy. If used as an Intro, reduce the Damage the Target Ally would take from Move Reactions by -1HP. If used as an Outro for a Sonata Bardic Point Buy Ability, if the Ally ends this Move adjacent to an Ally and nobody else, heal the Target and the Ally they stop adjacent to +1HP.
|-
| Endure Command
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once Ended, use Command Stance Basic 4 times to Reuse
| Target an ally who has just lost a Defense Dice Roll, for the next 2 times they lose Defense Dice Rolls, reduce the Damage dealt to them by -1HP.
|-
| Engineer Alarm
| Instant Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, Only on health stages 3/1
| Target an enemy within range, and within Line of Sight of you or your Turret, apply the Silenced or Weakened Status Effect to them for 2 turns. Additionally, you can consume 1 Block Token to increase the duration of the applied Status Effect by 2 turns, and reduce their Attack by -2 for the Duration of the Status Effect.
|-
| Engineer Emergency
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| Target an ally within Range or adjacent to your Turret on Health Stage 1, consume 1 Block token to heal them +2HP. Additionally, you may consume 2 Block Tokens to heal them +3HP instead.
|-
| Engineer Maintain
| Instant Technique
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Twice per Combat, Once per Health Stage
| Target yourself or an Ally adjacent to your Turret, if the Ally has no Block Tokens, give them 1 but apply the Snared Status Effect to them. If used on yourself, grant 2 Block Tokens and the Snared Status Effect and this Ability does not use an Action.
|-
| Engineer Overheat
| Instant Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| No Cooldown
| Target yourself and consume 1 Block Token, your next Basic Attack can be made at Emote Range against an enemy within Line of Sight of you or your Turret, and is made with +1 Attack. If you haven’t had a Block Token for 5 turns consecutively, you can ignore the cost to activate this Ability to overheat your Turret, granting +2 Attack to yourself and up to 3 Allies who are adjacent to it, this lasts until you gain a Block Token.
|-
| Engineer Reel
| Instant Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, Once per Health Stage
| Target an Enemy within Range and Displace them 4 Blocks towards your Turret, ignoring LOS as long as the Turret would have LOS on the Target. You can spend a Block Token to add +4 Blocks to the Displacement. If the Enemy would Impact, gain 1 Block Token.
|-
| Escape Artist
| Instant Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, once per Health Stage
| Target yourself and remove the Snared Status Effect, or negate one instance of any Movement Speed reduction currently applied to you. Additionally, outside of Combat, you are able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold you down.
|-
| Execute Command
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target an Ally within range and allow them to make a Melee Basic Attack against an Enemy on Health Stage 2/1 without using an Action. Additionally, grant the ally +4 Attack and +4 Minimum Attack for that Attack only. If the Ally fails the Attack via the dice roll, and not through other means, apply the Weakened Status Effect to them for 2 turns.
|-
| Fancy Footwork
| Instant Technique
| {{#simple-tooltip: 1 Block | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| Target an Enemy within 1 Block Range and take the Move action, if possible. Move until you are standing within 1 Block of a different Enemy, and for this Move, you are immune to the first 2 Opportunity Attacks that would Target you. Count the number of Blocks moved, and receive a bonus to your next minimum Attack Roll equal to the number of Blocks (max 6). Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
| Fortify Command
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once Ended, use Command Stance Basic 5 times to reuse
| Target an Ally within range, the next time they are attacked by an Enemy, apply the Warned Status Effect to that Enemy. Whilst Warned, they must choose: before rolling, attack normally, and have the Marked Status Effect applied to them, or attack with -4 Attack.
|-
| Guided Prayer
| Instant Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Health Stage
| Target yourself and increase the Attack and Minimum Attack of your next Basic Attack by +2. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
| Heavy Throw
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Twice per Combat, Once per Health Stage
| Target a Character within Range and Displace them a minimum of 6 blocks and up to 10 in any direction away from you and apply the Prone Status Effect to them on landing. If the Target is an Ally, grant that Ally +3 Defense for their next two Defense Rolls.
|-
| Improvised Attack
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, Once per Health Stage
| Target an Enemy within Range and roll /dice 1 3. If you roll a 1 or 2, make an Attack at Emote Range with -2 Attack. If you roll a 3, make an Attack at Emote Range with +2 Attack.
|-
| Knockback Sweep
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Combat.
| Target one Enemy within Range, Displace them backwards away from you by 10 Blocks. If there are multiple Enemies within Range, you may instead Displace all Characters within Range away from you by 4 Blocks. Additionally, the Character that Impacts with the shortest Block distance traveled, your choice if tied, suffers -1HP Damage.
|-
| Medical Bolster
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat, Only during Health Stage 2/1
| Target an Ally within Range and grant them 1 Block Token, whilst they have this Block Token increase that Ally’s Defense by +2. The next time you would take -HP Damage, the Target Ally suffers it instead of you. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Medical Stance Basic Attack.
|-
| Medical Extension
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target an Ally on Health Stage 1 and grant them an additional Basic Attack use without using an Action when they reach 0HP. Additionally, if the Attack is successful, it deals -3HP Damage, if it is unsuccessful, it deals -1HP Damage.
|-
| Medical Rescue
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat
| Target an Ally within Range and displace them to a block adjacent to you. Additionally, grant them 1 Block Token and heal them +1HP. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Medical Stance Basic Attack.
|-
| Medical Resist
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat
| Target Yourself or an Ally on Health Stage 2/1 who has just lost a Defense Roll, reduce the Damage taken by that Ally by -1HP for the next 2 failed Defense Rolls.
|-
| Medical Sweep
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat, but only after you have used Medic Stance Basic 5 Times
| You move to a non-vertical unoccupied space in Range. This does not provoke Move Reactions, allows you to move through people and heals Allies passed through for +1HP. You can only heal up to 3 Allies using Medical Sweep.
|-
| Nimble Bola
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| Target an enemy within Range and count the number of blocks between yourselves. If the number of blocks is Even, apply the Prone Status Effect. If the number of blocks is Odd, apply the Snared Status Effect.
|-
| Paladin Armaments
| Instant Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Use Basic Attacks 3 Times to Reuse
| Target yourself and switch Paladin Stance, if you were in Blade, switch to Bow, and vice-versa. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.  Your first Attack after using Paladin Armaments gains +3 Minimum Attack, and +3 Attack. 
|-
| Paladin Bulwark
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Twice per Combat, during Health Stage 2/1 Only.
| Paladin Bulwark’s effects differ based on which Paladin Stance is Active. Blade: Target up to 3 Enemies in Melee Range and apply the Warned Status Effect. When Warned, they must Choose: If their next Basic Attack does not Target you, reduce the Damage they would deal by half, if their next Basic Attack Targets you, and all three hit, reduce the damage of the 3rd attack by -2. Bow: Target an Ally within 10 Blocks who uses Melee Basic Attacks, Move to a Block adjacent to them without provoking Move Reactions and moving through people. Additionally, grant them +1 Attack for their next 2 Dice Rolls. This counts as a Movement Technique.
|-
| Paladin Cleanse
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Twice per Combat, during Health Stage 2/1 Only.
| Paladin Cleanse’s effects differ based on which Paladin Stance is Active. Blade: Target an Ally in Melee Range and apply two of the following effects to them: Remove Defense Reductions, Remove one Status Effect or break one Link Applied to them by an Enemy. Bow: Target an Ally in Emote Range apply one of the following effects: Remove one Status Effect or Break one Link applied to them by an Enemy.
|-
| Paladin Cleave
| Instant Technique
| {{#simple-tooltip: 2 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat, Once per Health Stage
| Paladin Cleave’s effects differ based on which Paladin Stance is Active. Blade: Apply the Fleeting Status Effect to all Enemies within 2 Blocks, if Fleeting is applied to 2 or more Enemies, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Bow: Target an Enemy within 10 Blocks and apply the Fleeting Status Effect. Additionally, inflict -2 Attack for their next 2 Attack Rolls.
|-
| Paladin Repulse
| Instant Technique
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat, Once per Health Stage.
| Paladin Repulse’s effects differ based on which Paladin Stance is Active. Blade: Displace all Enemies within 4 Blocks backward away from you by 6 Blocks. Additionally, if any Enemies Impact, inflict -2 Defense to them for their next Defense Roll. Bow: Displace an Enemy within Emote Range backward away from you by 10 Blocks. Additionally, if they Impact inflict -2 Defense for their next 2 Defense Rolls.
|-
| Paladin Smite
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat.
| Paladin Smite’s effects differ based on which Paladin Stance is Active. Blade: Target an Enemy with a Block Token within 10 Blocks and make a Basic Attack against them at that Range with +3 Attack. Bow: Target two Enemies with Block Tokens within Emote Range, and adjacent to each other, make an Attack Roll against one of them. Additionally, make an Attack Roll against the other with 2 Attack Maximum (dice 12).
|-
| Paladin Veilbane
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand.}}
| Twice per Combat, Once per Health Stage.
| Paladin Veilbane’s effects differ based on which Paladin Stance is Active. Blade: Target an Enemy within 10 blocks and Move to a block adjacent to them without triggering Move Reactions and moving through people, apply the Silenced Status Effect to the Target for 2 Turns. This counts as a Movement Technique. Bow: Target an Enemy within Range and apply the Silenced Status Effect for 3 Turns, if the Target had just used a Power, also apply the Marked Status Effect. Additionally, when you use your Action to use the Blade version of this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
| Chem Supplier
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| Chem Supplier isn’t active until you reach Health Stage 2/1. When it activates in Health Stage 2, you may refresh a Charge of one of your Chem Point Buy Abilities that is currently used. If you do not refresh a Charge in Health Stage 2, it reactivates in Health Stage 1, allowing you to refresh a Charge of two different Chem Point Buy Abilities instead.
|-
| Protocol Scout
| Instant Technique
| {{#simple-tooltip:  Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them) }}
| Twice per Combat
| Target an Ally within Range, ignoring Line of Sight and consider them always in Range of you and your Abilities and Attacks, regardless of Line of Sight, for your next 2 Turns. Once Protocol Scout Ends, if that Ability is still active, you are no longer considered ‘in Range’ for that Ability (unless you would be normally without Protocol Scout). Protocol Scout does not use your Action.
|-
| Puretek Reload
| Instant Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat, Only during Health Stage 1
| Target yourself and grant an additional usage of any previously used and currently inactive Puretek, Ranger, or Deadeye Point Buy Ability without using an Action.
|-
| Puretek Roulette
| Instant Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| Target yourself and roll /dice 1 6, apply an effect based on the number rolled. 1: Do Nothing but refund this Use of Puretek Roulette, 2: Grant yourself +1 Attack for your next two Attack Rolls, 3: Increase your Move by 3 Blocks for your next two Move Actions, 4: Grant yourself 1 Block Token, 5: Reroll your next Defense Roll even if you succeed, 6: Apply the Marked Status Effect to two Enemies in Emote Range.
|-
| Ranger Cut
| Instant Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Thrice per Combat, but only during Health Stage 3/2
| Target a character who is part of a Link but not the original caster, sever one Link affecting them and grant them +2 Attack for their next 2 Attack Rolls. Additionally, if the Target has a Status Effect, apply Marked to the Link Caster.
|-
| Ranger Entrapment
| Instant Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target a Character within Range and apply the Snared Status Effect to them. Additionally, apply the Snared Status Effect to all Enemies within Melee Range of the Target, and deal -1HP Damage to any Enemies who already had the Snared Status Effect. Ranger Entrapment does not Stack.
|-
| Ranger Fan
| Instant Technique
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| Target two Enemies in front of you within Range, Displace them away from you by 6 blocks. Additionally, if any of the Targets Impact, apply the Fleeting Status Effect to them.
|-
| Ranger Shower
| Instant Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target an Enemy within Range and make an Attack Roll against them, if successful, make an Attack Roll against a different Enemy within Melee Range of the Target. If both Attacks are successful, apply the Vulnerable Status Effect to both Enemies in addition to the Damage. If only the first Attack is successful, it deals -3HP Damage. You must have at least 3 Enemies within Range to use Ranger Shower.
|-
| Ranger Tag
| Instant Technique
| {{#simple-tooltip: Emote | Emote: Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Four Times per Combat, but Twice per Health Stage
| Target an enemy within Range and apply the Marked Status Effect to them. Additionally, if any Ally within 3 blocks of the target enemy has the Marked Status Effect, remove it and apply it to a second Enemy within range.
|-
| Ranger Viper
| Instant Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, but only Once per Health Stage
| Target an Enemy within Range and make a Basic Attack against them with +2 Attack and +2 to the Minimum Dice Roll. Additionally, you may make this Attack using an Ally’s Line of Sight for targeting.
|-
| Reflecting Strike
| Instant Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once Per Combat
| Target an Enemy within Range and make a Basic Attack at Emote Range, if the attack is successful, target another Enemy within two blocks of the first and make a Basic Attack against that Enemy. If only the first Attack is successful, it deals -2HP Damage and inflicts -1 Defense on the Target for their next Defense Roll. If both Attacks are successful, they each deal -1HP Damage.
|-
| Ritualist Expulsion
| Instant Technique
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Twice per Combat, Once per Health Stage.
| Target an Enemy within Range with a Status Effect, and make a Basic Attack with +1 Attack. After the attack, Displace them backwards away from you by 6 Blocks. Additionally, if they Impact, deal -1HP Damage to them.
|-
| Ritualist Hunt
| Instant Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, Once per Health Stage
| Target yourself and gain +4 Move Speed to your next Move Action taken. Additionally, for every Opportunity Attack an Enemy takes against you, you gain +2 to Defense against that Opportunity Attack. If the Enemy’s Opportunity Attack hits you, you get to make an Opportunity Attack back with +2 Attack for that roll only.
|-
| Ritualist Mirage
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Health Stage
| Target an Enemy within Range and apply the Confused Status Effect to them which lasts for 5 Turns, or until you make a Basic Attack against them, whichever comes first. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
|-
| Ritualist Roots
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| Target an Enemy within Range and apply the Prone Status Effect. While the Enemy has the Prone Status Effect from Ritualist Roots, you gain +2 Attack against them. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
| Ritualist Slaughter
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Health Stage
| Target an Enemy within Range and roll for an Attack Emote twice. If one roll would hit, deal -2HP Damage. If both rolls would hit, deal -2HP Damage and apply the Brittle Status Effect after the Attack Emote. If both rolls would miss, apply the Bloody Status Effect to the Target Enemy for their next two Defense Dice Rolls.
|-
| Shattering Strike
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Twice Per Combat, Once per Health Stage
| Target an enemy within Range and apply the Brittle Status Effect. Additionally, Shattering Strike does not use your Action but can only be used after making a Basic Attack.
|-
| Shield Bunker
| Instant Technique
| {{#simple-tooltip:Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once Per Combat
| Target yourself and reduce the Block distance of all Displacements by -4 (never to 0, minimum 2), but your Moves and all Movement Abilities used on you and by you are capped at 4 Blocks for the duration. Shield Bunker lasts until you reach Health Stage 1, and can be ended early.
|-
| Shield Phalanx
| Instant Technique
| {{#simple-tooltip: 1 Block | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once Per Combat
| You create a defensive zone within Range, ignoring LOS, and increasing your and allies’ Defense by +1, and their minimum Defense Roll by +1. If another ally within range has Shield Phalanx, they can activate it without using their Action in response, which can chain to allies further down the line from you. For each person using Shield Phalanx in a chain, increase the bonuses by +1, but never more than +5. Shield Phalanx lasts for the rest of your current Health Stage.
|-
| Shield Rumble
| Instant Technique
| {{#simple-tooltip: 3 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice Per Combat, but once per Health Stage.
| You slam your shield, which Displaces all Characters within Range backwards and away from you by 4 Blocks. Additionally, if at least 2 enemies Impact, you gain 1 Block Token.
|-
| Shield Taunt
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Health Stage.
| Target up to 3 enemies within Range, and apply the Warned Status Effect to them. While Warned, they must choose: Target you with an Attack or an Ability, or have the Marked Status Effect applied to them. Warned is removed after either choice. Additionally, set the minimum of your Defense Dice Rolls to 4 against anyone who has the Warned Status Effect. Shield Taunt lasts until all Warned Status Effects applied by Shield Taunt have been removed.
|-
| Shrug Off
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it. }}
| Once per Health Stage
| Target yourself and remove a Status Effect of your choice, but apply a -2 Attack to your next two Attack Rolls. Additionally, if you use your Action to use this Ability, you may refund your Action to immediately make a Basic Attack.
|-
| Smokescreen
| Instant Technique
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| Target yourself and become untargetable by Abilities used outside of this Range for the next 3 turns. Additionally, any Basic Attacks targeting you outside of this Range have -4 to the Final Result.
|-
| Sonata of Justice
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Health Stage
| Target an Ally within Range and grant them +2 Attack or Defense to their next 3 Rolls of the chosen Stat. If used as an Intro, this lasts for 4 Rolls instead. If used as an Outro for an Elegy Bardic Point Buy Ability, whilst the Ally has this Stat Increase, grant them +2 Blocks Range for all Move Actions they make, and the first time they Impact because of an Enemy, heal them +1HP.
|-
| Sonata of Purity
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat
| Target yourself or an Ally within Range and remove 1 Status Effect of your choice from the Target. If used as an Intro, increase this Ability’s Range to 10 Blocks. If used as an Outro for an Aria Bardic Point Buy Ability, when you use this on an Ally, additionally Target the Enemy within Emote Range that applied the removed Status Effect and apply the Marked Status Effect if the Target Enemy is on Health Stage 3/2, and apply the Bloody Status Effect if the Target Enemy is on Health Stage 1, which lasts until they leave Health Stage 1.
|-
| Sonata of Sanctuary
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target an Ally within Range on Health Stage 1 and grant them 1 Block Token. If used as an Intro, Target an Ally on Health Stage 2/1 instead. If used as an Outro for a Sonata Bardic Point Buy Ability, additionally heal yourself and the Target Ally +1HP.
|-
| Tangle Strike
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Combat
| Target an Enemy within Range and apply the Warned Status Effect to them for 2 Turns. While Warned: Remain within 5 Blocks of you, or willingly leave it and have the Fleeting Status Effect applied, and suffer -2 Attack for 3 turns. Multiple instances of Tangle Strike do not stack.
|-
| Tank Sanctuary
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Combat
| Tank Sanctuary isn’t active until you take Damage from using Tank Stance’s Basic Attack 5 times. When it activates, you can choose to use it to reduce the Damage taken by yourself and Allies within Range by -1HP for 3 Turns.
|-
| Tank Shove
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Health Stage 3/1 only.
| Target an enemy within Range, and Displace them in a straight line away from you by 10 Blocks. If the target Impacts, apply the Marked Status Effect. Additionally, set your Move speed to 4 Blocks for this turn only, or, if you already Moved, reduce the Move speed of your next Move to 4 Blocks.
|-
| Tank Slam
| Instant Technique
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| You apply the Snared Status Effect to all enemies within Range. Additionally, apply the Fleeting Status Effect to one enemy within Range of your choice.
|-
| Tech Auto
| Instant Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, Once per Health Stage
| Target yourself and reduce the Damage you deal with attacks by -1HP, grant yourself +5 to the Minimum of your next 3 Attack or Defense rolls. If two of these rolls are successful, apply the Bloody Status Effect to an enemy within Emote Range for 2 turns. Additionally, if your Basic Attack is Replaced by something else when you use this Ability, instead of reducing the Damage you deal, increase the Damage you take from incoming Attacks by -1HP.
|-
| Tech Shelter
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat
| Target an Ally within Range that has just taken -1HP Damage, reduce that Damage to 0 but decrease their Attack by -2 for the next 2 rolls.
|-
| Theft
| Instant Technique
| {{#simple-tooltip: 1 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat, Once per Health Stage
| Target an enemy within Range and roll /dice 1 5. If you roll a 1, and the enemy has a Block Token, remove the Block Token and grant it to yourself, and if the enemy has no Block Token, treat this as rolling a 4. If you roll a 2, choose an Ability that is “Twice or Thrice per Combat” and refresh one of its uses. If you roll a 3, you and the Enemy gain the benefit of a 2 roll. If you roll a 4, reduce the enemy’s next Move action by -3 Blocks, and increase your next Move action by +3 Blocks. If you roll a 5, remove any Attack and Defense Stat increases the enemy has for the next 3 turns, and grant them to yourself for the next 3 turns (they are re-applied when this Ability ends).
|-
| Venomous Strikes
| Instant Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat.
| Target yourself and modify your Attack for the next 4 turns. Whenever you deal Damage to an enemy, you can reduce the Damage by any amount (even to 0), and then reduce the enemy’s Attack or Defense Stat by the amount reduced. This Stat reduction lasts until you Damage the affected enemy without reducing the Damage, until this Ability ends, or until you are KO’d. The same enemy can only have their Stats reduced by a maximum of -3 in each Stat, even by multiple uses of Venomous Strikes.
|-
| Veteran Solitude
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat
| Count the number of Allies and Enemies, and apply a different effect of Veteran Solitude depending on the difference between the counted numbers. 0: Target 1 Enemy within Range and set your Minimum Attack or Defense Roll against them to 5, and grant the Enemy the opposite. 1-2: Grant yourself 1 Block Token, and apply the Marked Status Effect to one Enemy within Range. 3-4: Remove up to two Status Effects from yourself and apply 1 Status Effect of your choosing to an Enemy within Range, 5+: Target 3 Enemies in Range, inflict -3 Attack and Defense to all three for their next 3 Rolls.
|-
| Veteran Swiftstrike
| Instant Technique
| {{#simple-tooltip: 2 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat, Once per Health Stage
| Target all Enemies within Range and displace them backward away from you by 4 Blocks. Additionally, target one Enemy displaced by this Ability and move to an unoccupied space adjacent to them without provoking Move Reactions. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
| Veteran Tri-Slash
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Health Stage, only on Health Stage 3/2
| Target an Enemy within Range and make a Basic Attack against them rolling /dice 1 19, ignoring all current bonuses and penalties, rolling three times and using the Highest Result. If 2 of the Rolls were above 15 without post-roll additions, this attack deals -3HP Damage. If 3 of the Rolls were above 15 without post-roll additions, this attack deals -4HP Damage and applies the Prone Status Effect to the target, and this Attack’s Damage cannot be reduced or ignored in any way.
|-
| Warding Prayer
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat, Once per Health Stage
| Target an Enemy within Range, the next time they take the Move Action, or the next time an Enemy adjacent to the Target takes the Move Action, apply the Snared and Fleeting Status Effect to the Target.
|-
| Weapon Throw
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes.}}
| Thrice Per Combat, Once per Health Stage
| Target an enemy within Range and make a Basic Attack at Emote Range, but with -2 Attack.
|-
|}
 
===Counter Techniques===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
| Bruiser Parry
| Counter Technique
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Twice per Combat, Once per Health Stage.
| You can only use this when an Enemy makes a successful Ranged Attack against you or an Ally within Range, reduce the Damage taken from that Attack by -1HP. Additionally, apply the Brittle Status Effect to the Enemy within Emote Range that attacked you, and Displace yourself up to 6 Blocks in any direction.
|-
| Bruiser Riposte
| Counter Technique
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat, Once per Health Stage.
| You can only use this when an Enemy makes a successful Melee Attack against you, without using an Action, reduce the Damage taken from that Attack by -1HP. Additionally, deal -1HP Damage to the Enemy that attacked you and Displace them 6 Blocks towards you.
|-
| Chem Bang
| Counter Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat
| You can only use this when an Enemy in Range would use a Movement Ability, reduce the range of that Movement Ability by 7 Blocks. Additionally, if the Enemy was Mounted, they cannot gain increased Move Range for 2 Moves after this effect.
|-
| Chem Purge
| Counter Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, Once per Health Stage
| You can only use Chem Purge when you have a Status Effect applied by an Enemy, remove all Status Effects. Additionally, set your Maximum Defense Roll to 6 (cannot be raised) for a number of Defense Rolls equal to the number of Status Effects removed. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
| Close Save
| Counter Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| You can only use this when an ally is targeted by a Basic Attack or an Ability that does -HP damage. Instead of the ally taking Damage, you become the Target and take Damage equal to half the original Damage, rounded up. Close Save only works if you can be a valid Target for the Attack/Ability. Multiple instances of Close Save, even from different people, don’t stack with each other.
|-
| Cutthroat Mirror
| Counter Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice Per Combat, but once per Health Stage.
| You can only use this when an Enemy applies a Status Effect to you. When gaining a Status Effect, apply the Warned Status Effect to the Enemy who targeted you. They must choose to either suffer the same Status Effect for the same duration or suffer -2 Attack for their next 3 Attack Dice Rolls. Cutthroat Mirror does not use an Action.
|-
| Dirty Fighter
| Counter Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand.}}
| Once per Combat
| You can only use this when an enemy is within Range. Apply the Confused Status Effect to them for 2 turns. Additionally, if the target is within 2 Blocks of you, apply a -2 Defense Reduction for their next two Defense Rolls. Multiple instances of Dirty Fighter, even from different people, don’t stack with each other.
|-
| Engineer Reinforce
| Counter Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, Once per Health Stage
| You can only use this when an enemy would Displace an Ally adjacent to your Turret, reduce the distance the Ally is displaced by -4 Blocks. Additionally, you can consume 1 Block Token to apply the Marked and Snared Status Effects to whomever displaced that Ally.
|-
| Feeble Prayer
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Twice per Combat, Once per Health Stage
| You can only use this when an Enemy Targets you with a Technique. Reduce the Duration, Damage, and Displacement Distance of that Power on you by half rounded up. Additionally, apply the Weakened Status Effect for 2 Turns to the Enemy that used the Technique on you.
|-
| Hushed Prayer
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Twice per Combat, Once per Health Stage
| You can only use this when an Enemy Targets you with a Power. Reduce the Duration, Damage, and Displacement Distance of that Power on you by half rounded up. Additionally, apply the Silenced Status Effect for 2 Turns to the Enemy that used the Power on you.
|-
| Interception
| Counter Technique
| {{#simple-tooltip: 3+Defense Stat | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat, Once per Health Stage
| You can only use this when an Ally within Range is targeted by a Basic Attack. This forces you to be the Target instead. Additionally, if you take damage, gain Defense for your next two Defense Rolls equal to double the damage you took.
|-
| Kneeling Prayer
| Counter Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat
| You can only use this when an Enemy would Damage you with a Basic Attack. Reduce the Damage you would take by -1HP. Additionally, apply the Prone Status Effect to yourself, and you may only remove it by spending your Action, or using an Ability that removes Status Effects.
|-
| Magebane Strike
| Counter Technique
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat, but only Once per Health Stage
| You can only use this when an Enemy uses an Instant or Movement Power within Range. If used in reaction to an Enemy’s Instant Power, apply the Silenced Status Effect to them for 2 turns. If used in reaction to an Enemy’s Movement Power, grant yourself +4 Move Speed for your next Move.
|-
| Paladin Guard
| Counter Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, during Health Stage 3/2 Only.
| Paladin Guard’s effects differ based on which Paladin Stance is Active. Blade: You can only use this when you would take Damage from a Ranged Basic Attack, reduce the Damage you would take by -1HP, and make a Basic Attack against an Enemy in Melee Range that deals -1HP Damage if it hits. Bow: You can only use this when an Ally within Emote Range would be Targeted for a Basic Attack, obscure their Line of Sight and prevent them from being Targeted for 1 Turn, but allow the Attacker to change Targets afterward. Additionally, choose one Enemy adjacent to Target Ally, Target them and apply the Blinded Status for 2 turns.
|-
| Puretek Evade
| Counter Technique
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Combat
| You can only use this ability when you are targeted for a Basic Attack by an Occult Enemy within range. You automatically succeed in the Defense Roll for that attack, and Displace yourself up to 10 blocks away from the enemy in a cardinal direction. Additionally, at the end of the displacement, apply the Vulnerable Status Effect to yourself.
|-
| Puretek Sanction
| Counter Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| You can only use this when an Occult Enemy targets you or an Ally with a Power, apply the Warned Status Effect to that Enemy. Whilst Warned, if the Target uses a Power in their next Action, inflict -2HP Damage to them, if they do not, apply the Silenced Status Effect for 2 turns. Multiple instances of Puretek Sanction do not stack.
|-
| Puretek Wrath
| Counter Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes.}}
| Twice per Combat, Once per Health Stage
| You can only use this when an Occult Enemy Damages you with a Basic Attack, apply the Vulnerable Status Effect to them and decrease their next Move by 4 Blocks.
|-
| Sharp Reflexes
| Counter Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat
| You can only use this when you are Targeted by a Basic Attack. Sharp Reflexes must be declared before the Defense Roll, which adds +5 to the Final Result of your Defense Roll. This does not take an Action, but cannot be used twice on the same Roll.
|-
| Shield Reversal
| Counter Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Combat, but only during Health Stage 2/1.
| You can only use this when an enemy uses a Movement Ability and ends their Move within Range. Once their Ability has resolved, Displace them 8 Blocks in any direction, except the direction they just came from.
|-
| Shield Snare
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Health Stage.
| You can only use this when an enemy would hit you with a Ranged Attack. If Ranger Stance or any other type of Ranged Attack, reduce the Damage to 0, if Deadeye Stance, reduce by -1HP. Additionally, Target an enemy within Range, and choose: Displace them away from you by 4 Blocks, or make a Ranged Attack that only deals -1HP if it hits.
|-
| Steady Body
| Counter Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, but once per Health Stage 3/2
| You can only use this when an Enemy would Displace you. Reduce that displacement by 8 Blocks. Any additional effects of the Ability that would have Displaced you still happen. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
| Substitute
| Counter Technique
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Health Stage, only during Health Stage 2/1.
| You can only use this when an enemy targets you with an Instant Technique. Target an Ally within Range to become the Target instead, additionally Displace yourself to a block Adjacent the Target Ally and grant them immunity to the next Displacement targeting them.
|-
| Tank Block
| Counter Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Health Stage.
| You can only use this when an enemy hits you with a Melee Attack. Reduce the Damage by -1HP, without using your Action. Multiple instances of Tank Block, even from different sources, don’t stack with each other.
|-
| Tank Hero
| Counter Technique
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Health Stage, only during Health Stage 3/2.
| You can only use this when an Ally within Range is Targeted by an Ability. You become the Target of the Ability instead, unless this would cause that Ability to do nothing. If the Enemy is within Range of Tank Hero, apply the Fleeting Status Effect to them. If they’re outside of the Range, instead apply the Marked Status Effect.
|-
| Tank Watch
| Counter Technique
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice Per Combat, but once per Health Stage.
| You can only use this when an Enemy uses a Movement Ability that Targets you, or an Ally within Range. Reduce the distance moved by -6 Blocks, and apply the Prone Status Effect to them at the end of their Move. Tank Watch does not use your Action.
|-
|-
| Altered Power
| Technique Parry
| Constant Passive
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| If the user has 2 or less Magic Spell Packs bought from Point-Buy, these Spells become a  dimension clarified in the modifier, instead of Void or Exist. Having 3 or more Magic Spells defaults all of them to Void or Exist. This still makes the user an Occult, however they will be Occult of the dimension specified in the Modifier.
| Once per Combat
| {{#simple-tooltip: Eronidas | Eronidas make use of Altered Power to change two Magic Packs into Ordial. This makes them an Ordial Occult if they have 2 or less Magic Packs.}}-{{#simple-tooltip: Slizzar | Slizzar make use of Altered Power to change two Magic Packs into Primal. This makes them a Primal Occult if they have 2 or less Magic Packs.}}-{{#simple-tooltip: Sihai | Sihai make use of Altered Power to change two Magic Packs into Primal. This makes them a Primal Occult if they have 2 or less Magic Packs. For purposes of story, Sihai Occult protection mechanisms in Dexai do not trigger on Primal Occult, nor on Primal Mages or Archon.}}-{{#simple-tooltip: Songaskian| The Songaskian can choose to make them Primal or Ordial dimension oriented.}}
| You can only use this when you would be affected by an Instant or Movement Technique from Melee, Bruiser, Veteran, or Cutthroat Point Buy, ignore all effects from that ability on yourself, including refunded Basic Attacks. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Asha Speed
| Veteran Antimagi
| Constant Passive
| Counter Technique
|{{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The Character is permanently as fast as an Asha. This means they can outrun any other Race, unless they also have “As fast as an Asha” as part of their Abilities or Mechanics. Asha speed confers no benefits in combat, it is only for escaping/running fast to a point.
| Once per Combat
| N/A
| Before you have used Veteran Antimagi, you gain +1 Attack. You can only use this when an Enemy within Range uses an Ability from Arcane Point Buy, without using an Action, target them and apply the Silenced Status Effect for 3 turns. When the Silenced Status Effect ends, set your Minimum Attack Roll against the Target to 5 for your next Attack.
|-
|-
| Body Ranged
| Veteran Impurity
| Constant Passive
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is capable of using their own body as a ‘weapon’ for the use of Basic Attack and Mundane Techniques from Ranged Point Buy. They do not need to use an actual ranged weapon, or even summon a weapon from their body for this (but they could if they want to), but they cannot quick-swap between using a Melee weapon they have in hand, and are expected to treat it with fairness in mind.
| Once per Combat
| N/A
| Before you have used Veteran Impurity, you gain +1 Defense. You can only use this when an Enemy within Range uses an Ability from Puretek Point Buy, without using an Action, target them and apply the Weakened Status Effect for 3 turns. When the Weakened Status Effect ends, inflict -2 Attack or Defense to them for their next 2 Rolls.
|-
|-
| Control Immune
| Veteran Parry
| Constant Passive
| Counter Technique
|{{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 2 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is immune to any Control Abilities that would be applied to them. They can however choose to permit the Control Ability to work if they are aware it is being used on them beforehand and want the effect to apply.
| Twice per Combat
| {{#simple-tooltip: Dwarf| The Dwarf is additionally immune to any Abilities (even non-Control Powers) that would alter or remove their Memories in any way, shape, or form. }}-{{#simple-tooltip: Bralona| Bralona are additionally immune to any Abilities or Specials that would read their mind, or interfere with their memories or 'minds' due to their lack of traditional brains, or bodies. They are still susceptible to anything that 'reads' based on Souls.)}}
| You can only use this when an Enemy within Range uses a Basic Attack or a Technique, Target them and apply different effects depending on what was used. Basic Attack: Increase your Minimum Defense by +3 for your next 2 Rolls, Technique: Inflict the Fleeting Status Effect to the Target Enemy.
|-
|-
| Eternal Durability
|}
| Constant Passive
 
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
===Movement Techniques===
| The user is immune to any damage inflicted with the Unarmed Pack in Melee Weapon Point Buy. Additionally, any Mundane Techniques in Defensive Point Buy do not require a Shield to use, instead allowing the body of the user to be used. If these Techniques require the user to immobilize themselves, or hold a shield up, etc, the user cannot engage in other actions at the same time and must hold their arms/body up to block it. If this is done, these Mundane Techniques still hurt them.
{| class="wikitable"
| N/A
| Cavalry Buck
| Movement Technique
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Combat
| Target an Enemy within Range and displace them backward away from you by 4 Blocks, additionally apply the Prone Status Effect.
|-
| Cavalry Charge
| Movement Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| You and any other Riders move to an unoccupied block within Range without provoking Move Reactions and Moving through people. Additionally, apply the Prone Status Effect to up to 2 Enemies passed through with this Ability, and if there is an Enemy within Melee Range of the block you move to. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Eyes of the Hunt
| Cavalry Ram
| Constant Passive
| Movement Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user has night vision, allowing them to see fine during the night, as if it was day. Additionally, the user is also immune to any Mundane based Darkness or Blindness (such as blindfolds or masks) but not Ability based Darkness or Blindness.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: Kathar| The Kathar can choose to have red or golden glowing eyes when using this Ability behind a blindfold, but this is optional.}}
| You move to an unoccupied block within Range without provoking Move Reactions but not moving through people. Additionally, Target an Enemy within Melee Range of your destination and Displace them backward away from you by 6 Blocks, if they Impact, gain +2 Attack for your next Attack against that Target.
|-
|-
| Flame Immune
| Cavalry Retreat
| Constant Passive
| Movement Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
|The user is immune to any damaging properties of fire whether that is from a Mundane Technique, Ability, or Environment. The user can simply walk through fire without it burning them, though they can still be harmed by magma. This does not apply to optional fire aesthetics being applied to Magic Abilities other than Fire Magic Pack, but it make them Immune to Fire Magic Pack’s Ability.
| Once per Combat
| N/A
| You and any other Riders move to an unoccupied block within Range without provoking Move Reactions and Moving through people. Additionally, Target an Ally within Melee Range and take them with you without using the Target Ally’s Move.
|-
|-
| Frost Immune
| Cavalry Roar
| Constant Passive
| Movement Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is immune to any damaging properties of frost, cold, or ice, whether that is from a Mundane Technique, Ability, or Environment. The user can simply wade through a blizzard or freezing water without it hurting them, and their visibility is not reduced in a snow flurry. This does not apply to optional ice aesthetics being applied to Magic Abilities other than Ice Magic Pack, but it does make them Immune to Ice Magic Pack’s Ability. The user also does not feel temperatures when they are cold.
| Twice per Combat, Once per Health Stage
| N/A
| Target yourself and up to two Allies who are Mounted within Range and grant them +2 Attack for their next 2 Attack Rolls, this bonus is doubled if those Targets Move more than 8 Blocks before making their next 2 Attacks. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Multiple instances of Cavalry Roar, even from different sources, do not stack.
|-
|-
| Home Advantage
| Cavalry Trooper
| Constant Passive
| Movement Technique
| {{#simple-tooltip: Region | Region range means that the Ability applies when the user is within a certain type of region, and applies to the entire region.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| While within their own Rental Region or a Noble Estate / Clandestine Base that they are a member of, the user gains +1 Constitution and +1 Strength while inside the Building.
| Triggers Twice per Combat, Once per Health Stage
| {{#simple-tooltip: Sihndar| Sihndar include areas of ‘nature’, on top of their home region, giving them the full benefits of Home Advantage while they are in these areas. ‘Nature’ means anywhere outside of the city’s outer boundaries and areas with homes or construction, and any forest/grass/mountain area with no homes.}}-{{#simple-tooltip: Draconic Custodian| Anyone that enters this building or region that has any type of Void or Exist based Affliction or Abilities (Magic for example), experiences the interior of this region as intensely bright, uncomfortable, suffocating, and intolerable, and will want to leave as quickly as possible. This cannot be used to reason that a person is an Aberrant if they are hiding their identity just because someone wants to leave. The user can also turn this effect off at will. }}
| You always block line of sight for enemies within 5 Blocks. Additionally, if you trigger an Opportunity Attack, you may make an Attack against that Enemy without using an Action, with +2 Attack.
|-
|-
| Invasion Immune
| Diving Tackle
| Constant Passive
| Movement Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is Immune to any type of Invasion or Control that would cause some other entity to invade their body or mind, and control it. This also applies to Ordial Shades, Void and Exist Demons, but not Greater Demons or Event Entities. Additionally, the user will also know that they were just invaded, but they cannot forcibly expel the invader if they do not want to leave. Finally, they can choose to let the invader take control, but can take control back anytime.
| Once per Combat
| {{#simple-tooltip: Teledden Modifier | Teledden have such Invasion Immunity that they can imprison an invader in their body against their will, or expell them against their will. Inside a Teledden's body, an invader becomes a powerless passenger who can only act when the Teledden lets them.}}
| You move to an empty space within range without provoking Move Reactions and allows you to move through people. Additionally, if you end your move in a space adjacent to an Enemy, choose: apply the Prone Status Effect to yourself and that Enemy, or, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Knockdown Immune
| Ranger Evade
| Constant Passive
| Movement Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is immune to any Ability or Mundane Technique that would cause them to be knocked over. Damage is still applied, but the Character is never Knocked over or Knocked down.
| Once Per Combat
| N/A
| You can only use this when you are Targeted by a Melee Basic Attack. If that attack succeeds, Displace the Enemy backwards and away from you by 4 blocks. If that attack fails, grant yourself +2 Defense to your next 2 Defense Dice Rolls. In either case, after the Attack, Move in any direction up to 10 Blocks, moving through people and without triggering Move Reactions.
|-
|-
| Lightning Immune
| Ritualist Exchange
| Constant Passive
| Movement Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is immune to any damaging properties of lightning and static electricity whether that is from a Mundane Technique, Ability or Environment. The user is never struck by lightning and is never harmed by electric discharge. This does not apply to optional lightning aesthetics being applied to Magic Abilities or other than the Storm Magic Pack, but it does make them immune to Storm Magic Pack’s Ability. The user can conduct electricity from one point to another without harm.
| Once per Combat
| N/A
| Target an Ally within Range and swap places with them, neither of you provoke Opportunity Attacks and both of you can move through people, this uses the Target Ally’s Move Action. Additionally, apply the Weakened or Silenced Status Effect for 2 Turns to up to 2 Enemies within Melee Range of you after the swap.
|-
|-
| Limb Recovery
| Ritualist Surge
| Constant Passive
| Movement Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user has extreme body-loss replenishment. So long as their head and torso stay relatively intact, they can regrow any lost limb in 48 hours, including eyes, tails, horns, fingers, a tongue, all of it. The Character can still pass out from pain or blood loss, but cannot die from injuries unless the brain or the heart is destroyed or severed from one another. Smaller wounds like cuts and gashes close in 10 minutes, though re-open if the user enters combat again within 1 hour. After the hour has passed, those wounds heal.  
| Twice per Combat, Once per Health Stage
|{{#simple-tooltip:Urlan|Urlan Modifier: Urlan need to consume meat before their lost limbs can regrow. They do not simply regrow on their own.}}-{{#simple-tooltip: Death Magic| The user's healing is delayed: all smaller cuts and gashes close in 30 minutes, and they take a week to regenerate any lost limbs or body parts. Additionally, they can die from severe wounds. All restored body parts and remaining scars can be restored with Ordial-themed materials like dark metal, bone, spectral green veins, etc.}}
| Move in a straight line as far as you can in cardinal direction. When you stop moving, either by reaching the maximum Range, or by meeting an obstruction, count the number of blocks moved and apply effects based on the distance traveled, stacking. 1-2 Blocks: This Movement does not trigger Opportunity Attacks. 3-4 Blocks: You may make a Basic Attack on an Enemy in Melee Range without using an Action, with +1 Attack. 5-8 Blocks: Gain an additional +1 Attack and +1 Minimum Attack to the Basic Attack. 9-10: Apply the Snared and Vulnerable Status Effects to the Enemy you Basic Attack, even if you miss.
|-
|-
| Mindtap Immune
| Shield Slam
| Constant Passive
| Movement Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks: X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is immune to any Specials or Abilities that would alter, erase or add memories. This includes even Passives or Abilities that only trigger on certain conditions, like Lesarra face-remembering.
| Once per Combat.
| N/A
| You Move to an unoccupied space in range, optionally moving through people without triggering Opportunity Attacks. Additionally, when you stop Moving, Target anyone in Melee Range and Displace them away from you 6 blocks. If they Impact, apply the Prone Status Effect.  
|-
|-
| Omniaware
| Stampede
| Constant Passive
| Movement Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user cannot be taken by surprise from any direction, even if they cannot see the direction from which an attack or Ability is coming from. While this is a constant effect, once per day the user can also use this Omniawareness to guarantee a dodge or counter attack. This does not work on Mundane Techniques or Abilities.
| Once per Combat
| N/A
| Target an Enemy within Range and Displace both yourself and the target 10 blocks in any direction. Additionally, if they Impact, apply the Vulnerable Status Effect to the target, and you cannot use Movement Abilities for 2 Turns.
|-
|-
| Primed Defense
| Tank Rush
| Constant Passive
| Movement Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once every 24 hours, the user is immune to the first mundane (non Ability and non Mundane Technique) attack emote used on them, allowing them to inexplicably avoid it.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: Slizzar| While doing so, the Character’s body slithers to avoid the incoming attack like that of a snake, even if they are not one. }}
| You Move to an unoccupied space adjacent to target Ally within Range. This does not provoke Move Reactions, and allows you to Move through people. If you Move through an enemy, Displace them away from you to the left or right (user choice) by 4 blocks. Additionally, if you moved 5+ Blocks, when you end your move, grant a Block Token to the Targeted Ally.  
|-
|-
| Slizzar Immune
| Tech Exchange
| Constant Passive
| Movement Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is immune to any Slizzar Racial Abilities, Slizzar Specials, or Slither Magic classified Spells. This effect can be turned off if the user wants to.
| Twice per Combat
| {{#simple-tooltip: Slizzar Immune | The user is immune to any Slizzar Racial Abilities, Slizzar Specials, or Slither Magic classified Spells. This effect can be turned off if the user wants to.}}
| Target an Ally within Range and swap places with them without consent. This doesn’t trigger Move Reactions, but any Attacks/Abilities on you and your ally must resolve before the swap finishes.
|-
|-
| Subjugation Immune
| Tech Thruster
| Constant Passive
| Movement Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is immune to any Specials that would involve establishing mind control or command control over them.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: Bralona | Bralona cannot have their body possessed or invaded in the traditional sense, due to their (either) high viscosity or density. They are immune to Vehicle Powers, as the target either starts to suffocate, or is forcibly ejected. This immunity cannot be ignored/turned off under any circumstances (except by Higher Powers).}}
| You move to a non-vertical unoccupied space in range without provoking Move Reactions, and allowing you to move through people. Additionally, you may Target an Ally in Melee Range and move them with you, this does not use their Move. This does not use an Action if you use your Action to use a Tech or Engineering Point Buy Ability.  
|-
|-
| Waterborne
| Veteran Banishment
| Constant Passive
| Movement Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This Ability has several functions. Firstly, while inside (minecraft) water, the user can fight (such as slashing weapons) at normal speeds as if they were outside of the water. This does not include Firearms or Ranged weapons which do not work underwater. Secondly, user is not slowed down by armor or clothes that would normally drag while underwater, though wearing armor does force them to walk on the bottom of the body of water and prevents them from swimming around. Finally, jumping in and out of the water is near-instant for the user, meaning there is never an interruption of a chase or manuever while going in and out of water.  
| Twice per Combat, Once per Health Stage
| N/A
| Before you have used Veteran Banishment, you gain +1 to your Minimum Attack Roll. Target a Conjuration or Turret within Range and Move to an unoccupied block adjacent to it. If you Target a Conjuration, destroy it, and apply the Confused Status Effect to the Target Conjurer within Emote Range for 2 Turns. If you Target a Turret, re-place the Turret anywhere you choose horizontally within 6 blocks of its original location, and apply the Blinded Status Effect to the Target Engineer within Emote Range for 2 Turns.
|-
|-
|}
|}


==Toggle Passives==
===Link Technique===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
|-
| Higher Speed
| Cutthroat Tether
| Toggle Passive
| Link Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Character can drop on all fours and run “Even faster than an Asha”. This Ability is singular, there is nothing faster than this Ability. While using this Ability, the user is unable to wield any weapons, use Abilities or Mundane Techniques, or fight, though they can fight when they reach a person reverting back to normal speed.
| Once per Combat
| N/A
| Target an Ally within Range and apply a Link to them that allows you to instantly Move to an unoccupied block adjacent to them without provoking Move Reactions and moving through people. Additionally, apply the Prone Status Effect to the first Enemy you move through, and apply the Fleeting Status Effect to yourself after Moving. Cutthroat Tether ends after you have moved adjacent to the Linked Ally once.
|-
| Engineer Connect
| Link Technique
| {{#simple-tooltip: Emote | Emote Range: Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target an Ally within Emote Range, apply a Link to them that grants you a Block Token every time that Ally breaks a Block Token, and grant that Ally +2 Defense for 2 Dice Rolls. Engineer Connect lasts until broken or you reach Health Stage 1. When it ends, give the Linked Ally 1 Block Token.
|-
| Exchange Command
| Link Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target two Allies within Range and apply a Link to them. Whenever a Status Effect would be applied to one of them, without using an Action, you may choose to apply it to the other Linked Ally instead, except in cases if that Status Effect would do nothing to the other Ally. Additionally, if you transfer 4 unique Status Effects in this way, break the Links and grant both Linked Allies immunity to Status Effects for 3 turns. This ability ends if one of the Links are broken. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Command Stance Basic Attack on both Allies, granting one Ally the Defense Bonus, and the other the Attack Bonus.
|-
| Medical Revive
| Link Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Combat
| Target an Ally at 0HP within range and Revive them back at 4HP. Additionally, apply a Link Technique and Bloody Status Effect on them. If the Link Technique breaks, deal -3HP Damage to the Ally. The Link Technique also breaks if they leave Range from you. Multiple instances of a Revive Ability, even from different people, don’t stack with each other.
|-
| Overwhelm Command
| Link Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target an Ally and apply a Link to them that allows the first Ability they use per turn to not use their Action if that Ally has 0 Allies and 2+ Enemies within 4 blocks. The effects of Overwhelm Command are suspended but not canceled if these requirements are not satisfied. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Command Stance Basic Attack.
|-
| Puretek Burn
| Link Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| Target an Occult Character within range and apply a Link to them for 4 turns that deals -1HP Damage to them when they use a Power. After this has dealt 2HP Damage, break the Link and inflict the Silenced Status Effect to the target for 2 turns. If Puretek Burn does not deal -2HP Damage to the Target within 5 turns, inflict the Weakened Status Effect on yourself for 2 turns. Multiple instances of Puretek Burn do not stack.
|-
| Pursuit Command
| Link Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| You can only use this ability when an enemy uses a Movement Ability to leave Melee Range of an Ally. Without using an Action, apply a Link to that Ally that grants +4 Blocks Range on their Move Actions and +3 Attack. This Ability ends if that Ally makes two successful attacks against that enemy, or attempts to attack a different enemy.
|-
| Spiteful Command
| Link Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Health Stage, but only during Health Stage 3/2
| You can only use this ability when an Enemy breaks one of your Links. Target that Enemy and apply a Link to them that inflicts -2 Attack for 4 Turns. Additionally, If this Link lasts all 4 turns without being broken, apply the Bloody Status Effect to the Linked Enemy. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Command Stance Basic Attack.
|-
| Tech Bungee
| Link Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat
| Target an Ally within range and apply a Link to them that pulls them to a block adjacent to you if they would be Displaced more than 6 blocks away from you in any direction. This link breaks if the Ally Moves more than 10 blocks away from you.
|-
| Tech Livewire
| Link Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target a Character within Range and apply a Link to them that gets more powerful depending on the number of Links active on them. If used on an Ally, grant +1 Attack and Move Speed per Link affecting them. If used on an Enemy, inflict -1 Attack and Move Speed per Link affecting them. Tech Livewire breaks automatically after 4 Turns.
|-
|-
|}
|}
==Trigger Passive==
 
===Stance===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
|-
| Aiding Metal
| Arcane Blade
| Trigger Passive
| Stance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| If any of the user’s limbs are Paralyzed, Dismembered, or Disabled, Liquid Living Metal can replace or repair their function by encasing it and taking over its function, making them immune to the Paralysis for example. This can only apply to one limb, or one eye, only ever one body part, and cannot be switched, only the first ever applies until that body part is healed.
| 20 Minutes once Ended
| {{#simple-tooltip: Asha| This Ability can be used regardless of other Living Metal Abilities active.}}
| You can enter Arcane Blade without using an Action, but ending it requires one. Arcane Blade confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. When you use an Ability from Arcane Point Buy, set the Minimum of your next Attack Roll to 2, if you have a minimum of 9 Points in Magic, set it to 4 instead. Additionally, when you would change from one Health Stage to another, your next Basic Attack rolls /dice 0 20, ignoring all current bonuses and penalties.  If you roll a 0 or a 20, displace the target backwards and away from you by 6 blocks, and apply the Brittle Status Effect. Arcane Blade counts as Bruiser Stance for the purpose of Enemy Abilities. Arcane Blade has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Armor Rend
| Arcane Bolts
| Trigger Passive
| Stance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| If the user makes use of Unarmed Pack Combat, all of their attacks and Mundane Techniques used through Unarmed ignore any type of armor. This only works if the user has absolutely no weapons in their hands, and is using Unarmed and Mundane Techniques through Unarmed.  
| 20 Minutes, once ended
| N/A
| You can enter Arcane Bolts without using an Action, but ending it requires one. Arcane Bolts confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. When you use an Ability from Arcane Point Buy, set the Minimum of your next Attack Roll to 2, if you have a minimum of 9 Points in Magic, set it to 4 instead. Arcane Bolts counts as Ranger Stance for the purpose of Enemy Abilities. Arcane Bolts has an indefinite duration, until ended by you, or until combat is over.
|-
| Arcane Medic
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes, once ended
| You can enter Arcane Medic without using an Action, but exiting it requires one. You cannot enter Arcane Medic at Health Stage 2/1. Arcane Medic confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy, Shielding Point Buy. You cannot deal Damage to Enemies through Attacks or Abilities. Your Basic Attack is Replaced, allowing you to target a Character within Melee Range and roll /dice 1 4, where anything above a 1 is a success, to heal the target +1HP. Additionally, if the Target is already at their Maximum HP, a success instead heals yourself +1HP. Additionally, after you use an Arcane Point Buy Ability, you succeed your Dice Roll done with Arcane Medic’s Basic Attack. Arcane Medic has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|-
| Arcane Tank
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes, once ended
| You can enter Arcane Tank without using an Action, but exiting it requires one. Arcane Tank confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy. Your Defense from Proficiencies is 7, not 5. You cannot have the Brittle Status Effect applied to you. You cannot deal Damage to Enemies through Attacks or Abilities, your Basic Attack is Replaced and Targets Allies in Melee Range. When you use this on an Ally, or up to 2 Allies, the next time they would be Targeted for a Basic Attack, you become the Target instead, and if you fail the Defense Roll, reduce the Damage you take by -1HP (never to 0). Additionally, after you use an Arcane Point Buy Ability, you succeed your next Defense Dice Roll done with Arcane Tank’s Basic Attack. Arcane Tank has an indefinite duration, until ended by you, or until combat is over.
|-
| Bruiser Stance
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes once Ended
| You can enter Bruiser Stance without using an Action, but ending it requires one. Bruiser Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. Your Attack Stat cannot be reduced by enemy Abilities. When you Displace an Enemy with an Ability, instead of going in a direction listed by the Ability, you choose where they go, but never towards yourself (unless the original ability included towards yourself). For Abilities that Displace multiple enemies at once, they all must go in the same direction. Additionally, after you Displace a Character (including yourself), you gain +2 to your next Attack Roll, or +3 if they Impact. Bruiser Stance has an indefinite duration, until ended by you, or until combat is over.
|-
| Chem Bolts
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes once Ended
|You can enter Chem Bolts without using an Action, but exiting it requires one. Chem Bolts confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. Additionally, when you use a Chem Point Buy Ability except Chem Bolts, the Minimum of your next Attack Roll is increased by +2. This counts as Ranger Stance for the purpose of other Abilities. Chem Bolts has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|-
| Command Stance
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes once Ended.
| You can enter Command Stance without using an Action, but exiting it requires one. Command Stance confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Link Abilities used by you are Viewing Range instead of Emote Range. Your Basic Attack is Replaced, and can now Target Allies within Emote Range. When you use this on an Ally, increase the Minimum of their next Attack or Defense Roll by +5. Command Stance has an infinite duration, until ended by you, or Combat is over.
|-
| Conjurer Stance
| Stance
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 20 Minutes once Ended
| You can enter Conjurer Stance without using an Action, but exiting it requires one. Conjurer Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. You may place one Conjuration upon entering Conjurer Stance, but can only place 3 Max at once. Conjurations cannot move, but any Ability that allows you to place a Conjuration allows you to move one that already exists instead. Conjurations do not have Opportunity Attacks, can be walked through, count for Impact as a player would, and Abilities with Melee Range can be cast through one of your Conjurations. But, if a Conjuration is removed and re-placed, any Abilities cast through it are also removed. Additionally, if you make an Attack against an Enemy whilst you or the Enemy is Adjacent to one of your Conjurations, gain +1 Attack for each Adjacent Conjuration. Destroy all Conjurations when you exit Conjurer Stance.
|-
| Cutthroat Stance
| Stance
| {{#simple-tooltip:Self| Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 minutes, once ended
| You can enter Cutthroat Stance without using an Action, but exiting it requires one. Cutthroat Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. When you apply a Status Effect to an Enemy, gain +1 to your Attack for the next Attack Roll you make against them, and they cannot trigger Opportunity Attacks against you on your next Move. Cutthroat Stance has an indefinite duration, until ended by you, or until combat is over.
|-
| Deadeye Stance
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes, once ended
| You can enter Deadeye Stance without using an Action, but ending it requires one. Deadeye Stance confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your max Attack is 10 (dice 20). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 4. Deadeye Stance has an indefinite duration, until ended by you, or until combat is over.
|-
| Engineer Stance
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes, once ended
| You can enter Engineer Stance without using an Action, but ending it requires one. Engineer Stance confers the following benefits and limitations: You cannot use Abilities from Training Point Buy. You have no cap on Block Tokens, and Block Tokens no longer trigger to reduce Damage taken, and cannot be removed by other players by any means, instead being consumed for Engineering Point Buy Abilities. You Summon a Turret adjacent to where you are standing when entering Engineer Stance, and if you take the move action when standing adjacent to your Turret, you may move it with you, but limit that Move to 4 blocks. Engineer Stance has an indefinite duration, until ended by you, or until combat is over.
|-
| Medical Stance
| Stance
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself.}}
| 20 Minutes once Ended
| You can enter Medical Stance without using an Action, but exiting it requires one. You cannot enter Medical Stance on Health Stage 2/1. Medical Stance confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Your Basic Attack is Replaced, allowing you to target a Character within Melee Range and roll /dice 1 4, where anything above a 1 is a success, to heal the target +1HP.  Additionally, if the Target is already at their Maximum HP, a success instead heals yourself +1HP. Medical Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|-
| Paladin Stance
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes once Ended
| You can enter Paladin Stance without using an Action, but exiting it requires one. When entering Paladin Stance, choose Blade or Bow. Paladin Stance confers the following benefits and limitations depending on which was chosen. Blade: You cannot use Abilities from Tech or Training Point Buy, Bow: You cannot use Abilities from Melee or Shielding Point Buy. When you choose Bow, you gain: Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19).  When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. This counts as Ranger Stance for the purpose of enemy Abilities. Paladin Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|-
| Ranger Stance
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes, once ended
| You can enter Ranger Stance without using an Action, but ending it requires one. Ranger Stance confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. Ranger Stance has an indefinite duration, until ended by you, or until combat is over.
|-
| Ritualist Stance
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes once Ended
| You can enter Ritualist Stance without using an Action, but exiting it requires one. Ritualist Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. Your Melee Range for Attack Emotes & Abilities are reduced to 1 Block Range. Your Emote Range Abilities are reduced to 15 Block Range. Ritualist Stance sets your Minimum Attack to 3. Ritualist Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|-
| Tank Stance
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes, once ended
| You can enter Tank Stance without using an Action, but ending it requires one. Tank Stance confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy. Your Defense Stat from Proficiencies is 7, not 5. You cannot have the Brittle Status Effect applied to you. You cannot deal Damage to Enemies through Attacks or Abilities, your Basic Attack is Replaced and Targets Allies in Melee Range. When you use this on an Ally, or up to 2 Allies, the next time they would be Targeted for a Basic Attack, you become the Target instead, and if you fail the Defense Roll, reduce the Damage you take by -1HP (never to 0). Tank Stance has an indefinite duration, until ended by you, or until combat is over.
|-
| Veteran Stance
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes once Ended
| You can enter Veteran Stance without using an Action, but ending it requires one. Veteran Stance confers the following benefits and limitations: You cannot use Abilities from Arcane Point Buy. Any Stat Reduction greater than -1 that would affect you is reduced by -1. Additionally, Once per Combat, you may set the Range of any X Block Range Veteran Point Buy Ability to 6 Blocks. Veteran Stance has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Bralona Endurance
| Trigger Passive
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Bralona cannot die in the traditional sense, and have a unique (enforced) “Health-Pool” system. They cannot feel pain, or bleed, or be traditionally wounded, but their physical cohesion take damage. If the Bralona is hit 4 times by unique attacks or Abilities or Mundane Techniques, their body disintegrates into a singular mass. Only Abilities and Mundane Techniques that specifically cause physical damage count for this. Their mass can be moved, but their eventual re-generation cannot be stopped, and they are conscious, but can’t do anything but observe. After 30 minutes, the Bralona completely regenerates and reforms with a full health pool. The Bralona's health pool naturally recovers while they are not actively in combat, 'healing' one point per hour, but they are completely unaffected by any other healing mechanics.
| {{#simple-tooltip: Bralla| The Bralla, when ‘killed,’ collapses into a pile of goo. While regenerating, they cannot be moved. Additionally, the Bralla can, once per day, stimulate a healing factor in their body. This automatically recovers 2 of their “Health Points.” This cannot be used re-actively to an attack. }}-{{#simple-tooltip: Bronn|The Bronn, when ‘killed’, folds up into a small geometric shape on the ground (square, sphere, dodecahedron, etc.) Additionally, the Bronn can, once per day, quickly re-assemble themselves. When they are ‘killed’, they can reduce their re-spawn timer from 30 minutes to 10.}}
|}
|}


==Instant Powers==
===Passive Power===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
|-
| Ability Redirect
| Arcane Aura
| Passive Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| Arcane Aura isn’t active until you are given the Prone, Fleeting, or Snared Status Effect. When it activates, you can remove the Status Effect and instead grant yourself +4 Blocks Move Speed on your next Move.
|-
|}
===Instant Powers===
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
| Arcane Apotheosis
| Instant Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| Target yourself and apply the Silenced Status Effect for 5 turns. If this Silenced Status Effect is not removed after those 5 turns, grant yourself +3 to Attack or Defense, and +2 to the other, for the rest of your current Health Stage. Additionally, whilst Silenced by Arcane Apotheosis, you gain +1 Attack and Defense.
|-
| Arcane Cleanse
| Instant Power
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user can redirect a single Ability Targeting them that is not a Channel and not a Mundane Technique, onto any other person, either ally or enemy. This Ability can be used once per 24 day. Primal or Ordial Abilities also fall under this, as do Special Permission Abilities or Powers. The redirected Ability continues to follow range rules (Direct touch to Direct Touch, Emote Distance to within Emote).
| Twice per Combat, but only during Health Stage 3/2
| N/A
| Target yourself or an Ally and remove 1 Status Effect of choice. Additionally, if Arcane Cleanse is used on yourself, you can apply the removed Status Effect to an Enemy within Range, but if you do, reapply the removed Status Effect to yourself as well, but with a 2 Turn duration (if applicable). This transferred Status Effect cannot Target the same Enemy that applied the initial Status Effect.
|-
| Arcane Distortion
| Instant Power
| {{#simple-tooltip: 3 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat, Only on Health Stage 2/1
| Apply the Confused Status Effect for 2 Turns to all Characters within Range of you, including yourself. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Arcane Knockback
| Arcane Echostrike
| Instant Power
| Instant Power
| {{#simple-tooltip: 1 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user can blast a chosen target within range, knocking them back up to 10 blocks in a chosen direction horizontally. This cannot be used to send a person over a ledge, but can be used to slam the target into an object or other person. The user can choose how many blocks to send the target back. This Ability has a 30 minute cooldown.
| Twice per Combat
|  N/A
| Target yourself and grant +2 Attack to your next Attack Emote. Instead of dealing -2HP Damage, it deals -1HP Damage this turn, and -1HP Damage the next turn. When you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Arcane Knockdown
| Arcane Eruption
| Instant Power
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 2 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user can target a person within range, knocking them off their feet. Once knocked over, the target must spend at least 10 seconds to stand back up before they can act normally. This Ability has a 30 Minute Cooldown.
| Twice per Combat, Once per Health Stage 3 & 2
| {{#simple-tooltip: Ice Magic| The Mage summons a patch of ice beneath the target, causing a delayed knockdown effect. The target can choose to move and end the effect early, knocking themselves over for the normal amount of time, or remain in place for 10 minutes to allow the ice to thaw.}}
| You displace all Characters within Range 4 blocks away from you  If they Impact, apply -2 Defense for 2 turns. If at least 4 Characters Impact, apply the Prone Status Effect to one of them.
|-
|-
| Arcane Mimicry
| Arcane Isolate
| Instant Power
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user can immediately recreate the effects of an Ability or Mundane Technique used within range that they can see, but only if it was gained from a Point Buy pack, and only if someone else used it. If the original range is self, it instead affects the user. If the original range is emote range, the user is able to freely choose who they target for the recreation. This Ability forcibly copies the specific Modifier the target used. This ability has a 24 Hour cooldown.
| Twice per Combat, Once per Health Stage
| N/A
| Target an Enemy within Range that is affected by a Link Power or that possesses a Block Token gained from an Ability, break it. If a Link Ability is broken, apply the Marked Status Effect to yourself. If a Block Token is broken, apply the Brittle Status Effect to yourself.
|-
|-
| Complete Barrier
| Arcane Portent
| Instant Power
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user can shroud themselves in a defensive barrier, protecting them entirely from the effects of any attacks, Abilities, Mundane Techniques, or specials. While they are shrouded in such a way, they cannot move, attack, or use any Abilities, Mundane Techniques, or specials, they can only look around and talk. While this Ability can be activated near-instantly, the user cannot de-activate it until 15 minutes have passed, at which point it ends naturally. Once this Ability ends, it cannot be used again for 24 hours.
| Twice per Combat
| {{#simple-tooltip: Draconic Shielding| The user can cancel the shield at any time, but will force it on a 24 hour Cooldown. Additionally, this Barrier can be maintained for up to 1 hour, not 15 minutes.}}-{{#simple-tooltip: Death Magic| The user can cast this spell on other willing people as well, and if used on a person besides themselves it can be sustained for 2 hours instead of 15 minutes. The defensive magical structure the user conjures is a ghostly guardian that embraces them.}}
| Target yourself or an Ally within Range and roll /dice 0 6. For the next 2 Turns, without using an Action, add this result to the final result of either an Attack or Defense Dice Roll made by the Target, but this must be declared before the Roll. Additionally, if you roll a 0, gain an additional use of Arcane Portent.
|-
|-
| Debilitating Bite
| Arcane Sap
| Instant Power
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The Character can bite another person. If their teeth hit exposed flesh, they inflict the victim with a rapidly-spreading magical malady that causes the target to lose 2 Strength for thirty minutes. This ability has a four hour cooldown.  
| Once per Combat
| {{#simple-tooltip:Undead| Any wounds inflicted by the Undead’s bite will appear to supernaturally rot and decay.}}
| Target an Enemy within Range, and apply a Stat Reduction based on Health Stage, but also to yourself, until the end of the Target’s current Health Stage. Stage 3/2: -2 Attack or Defense for Enemy, -1 Attack or Defense for you. Stage 1: -1 Attack or Defense for Enemy. Multiple instances of Arcane Sap, even from different people, don’t stack with each other. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Defense Break
| Arcane Shove
| Instant Power
| Instant Power
| {{#simple-tooltip: 2 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user can use this Ability to break magical Barriers. The effect is instant the moment the user can touch or get in reach of the barrier. This Ability has a 1 Hour Cooldown. This Ability does not damage Mundane shields or doors, but can break Mundane Techniques that create Barriers.
| Twice per Combat, Once per Health Stage 3 & 1.
| N/A
| Target an Enemy within Range and Displace them 6 Blocks in any direction.
|-
|-
| Detection Shroud
| Arcane Snare
| Instant Power
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user can activate an invisible shroud over themselves alone, that makes them immune to any Detection mechanics, for the next hour. This Ability has a 12 hour cooldown.
| Once per Combat
| N/A
| Target one enemy within Range and apply the Snared Status Effect. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Disable Cleanse
| Conjurer Bleed
| Instant Power
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user can target any person in Emote Range and instantly Cleanse any Rooting, Stunning, Trapping or Disabling, or any Mundane Technique that would prevent their free movement unless it is a Channeled Ability or Mundane Technique. This Ability can also be used on self, and has a 30 Minute Cooldown.
| Twice per Combat, Once per Health Stage
| N/A
| Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, Displace an Enemy within Range 4 Blocks toward one of your Summons of your choosing, if they Impact, apply the Bloody Status Effect to them for their next 4 Defense Rolls.
|-
|-
| Hack Familiar
| Conjurer Bolt
| Instant Power
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user can target any Ability or Special based Familiar (not Engineering) that is made of Magic or summoned through some form of non-real animal existence and hijack it. For the duration of 1 hour, this Familiar now obeys the user, and follows them around with the same rules as it would apply to its original owner, but it still cannot be compelled to attack its original owner. This Ability has a 48 hour cooldown.
| Six Times per Combat, Thrice per Health Stage
| {{#simple-tooltip: Kathar| The Kathar can additionally also just outright banish the Familiar for the duration of one hour by lashing it with a golden or red ghostly chain.}}
| Place a Conjuration on any unoccupied block within Emote Range that you can see. Additionally, make a Ranged Attack with +2 Attack against anyone within Melee Range of any of your Conjurations regardless of Line of Sight. If you fail an attack with Conjurer Bolt, you gain an additional Use of this Ability.
|-
|-
| Intrusive Metal
| Conjurer Fetter
| Instant Power
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Liquid Living Metal on the user can be shot out as a projectile towards any Engineering Macro Golem in range. This is guaranteed to hit unless the Target can use an ability that lets them create a  reactive counter barrier before it hits. If it hits, the Living Metal starts seeping into the Golem and destroying the machine parts from the inside, thus instantly destroying an Engineered Golem. This Ability has a 24 hour Cooldown.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: Asha| If this Ability is used while Warring Metal is active, Warring Metal is disabled for 1 Minute while the Living Metal recovers.}}
| You cannot use Conjurer Fetter unless you have at least 2 Summons Active. Target two Enemies within Range and apply -2 Attack to one, and -2 Defense to the other that lasts for their next 3 Rolls of the affected Stat. Conjurer Fetter does not Stack.
|-
|-
| Leap Denial
| Conjurer Fog
| Instant Power
| Instant Power
|{{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| When the user is targeted by a Mundane Technique or Ability that would allow someone to instantly leap, jump, charge, or teleport to them, the user can instantly prevent the caster from moving, and instead send them flying backwards away from the user instead. The target is launched back a number of blocks equal to how far they would’ve had to move to leap/teleport/etc to the user. (ex. If they used an Ability with the intent to leap 10 blocks, they would be knocked back 10 blocks instead.) This Ability has a 15 minute cooldown.
| Twice per Combat
| N/A
| Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, apply the Blinded Status Effect for 4 Turns Enemies who are within Melee Range of each of your Summons, up to a total number of Enemies equal to your current number of Summons.
|-
|-
| Magical Grip
| Conjurer Garrotte
| Instant Power
| Instant Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user can target someone within range and send out a quick-moving lash of energy that will ensnare their throat and lift them into the air before pulling them instantly to any block adjacent to the user. The user can end the effect at any time in-between the pull (ex, pulling them halfway rather than to them), but the target cannot be harmed while they are being pulled. This Ability is placed on a 30 minute cooldown after they are thrown.
| Twice per Combat, Once per Health Stage
| N/A
| Target an Enemy within Range and make an Attack Roll against them that inflicts -1HP Damage and applies the Silenced or Weakened Status Effect to the Target for 3 Turns if successful. If the Attack roll fails, apply the Silenced or Weakened Status Effect to the Target for 2 Turns instead.
|-
|-
| Power Burst
| Conjurer Plague
| Instant Power
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user disrupts any and all Channel Abilities or Mundane Techniques within Emote Distance. Any Channel Abilities or Mundane Techniques Canceled by this Ability have their Cooldown forcibly set to 5 Minutes, regardless if that Cooldown was shorter or longer prior. This Ability has a 30 Minute Cooldown.
| Once per Combat
| {{#simple-tooltip:Undead| The Corpsefolk lets out a blood curdling shriek or howl when using this Ability.}}
| You cannot use Conjurer Plague unless you have at least 3 Summons Active. Apply one of the the Bloody, Fleeting, or Vulnerable Status Effects to all Enemies within Melee Range of one of your Summons. If Bloody is chosen, apply it until the end of their current Health Stage.
|-
|-
| Time Reversal
| Conjurer Stall
| Instant Power
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user may, while in combat, use Time Reversal to turn back to time to a few seconds before the last used Ability, Mundane Technique, or emote (even if it was used by an ally). Then, the user is able to insert an Emote or Ability or Mundane Technique before the last Emote is re-done. The reversed Emote or Ability or Mundane Technique must always be redone by the user who was reversed. This ability has a 1 Hour cooldown.
| Twice per Combat, Once per Health Stage
| N/A
| Target an Enemy within Range and apply the Prone Status Effect to them. Additionally, apply the Snared Status Effect to yourself or an Ally within Range.
|-
|-
|}
|}


==Summon Powers==
===Counter Power===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
| Armor Summon
| Summon Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can summon any type of Armor on any part of their body. Summoned armor has the same durability as mundane armor, but counts as Ability Armor.
| {{#simple-tooltip:Undead| The Armor can be of any appearance, and is always considered as being worn. It cannot be removed or disabled.}}-{{#simple-tooltip: Metal Magic| The summoned armor must be metal that is warped and wrapped around the entire body of the user or one other person. This armor counts as Plate-tier. Only one set of armor can be active at any given time, and once it is applied, it goes on a 2 hour cooldown.}}- {{#simple-tooltip: Songaskian| Rather than summoning physical Armor, the Songaskian's Armor is their hardened scales, and they can apply it to their entire body at once.}}-{{#simple-tooltip: Haat-Maraya| Rather than summoning physical Armor, the Maraya's armor is rapidly self-encasing them in crystals that function like armor but still allow them to move.}}-{{#simple-tooltip: Isldar| Rather than summoning physical Armor, the Isldar Armor is their hardened scales or twisted metal scales, and they can apply it to their entire body at once, or only part of it. Life Isldar manifest any shade of purple or blue scales, while Death Isldar manifest shiny black metal segments. This Transformation is semi-permanent, meaning it cannot be removed by anyone but the Isldar themselves.}}
|-
| Puppeteer
| Summon Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The Character can conjure a proxy golem for them to control after a 10-second channel. They place their own body within a deep, stationary sleep, laid in a trance and surrounded by a magical barrier that prevents harm from coming to them while they are controlling the golem. The Golem has a fixed stat spread of 3 Strength, 4 Constitution, 2 Dexterity and 0 points in other attributes, and can have 1 Weapon Pack, can use Mundane Techniques, but cannot use any Abilities or Specials. When the Golem is destroyed, the user awakens from their trance and this ability is placed on a 24 hour cooldown.
| {{#simple-tooltip: Death Magic| The Golem appears as and functions like a Corpsefolk-type Undead, albeit with distinctly glowing Ordial green eyes and other magic aesthetics like carved runes, talismans, etc. They also can use any of the standard Abilities and Specials of the Corpsefolk Undead kit. The Golem does not function as a disguise.}}
|-
| Shield Summon
| Summon Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can summon any type of shield into their hand with the toughness equivalent of steel. This shield functions like a normal shield would, and has the same durability. A destroyed summoned shield cannot be summoned again for 12 hours.
| N/A
|-
|-
| Summon Wall
| Arcane Counter
| Summon Power
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user can create an impassable wall of some substance, by holding out two hands and constantly channeling it. This wall can fill to perfectly fit any entryway, as long as it is not longer than 7 blocks, or can be placed independently of a space, in which case it is 4 blocks wide and 3 blocks tall, and made of glass. Nothing can pass through the wall, but it can be seen through. The wall can only be destroyed by Techniques or Abilities that destroy Gates or Walls or 5 minutes of continuous weapon attacks. If the wall is destroyed, or the channel ends, this Ability goes on a 12 hour cooldown.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: Fire Magic| The Wall is made of magical fire, that will severely burn any who try to pass through it. Ranged Attacks, Techniques, and Abilities can pass through it.}}-{{#simple-tooltip: Eronidas Ancestor| The Wall is made of the ghosts of the Eronidas's ancestors with armor and spear and shield. Additionally, this Ability is no longer a Channel. The Eronidas can maintain the wall so long as they remain in Emote Distance, and can fight and more around.}}
| You can only use this when an Enemy within Range uses an Ability from Arcane Point Buy. If it Targets you or an Ally, give the Target +1 Defense for their next 3 Defense Rolls, and remove a Status Effect from them. If it Targets themselves or another Enemy, inflict -1 Defense for their next 3 Defense Rolls and apply the Vulnerable Status Effect.
|-
| Warring Metal
| Summon Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Liquid Living Metal on the user acts as both a Summon Armor that can cover parts or the whole body of the Asha, and a Summon Weapon that can take only the form of Melee Weapons. Finally, Living Metal cannot be destroyed or aged, however Abilities or Mundane Techniques that ignore armor or weaken it still apply. Only armor or one weapon can be active at any time, never both.
| N/A
|-
| Weapon Summon
| Summon Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can summon any type of weapon from Melee Weapon Point Buy, or Ranged Weapon Point Buy made out of Magic. This weapon functions like a normal weapon would, has the same durability, but does not use any ammunition to fire if ranged. The user can give the weapon to someone else, but can't summon more than one. A destroyed Summoned Weapon cannot be Summoned again for 12 IRL Hours.
|{{#simple-tooltip: Crimson Witch| A Crimson Witch can Summon two weapons, as long as they are identical. They cannot be handed off to others. Any Weapon Summoned is made out of swirling shadows or red light.}}-{{#simple-tooltip: Suvial| Any Weapon Summoned by a Suvial is made out of fire.}}-{{#simple-tooltip: Sihai Modifier | Any weapon summoned by a Sihai comes falling from the sky followed by a cloud of blossom petals, landing near the user as if gifted by Saaima from the clouds. This weapon is also classified Mundane (even if magically summoned).}}-{{#simple-tooltip: Haat-Maraya Modifier | Any Weapon Summoned by a Haat-Maraya are either made from sliced-off strands of their own hair, cut with their crystal laced nails, or drawn from their shadows.}}-{{#simple-tooltip: Dwarf Modifier | Any Weapon Summoned by a Dwarf is not magically summoned, but ‘crafted’ instantaneously from metals or objects they have on or near them. This weapon is not classified as Magical, and is completely mundane. The Weapon appears to be made of cobbled together and quickly welded metals.}}-{{#simple-tooltip: Fin'ullen Modifier | Any Weapon Summoned by a Fin'ullen must be made out of hardened or flowing water, or coral.}}-{{#simple-tooltip: Geist | The Geist can summon a weapon from Firearms Point Buy. The Geist can only summon the same type of weapon, which must be locked in on their Character App. The Geist cannot be disarmed, nor can their weapon be destroyed or de-summoned by any external mechanics, and they cannot give their weapon to another person (they can still willingly de-summon it.) Additionally, once per day, the Geist can choose one Mundane Technique they use from their weapon and make it uncounterable one time. This re-sets at server restart.}}
|-
|-
|}
|}


==Memory Powers==
===Movement Power===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
|-
|Forgotten Face
| Arcane Warp
| Memory Power
| Movement Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
|When leaving Emote Range of another person, the user may force them to forget their face and voice. This must be dm'd to the Target when leaving Emote Distance, or send in OOC chat when applied to a group. This Ability cannot be used if the user is already Disguised by some other Ability or Special.
| Once per Combat
| {{#simple-tooltip: Glamor Magic| Instead of forgetting the face of the user, the Mage instead changes the memory of the target to perceive an interaction with someone else. This false identity can visually appear as any race, but cannot be that of an already played character.}}
| You move to a non-vertical unoccupied space in range. If you use Arcane Warp on yourself, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Additionally, if used on an Ally, it does not use the Ally’s Move but it applies the Snared Status Effect on them. Arcane Warp does not provoke Move Reactions.
|-
| Conjurer Warp
| Movement Power
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, teleport horizontally to a block adjacent to any of your Summons within 10 Blocks, ignoring Opportunity Attacks and moving through people.
|-
|-
| Memory Pearl
| Memory Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
|The user can target any person that is restrained and unable to escape, and wipe the last 24 hours from their memory. This produces a memory pearl in the hand the of the user which is stored into a Pearl Pouch that must always be on the user, but cannot be pickpocketed. When inspecting the Pearl Pouch, anyone can magically recognize whose memories belong to what pearls. Crushing any pearl from any distance will result in the memories of those 24 hours returning to the Target. The Target will know their memory was stolen, but not by who, when, or where.
| {{#simple-tooltip: Lesarra| Lesarra Altalar can replay memories of Memory Pearls without crushing them while held in their hands in their own mind, or if holding the shoulder of another person, in their mind.
}}
|}
|}
==Skill Powers==
===Link Power===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
|-
| Arcane Ranged
| Arcane Barrier
| Skill Power
| Link Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
|The user can use any Ranged Weapon Point Buy they have purchased while wielding any melee weapon without needing to switch to a bow. These Mundane Techniques instead are classified as Abilities of Magical nature, and can only be used if the user is not already mid-melee swing or Knocked Over. The ranged projectiles take the shape of the melee weapon wielded (this is purely visual) and can have a variety of different magical aesthetics and do not use ammunition.
| Once per Combat
| {{#simple-tooltip: Solvaan| The projectile weapons are always made out of mist and leave behind trails of mist as they travel to their intended target.
| Target an Ally and apply a Link to them that, when targeted by a Ranged Attack Emote, the Ally’s Minimum Defense Roll is set to 7 for Ranger Stance Attacks, 6 for Deadeye Stance Attacks, and 5 for any other Ranged Attack. Additionally, if Arcane Barrier is Link Broken, grant the Ally 1 Block Token. If either of you leave range of the other, the Link’s effects are suspended, but it doesn’t break.
}}
|-
|-
| Magic Bolt
| Arcane Healing
| Skill Power
| Link Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user can use magic to become a ranged caster. While they have this ability toggled on, they can longer use Melee Weapons, Firearms, or Ranged Weapons (and any of their associated Techniques), but they can wield a shield and freely cast through their hands or other magical staff/wand/book/etc. They gain access to default Ranged Shot as a magical projectile while in 'casting mode', and can over-charge their shots once every 30 minutes, targeting two people with the same projectile. If the user ends 'casting mode', this ability goes on a 2 Hour cooldown.
| Once per Combat
| {{#simple-tooltip: Arcane Magic | The user can additionally fire an arcane laser. This laser will automatically hit anyone in a four block line from where the user is facing, dealing default Ranged Shot damage to all of them and Staggering them. This is reset on server restart.}}
| Target an Ally and apply a Link to them that does nothing at first. After 2 Turns, heal +1HP and remove one Status Effect on the Ally. After another 2 Turns, heal +1HP on the Ally and apply the Bloody Status Effect on yourself which lasts for 2 Turns.
|-
|-
| Magic Dagger
| Arcane Puppeteering
| Skill Power
| Link Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user gets the Melee Weapons Point Buy Short Blade Pack for free without the required Point Investment. Additionally, the user may use Magical Daggers as an aesthetic choice for Ranged Weapons and use them through throwing Dagger technique, unique to this Ability. These Daggers are Magical and apply the effects of Mundane Techniques like normal, do not make the Mundane Techniques Abilities, and are infinite, reforming in the skirmisher’s hands ready to throw.
| Once per Combat
| {{#simple-tooltip: Kathar| Kathar can manifest Daggers made of red or golden light, black shadows, or any other such Void-inspired aesthetic.
| Target an Enemy at 0HP within Range and Revive them back at 4HP, forcing them to be your Ally. They can only make Basic Attacks at Melee Range, and their Attack is set to 5. Additionally, apply a Link Power on them. If the Link Power breaks, deal -2HP Damage to the Target affected by Arcane Puppeteering. If the Target leaves Range of you, they can no longer take their Action until they move back within Range. Multiple instances of a Revive Ability, even from different people, don’t stack with each other.
}}
|-
| Arcane Revive
| Link Power
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Combat
| Target an Ally at 0HP within range and Revive them back at 4HP. Additionally, apply a Link Power and the Bloody Status Effect on them. If the Link Power breaks, deal -3HP Damage to the Ally. The Link Power breaks if they leave Range from you. Multiple instances of a Revive Ability, even from different people, don’t stack with each other.
|-
|-
|}
|}


==Detection Powers==
===Status Effects===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
| Snared
| N/A
| N/A
| N/A
| When Snared, any Move from the Move Action or Abilities is reduced by Half, then the Effect ends.
|-
|-
| Area Detection
| Silenced
| Detection Power
| N/A
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| N/A
| The user creates a detection field up to 10 Blocks far around them that detects a couple of things while they are within this area. Firstly, it detects any hidden body-passengers like body merged individuals, parasites, or possessions (but not who). Secondly, it detects any hidden traps or secret compartments/pocket dimensions. Thirdly, it detects invisible or cloaked entities that use some type of Ability to stay hidden. This Ability is obviously telegraphed with glowing hands and eyes.
| N/A
| {{#simple-tooltip: Solvaan| The detection field is flooded with knee-high mist that does not affect the users otherwise. Additionally, Solvaan Altalar may use this Ability on Progression or Event areas to detect hidden areas or functions (but only few of them will have hidden content).
| When Silenced, you cannot use Powers of any kind, except Passive Powers.
}}
|-
|-
|}
| Weakened
==Healing Powers==
| N/A
{| class="wikitable"
| N/A
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| N/A
! Ability Name
| When Weakened, you cannot use Techniques of any kind, except Passive Techniques.
! Ability Type
|-
! Ability Range
| Confused
! Ability Description
| N/A
! Possible Ability Modifiers
| N/A
| N/A
| When Confused, you cannot Target the person who Confused you with Abilities.
|-
|-
| Healing Hands
| Blinded
| Healing Power
| N/A
| {{#simple-tooltip: 2 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| N/A
| So long as the Target is out of Combat and not actively participating in a Raid, the user can fix up any wounds or damage the Target has sustained within 10 minutes (or longer if both parties agree), regardless of how severe the wounds are. The user however cannot restore lost limbs, and the Target must be immobilized for this healing to apply. The Target cannot return to Combat within 1 Hour of being Healed, otherwise all Healed wounds return as they were before healing.
| N/A
| {{#simple-tooltip: Healing Magic| The user uses magic to heal.}}-{{#simple-tooltip: Draconic Healing| Draconic Healing is more powerful than Magical healing, allowing the re-attachment of lost limbs and re-construction of destroyed organs, but not destroyed limbs. Draconic Healing also appears like strings of white light sewing wounds closed.}}-{{#simple-tooltip: Healing Alchemy| The user makes use of Alchemy and traditional medicine to Heal.}}-{{#simple-tooltip: Minoor| Minoor Altalar may use this Ability twice at the same time, one for each hand at the same speed.}}
| When Blinded, you cannot Target anyone with Abilities with greater range than 5 Blocks.
|-
|-
| Shared Pain
| Marked
| Healing Power
| N/A
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| N/A
| The user can apply Shared Pain on another person in Emote Distance. While in effect, any wounds or pain the Target suffers are halved, and the other half is transferred to the user.
| N/A
| {{#simple-tooltip: Minoor| Instead of transferring half the damage to the Minoor, the Minoor's half of the damage is negated. The Minoor does still feel half the pain however.}}
| When Marked, the next Attack made against you gains +5 to the Minimum Dice Roll, then the Effect ends.
|-
|-
|}
| Warned
 
| N/A
==Buff Powers==
| N/A
{| class="wikitable"
| N/A
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| When Warned, you must choose between two negative outcomes, then the Effect ends.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Battle Mentor
| Brittle
| Buff Power
| N/A
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| N/A
| The user can target any other person in Emote Distance. They may choose any Proficiency (such as Strength or Dexterity or Constitution), and boost that person by 2 Points. Any person can only be affected by 1 Battle Mentor. When a target is chosen, Battle Mentor cannot be changed to a different Target for 5 minutes, even if the Target leaves Emote Distance (and the effect ends).
| N/A
| {{#simple-tooltip: Suvial| The Target may manifest a burning (non-harmful) Altalar crown above their head to telegraph this Ability is active for them.
| When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
}}
|-
|-
| Empowerment
| Vulnerable
| Buff Power
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| N/A
| The user gains +1 Strength and becomes as fast as an Asha in certain conditions. For the specific condition, consult the Modifier.
| N/A
| {{#simple-tooltip: Fin'ullen| While it is (Minecraft) Raining in Regalia, a Fin’ullen Character gains +1 Strength and can move as fast as an Asha.  
| When Vulnerable, if you apply a Status Effect to an Enemy, take -1HP Damage, then the Effect ends.
}}
|-
|-
| Endless Watch
| Prone
| Buff Power
| N/A
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| N/A
| The user must stand still, and enter an Immobile Channel, where they cannot do anything but speak and look around. A large symbol appears over their head, resembling an eye of any kind. While they are channeling, they can Detect how many people are in the area, and where they are exactly, but not who they are. If they see someone being attacked, they can end the channel instantly and root the target in place for 30 seconds, Staggering them. This ability can be maintained for up to 60 minutes, and when it ends, it goes on a 60 minute cooldown.
| N/A
| {{#simple-tooltip:Undead| The symbol is a glowing Ordial green eye, and the target is rooted by ghostly hands.}}
| When Prone, you cannot Move. Use your Action to end this effect, or after 1 Turn, Make an Attack or Use an Ability to end it.
|-
|-
| Sacrificial Empowerment
| Fleeting
| Buff Power
| N/A
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| N/A
| The user selects a target they can see within emote distance, empowering their ability at the cost of their own health. While this ability is active, the empowered target, and the user, is completely immune to all Displacement effects. This ability counts as an immobile channel, with the user unable to move or use abilities and mundane techniques while this ability is active. This effect can be upheld indefinitely, and goes on a 10 minute cooldown if ended or interrupted.
| N/A
| N/A
| When Fleeting, if you Impact or use a Movement Ability, take -1 HP Damage, then the Effect ends.
|-
|-
| Weapon Brand
| Bloody
| Buff Power
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| N/A
| The user can empower any Ranged or Melee weapon they are holding, strengthening its durability for 60 Minutes. While empowered, the chosen weapon is as strong as steel, and is immune to Abilities and Techniques that degrade or destroy materials. This Ability has a 60 Minute Cooldown.
| N/A
| {{#simple-tooltip: Enchant Magic| This can also be applied to the user’s fists to receive the same benefits.}}
| When Bloody, your Defense is lowered by a number equal to your Health Stage.
|-
|-
|}
|}


==Movement Powers==
===Custom Abilities===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
| Faithful Shield
| N/A
| N/A
| N/A
| This is not a real Ability, and only applies to: Paladin Point Buy, Ritualist Point Buy, and Prayer Point Buy. The Character linking this shares a Religion with your Character, meaning they are immune to any Abilities you use from those Categories. The Gods' blessings do not pick sides in squabbles between the faithful.
|-
| Tempest Reliquary
| Custom Kit Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| No Cooldown
| Stellarrix Custom Kit Ability. You always have Tempest Reliquary. You no longer suffer the Attack Stat Cap from being in Paladin Bow Stance. When in Paladin Blade Stance, you gain +3 Defense and Minimum Defense, and when in Paladin Bow Stance, you gain +3 Attack and Minimum Attack. Additionally, when using Paladin Armaments to change Stance, increase your Maximum HP by +2HP, and heal yourself for the same amount, but this part of the Ability can only be activated twice per combat.
|-
|-
| Deathmarch
| Tempest Oath
| Movement Power
| Custom Kit Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user can select a target in range that they can see, causing a visible symbol to appear over the target’s head, and move toward them. They cannot stop themselves until the ability ends and must move in a direct line for the target, and can do anything that doesn’t make them stop. They cannot be slowed below their movement speed or halted, by any means. Any Ability-created barriers are shattered when they make contact, but normal barriers will stop them if they can’t be climbed over. The Ability ends once they are within 1 block of the target. This Ability has a 4 hour cooldown.
| No Cooldown
| {{#simple-tooltip:Undead| The symbol above the target’s head is an Ordial green sigil, representing the user of the ability in some personal way.}}
| Stellarrix Custom Kit Ability. You always have Tempest Oath. You can declare up to eight Oathbound Characters on your Character Application, with an Oath of Guardianship, Rivalry, or Brotherhood, with each providing different Passive benefits to Oathbound Allies in Combat with you. Guardianship Oath: Thrice per Combat, per Ally, the Oathbound Ally may choose to redirect -1HP of their suffered Damage to Sahuvi. Rivalry Oath: When Sahuvi reaches Health Stage 2/1, the Oathbound Ally heals +2HP. Brotherhood Oath: Twice per Combat, per Ally, the Oathbound Ally may redirect a Status Effect or Stat Reduction to Sahuvi. For each Oath Type present in Combat with you, you gain +1 Attack and Defense.
|-
| Penitent One
| Custom Kit Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| No Cooldown
| bahmboozled Custom Kit Ability. You always have Penitent One. When you publicly declare a Character a Heretic (in RP notices), you can ignore the effects of Faithful Shield. This can be done mid-combat. You have no limit on the amount of “heretics” you declare, but an excessive amount might make you the heretic, instead. Your Defense Stat cannot be reduced in any way. You gain different effects based on your current Health Stage, stacking. 3: You gain +2 Defense and Minimum Defense. 2: You gain +3 Defense and Minimum Defense. 1: You take -1HP reduced Damage from Melee Attacks.
|-
|-
| Instant Leap
| Penitent Wellspring
| Movement Power
| Custom Kit Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user can instantly leap towards a Target. The Target's speed does not matter, and the user will always land onto, or right next to the Target. Position orientation is preserved, if the user is standing in front of the Target, they cannot appear behind them.
| Once per Combat
| {{#simple-tooltip: Afflicted| The user may apply Affliction aesthetics to this Ability, for example if the user is Vampiric, they may manifest wings or move as a cloud of blood, and if they are a Cahal they may move as a cloud of blue energy or a swarm of plant matter and animals. }}
| bahmboozled Custom Kit Ability. You may activate Penitent Wellspring without using an Action. When Active, you and all Allies within 3 Blocks take -1HP reduced Damage from Attacks for their next 3 failed Defense Dice Rolls. Additionally, remove 1 Status Effect from any ally who enters or exits the range of this Ability whilst it’s active, removing a maximum of 1 Status Effect per Ally this way.
|-
|-
| Power Curse
| Pride Godslayer
| Movement Power
| Custom Kit Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user can choose a Target in Emote Range to curse. This person becomes instantly Cursed, and is controlled by the user. The user must then choose a direction (north, east, south, or west) and move the Target in that direction (this all happens instantly). The Target is moved by their total Strength Points and total Constitution Points combined, times two. If the Target would be moved over 20 Blocks (regardless if there is space), they are also Dazed for 2 minutes. Dazed allows them to still move and fight, they just cannot use Abilities or Mundane Techniques for this duration. This Ability has a 30 Minute Cooldown. The same person can only be affected by Power Curse (from any source) once every 30 minutes.
| No Cooldown
| N/A
| Okanara Custom Kit Ability. You always have Pride Godslayer. You may use your Strength as a Defense Stat, and your Attacks deal +1HP additional Damage when Targeting Lothar Knights, Arkenborn, Godborn, and those who insult Thirun or the Pride Arken in your presence, you additionally gain +3 Attack and Minimum Attack when targeting these Characters. Additionally, any Enemy who willingly leaves Melee Range of you suffers -2 to the Final Result of their next Defense Roll.
|-
|-
| Relocation
| Matter Guard
| Movement Power
| Custom Kit Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user is able to rapidly reposition themselves to any point they can see within emote distance, moving at Asha speeds until they reach their destination. The user is unable to be attacked while they are moving, but cannot slip through obstacles that could block their path. This ability has a 20 minute cooldown.
| No Cooldown
| N/A
| WaterDruppel Custom Kit Ability. You always have Matter Guard. At the start of Combat and after making a Successful Basic Attack against an Enemy, you may choose to activate Matter Blade or Matter Shield, each providing different Passive benefits, but never being active at the same time. During Matter Blade, you gain +3 Attack and Minimum Attack, and reduce the Block distance of all Displacements used on you by -4 (never to 0, minimum 2). During Matter Shield, you take -1HP reduced Damage from Melee Attacks.
|-
|-
| Rift Step
| Eclipse Thief
| Movement Power
| Custom Kit Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user can cast this spell at a target area they can see within 10 blocks of them. Their body is swallowed by magical essence, and they immediately teleport to the chosen location. The user cannot carry anyone else with them when using this Ability, and only objects that fit on their person travel with them. This Ability can be used to teleport horizontally, diagonally, or vertically as long as it is still within the 10 blocks range, and as long as the target area is a flat surface the user can stand on. This Ability can only be used once every 3 hours.
| Four Times per Combat
| {{#simple-tooltip:Undead| The Wraith is broken down into mist and teleports to the new location.}}
| Booette Custom Kit Ability. You always have Eclipse Thief. When an Ability that was purchased as Magic is used by another Character within Emote Range, you can gain a single use of that Ability for yourself that you retain until the end of Combat. If you already have the Ability used, you gain an additional Use of the Ability instead. Additionally, when you do not have any uses of Eclipse Thief remaining, you gain Immunity to the Silenced Status Effect and +3 Attack and Minimum Attack.
|-
|-
|}
| Dark Devastator
 
| Custom Kit Power
==Vehicle Powers==
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
{| class="wikitable"
| No Cooldown
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| Lizmun Custom Kit Ability. You may activate and deactivate Dark Devastator without using an Action. When active, you always deal +1 Damage with your Basic Attacks, but also suffer -1HP additional damage from all incoming Attacks. Additionally, when you take -HP damage, you gain Attack and Minimum Attack equal to the damage you took for your next two Attack Rolls.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Body Invasion
| Dark Eruption
| Vehicle Power
| Custom Kit Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per day, the user can fuse their body with a target person they can touch, seamlessly and instantly invading their body and disappearing. While invading the target's body in this way, the user can Stagger the target once every 5 minutes by interfering with their bodily movement. The target can, optionally, OOCly give the user full control to mess with them. The user can choose to leave at any point, but cannot do anything other than use this Ability while they are possessing the target and talk inside the target's head. They can only possess someone for a maximum of 30 minutes (unless OOC consent is given to make it longer), and once this ability ends, it goes on cooldown. The same person cannot be invaded by more than one person at the same time.
| Once per Combat
| {{#simple-tooltip:Undead| The target has bright, ghostly glowing green eyes while possessed.}}
| Lizmun Custom Kit Ability. Target yourself and inflict up to -4HP Damage, make an Attack against all Characters within Range, and on a success, deal damage to them equal to what you took, and half on a failure (rounded up). If Dark Eruption is your first Ability used upon entering Combat, you may do it immediately as you land from Elytra flight, and it does not use your Action. If Dark Eruption would KO you, the next Revive Ability used on you grants you an additional +2HP.
|-
|-
| Bralona Envelopment
| Graue Geschut
| Vehicle Power
| Custom Kit Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Bralona can choose one voluntary target to envelop with their body. While enveloped, the Bralona cannot use any Abilities, Attacks, or Mundane Techniques, except ones specified in this Ability. Their target is considered their ‘Host’ and gains extra benefits based on the Bralona’s type. While enveloped, the Host gains half of the Bralona’s current Health Pool as Block Counters (rounded down). These counters are counted per Bralona, so if the Bralona swaps hosts, and already used their counters, they don’t get new ones. Counters re-set on Server Restart. This Ability has no cooldown, and the Bralona can freely exit/re-envelop at will.
| No Cooldown
| {{#simple-tooltip: Bralla | The Bralla partially fuses with the Host, forming a goo-layer around their body. The Bralla can form their mass into a solid Melee weapon or Shield for the Host to use, but can only form one of these at any given time, and can only change their shape once they’ve re-eneveloped a new person.}}-{{#simple-tooltip: Bronn |The Bronn layers their mechanical body over the Host. The Host is considered fully armored while the Bronn is enveloping them, and they gain one additional Block Counter (that follows all internal rules.)}}
| BeetrootSalad Custom Kit Ability. You always have Graue Geschut. You no longer suffer the Movement Speed reduction from Attacks in Ranger Stance, and your Attack Cap is raised to 21. At the start of Combat, Erwin may choose between Rifle and Switchtek, with each granting a particular benefit and drawback. Switchtek: You can no longer gain Attack Stat Bonuses (including to Minimum), but instead gain Immunity to Two Status Effects of your choice and gain +2 Defense and Minimum Defense for Defense Rolls. Rifle: You can no longer recover HP in Combat, or gain Block Tokens (losing all current Block Tokens),  but instead you deal +1 Additional Damage on Attacks against Occult, and you gain +2 Attack and Minimum Attack to your Attack Rolls.
|}
 
==Control Powers==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Warding Beam
| Deepdweller Summon
| Control Power
| Custom Kit Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user is able to summon a beam of energy onto a single target within range. The user is able to walk around while upholding the beam, but cannot attack or use abilities while doing so. The target is repulsed from the user, making approaching them impossible, but still allowing them to move in other directions. This ability is able to be upheld for 10 Minutes, and goes on a 20 Minute cooldown once it ends.
| Twice per Combat
| N/A
| KitchenRefugee Custom Kit Ability. You must use a Conjuration Tool explained in Conjurer Point Buy to use Deepdweller Summon. Target an unoccupied Block within Range and summon one Deepspawn on it, which applies the Snared Status Effect to all Enemies within Melee Range of where it’s summoned. Additionally, when you make a Basic Attack, you may make it against an Enemy within Melee Range of your Deepspawns, but they count as both Melee and Ranged Attacks for the purpose of counters, and roll with a maximum of 9 Attack. (/dice 19). A Maximum of 2 Deepspawn can exist at the same time.
|-
|-
|}
| Deepdweller Trident
==Escape Powers==
| Custom Kit Power
{| class="wikitable"
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| No Cooldown
! Ability Name
| KitchenRefugee Custom Kit Ability. You always have Deepdweller Trident. At the start of Combat, you may declare one of your Enemies as your Prey. Whilst an Enemy is declared as your Prey, you gain +3 Attack and Minimum Attack on Attacks made against them, and if they Move more than 5 Blocks away from you, you may instantly move to an unoccupied Block adjacent to them, without using an Action or your Move, Moving through People, and ignoring Opportunity Attacks. When your Prey is KOed, you may declare a second Enemy as Prey, repeating until there are no Enemies left.
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Misdirection
| Dreadlord Cleave
| Escape Power
| Custom Kit Power
|{{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| This Ability can only be activated if the user and their allies are outnumbered 2 to 1. (ex, if the user is alone, they can use it if there are 2+ enemies, if the user has 1 friend, they can only use it if there are 4+ enemies, etc). The user activates their magic as a distraction or obstacle against opponents, and then makes a run for it. When this Ability is used, escape is guaranteed, but the user must run away and cannot turn back into conflict. This Ability does not work if the user has an Artifact. This Ability has a 24 hour Cooldown.
| No Cooldown
| N/A
| Snapped_Fingers Custom Kit Ability. You always have Dreadlord Cleave. When you succeed in an Attack Roll against an Enemy, you additionally deal -1HP Damage to a second Enemy within 4 Blocks of the Target, if there is no second Enemy instead apply the Bloody Status Effect to the Target for their next Defense Roll. Additionally, if you Displace yourself with an Ability, you gain +2 Attack and Minimum Attack for your next Attack.
|-
|-
|}
| Dreadlord Cascade
==Restraint Powers==
| Custom Kit Power
{| class="wikitable"
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| No Cooldown
! Ability Name
| Snapped_Fingers Custom Kit Ability. You always have Dreadlord Cascade. Allied Vampires, Evolists and Demons within Range gain +2 Attack, and when you reach Health Stage 2/1, you may grant three of these Allies within Range 1 Block Token. If you are in Combat alone, you gain +4 Max HP, and heal for the same amount gained. The Block Token granting part of this Ability cannot be triggered again even if you leave the mentioned Health Stages and re-enter them.
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Body Tether
| Feral Alacrity
| Restraint Power
| Custom Kit Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Character chooses a Target within 10 Blocks of them. This Target is instantly Tethered to the user, meaning the Target can no longer move further than 10 Blocks from the user. The Tether may be manually dismissed, or breaks automatically after 10 minutes. This Ability has a 1 Hour Cooldown.
| No Cooldown
| {{#simple-tooltip: Maraya| The Tether is made out of Maraya Hair, a long strand shooting out from their head or back and attaching to the target. This hair cannot be cut.
| Transistor Custom Kit Ability. You always have Feral Alacrity. You are no longer affected by the Movement Speed Reduction from Displacements and you may split your Move, allowing you to Move, then take an Action, then Move again so long as you have Move Speed remaining. When you make an Attack Roll against an Enemy with a Status Effect, or the Target of your Feral Ambush, you gain +2 Attack and +2 Minimum Attack.
}}
|-
|-
| Forced Restraint
| Feral Ambush
| Restraint Power
| Custom Kit Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user has to get up to 1 block distance of a Target person before activating this Ability. When activated, both the Target and the user become immobilized, and neither can attack or use Abilities or Mundane Techniques, however both can still talk. If the target is attacked by a third party, this effect is broken, but the attack is guaranteed to hit. This Ability has a 1 hour cooldown, and can be held for up to 5 minutes.
| Once per Health Stage
| {{#simple-tooltip: Slizzar| The Slizzar coils around the person with their snake-tail. Using Abilities or Mundane Techniques on the Target will also duplicate the effect on the Slizzar, but regular attacks will pass through without harming the Slizzar.}}
| Transistor Custom Kit Ability. Target an Enemy within Range and move to an unoccupied Block within Melee Range of them without Provoking Opportunity Attacks and Moving through People. Apply the Marked or Brittle Status Effect to the Target and make a Basic Attack against them, triggering the selected Status Effect if you succeed, and dealing -1HP damage to the Target even if you fail.
|-
|-
| Magical Binds
| Marken Moon
| Restraint Power
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| When the user is within Emote Range of someone running or using a Movement Power that causes the user to move, they can instantly summon binds via a channel to hold the target down. The target is rooted for as long as the channel is maintained, and the user may dismiss it at any time. The root can only be removed by timing out or Abilities. A target can only be rooted for a maximum of 10 minutes, and this Ability has a 30 minute cooldown.
| Once per scene.
| {{#simple-tooltip: Nature Magic| The bindings are made of plantlife, and can be cut after 2 minutes of undivided attention from the target or an ally.}}
| If you are a Marken, transforming into Full-Marken form for the first time in Combat heals you for 2HP and raises your max HP to 12HP.  
|-
|-
|}
| Vampiric Tide
 
| Passive Power
==Info Powers==
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
{| class="wikitable"
| N/A
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| If you are a Vampire, you gain a +2 Attack for the duration of this weather effect.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Bonded Telepathy
| Malefic Surge
| Info Power
| Passive Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| N/A
| N/A
| The user may target another person creating a telepathic bond. These two may now telepathically communicate (via in-game Direct Message) across vast distances. This Ability has a 1 week cooldown before it can be applied to someone else, and only 1 person can ever be bonded to.
| If you are an Undead, you gain a +2 to your maximum HP, up to a max of 12.
|-
| Demonic Surge
| Passive Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| N/A
| N/A
| If you are a Demon of this week’s specific Dimensional Alignment, you gain a +2 Attack for the duration of this weather effect.
|-
|-
|}
| Industrial Smog
==Target Curses==
| Passive Power
{| class="wikitable"
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| N/A
! Ability Name
| If you are within the range of the smog, your maximum HP is lowered by -2. If you have Hazard Presence Pack from Speech point buy, this HP lowering effect is reduced by 1. If your character does not need to breathe, then this Ability has no effect on you.
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Essence Corrupt
| Rainstorm
| Target Curse
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user is able to cast a congealed ball of Essence towards the target to inflict them with the Essence Corruption Curse for 7 days. During these 7 days, the Target gives off Occult status to any Occult detection mechanisms or Abilities depending on the planar alignment of the Ability Modifier. Additionally, this Ability can also be used on any surface, causing the immediate 5 block wide area to become Corrupted with that particular alignment (send in a Ticket to World Staff to inquire about corrupting Regalian plants and trees). This Ability has two different cooldowns, a 24 hour cooldown for people, and a 7 day cooldown for areas in Regalia. Some Races or Afflictions may have additional functions when affected by Essence Corrupt.
| N/A
| {{#simple-tooltip: Kathar| The Kathar can only Essence Corrupt with Void.}}
| All abilities marked as Emote Range have their range set to 12 blocks. If you have Speech Point Buy’s Hazard Presence pack or Adapt Point Buy’s Oceanic Pack, all Emote Range abilities instead have their range set to 20 blocks.  
|-
|-
|}
| Snowstorm
==Morph Powers==
| Passive Power
{| class="wikitable"
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| N/A
! Ability Name
| Your movement is halved. If you have a mechanic which prevents this, or Speech Point Buy’s Hazard Presence pack, your movement is instead lowered by -3.
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Body Claws
| Thunderstorm
| Morph Power
| Passive Power
|{{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| When fighting with Unarmed, the user gains +2 Strength Proficiency (that cannot be spent on Point Buy) for as long as they use Unarmed. The moment they use a weapon or stop fighting, this effect is removed.
| N/A
|{{#simple-tooltip: Asha|This effect is caused by the Asha Claws. Asha Claws are counted as durable and sharp, enough to be considered bladed weapons. They can brace other weapons, and tear through armor.}}- {{#simple-tooltip: Kathar| Kathar can either have just nail-like claws, or their fingers can blacken and extend large blackened curved spikes as claws.}}
| You cannot fly either by mechanics or by mounts, due to risk of electrocution. Immunity to lightning through mechanics bypasses this Ability.
|-
|-
| Scorching Sun
| Passive Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| N/A
| Players do not count as armored when starting combat and do not gain a block token. If you have an immunity to fire, this Ability is null.
|}
|}

Latest revision as of 07:21, 18 May 2025

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

  • To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page.
  • To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page.
  • To see an indexed list of all Abilities, read the Ability List Page.

Passive Techniques

Name Type Range Cooldown Description
Aegis Command Passive Technique Emote Range

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

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

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

Once per Combat Bruiser Grit isn’t active until you reach Health Stage 1. When it activates, you gain +5 Attack, decreasing by -1 for every successful Basic Attack you make, until it hits 0. This bonus automatically drops to 0 if you exit Health Stage 1. Additionally, you become Immune to Displacements from Enemies and Status Effects as long as this effect persists.
Bruiser Disruptor Passive Technique 10 Blocks

No Cooldown You always have Bruiser Disruptor. After Displacing an Enemy, if they Impact, you may apply the Snared Status Effect to one Enemy affected by the Displacement.
Bulwark Passive Technique 5 Blocks

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

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

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

Twice per Combat, Once per Health Stage Cutthroat Quickstab isn’t active until you have applied 3 Status Effects, Status Effect Applications are counted per Target. Applying one status to three targets is 3, and two statuses to one target is 1. When it activates, your next Basic Attack only is a guaranteed hit that deals -1HP Damage and inflicts the Brittle Status Effect after the Attack.
Deadeye Barrage Passive Technique Emote

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Once per Health Stage Rage Counter isn’t active until your Melee Basic Attack's Damage would be reduced by an Enemy in any way (except Armor Block Tokens). When it activates, your next successful Melee Basic Attack deals -1HP additional Damage.
Ranger Companion Passive Technique Emote

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

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

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

No Cooldown Ritualist Gale isn’t active until you are targeted with a Ranged Attack. When it activates, you may raise your minimum Defense Roll by a number of your choice between 0 and 5, +2. However, your next Minimum Attack Roll is reduced by the number chosen, this choice is made once per Turn, and remains throughout all subsequent incoming Ranged Attacks until you take your next Action.
Shield Cover Passive Technique Self

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

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

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

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

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

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

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

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

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

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

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

Instant Techniques

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

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

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

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

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

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

Once per Combat Target any 1 block thick stone or wood wall, gate, or doorway and break a hole through it, applying the Prone Status Effect to all characters on the other side of the wall within Melee Range. Additionally, your next Attack against an Enemy with the Prone Status Effect from Breakthrough does not consume an action.
Bruiser Shred Instant Technique 6 Blocks

Twice per Combat, Once per Health Stage Displace yourself 6 Blocks in any horizontal direction then Target an Enemy within Melee Range, apply the Bloody Status Effect until the end of their current Health Stage. Additionally, if you use your Action to use this Ability, you may refund your Action to make a Basic Attack. If you fail the Attack, or the Damage is reduced in any way, apply the Fleeting Status Effect to the Target for 2 Turns.
Bruiser Flurry Instant Technique Melee

Twice per Combat, Once per Health Stage. You displace all Characters within Range away from you by 6 Blocks and if any Enemies Impact, apply the Brittle Status Effect to up to 2 Enemies affected by the Displacement. Additionally, you gain +1 Defense for each Character Displaced for your next 2 Defense Rolls.
Bruiser Slam Instant Technique 10 Blocks

Twice per Combat, Once per Health Stage. Displace yourself 10 Blocks in any horizontal direction then Target an Enemy within Melee Range. If the Target has Block Tokens, break one and you gain +2 Attack for your next Attack Roll. If the Target does not have Block Tokens, apply the Fleeting Status Effect and gain +2 Defense for your next Defense Roll instead. Additionally, if there is another Enemy within Melee Range of the Target, apply the Fleeting Status Effect to them for 2 Turns.
Bruiser Frenzy Instant Technique Melee

Twice per Combat, Once per Health Stage. Target an Enemy within Melee Range and make an Attack against them, rolling twice and selecting the highest result. If both of your rolls would succeed, additionally apply the Brittle Status Effect to the Enemy after the Attack. If both rolls would fail, apply the Vulnerable Status Effect to the Enemy for 2 Turns, and Displace them 6 Blocks away from you, and gain +2 Defense for your next 2 Defense Rolls if they Impact.
Chaining Throw Instant Technique 10 Blocks

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Once per Health Stage Target yourself and remove a Status Effect of your choice, but apply a -2 Attack to your next two Attack Rolls. Additionally, if you use your Action to use this Ability, you may refund your Action to immediately make a Basic Attack.
Smokescreen Instant Technique 4 Blocks

Once per Combat Target yourself and become untargetable by Abilities used outside of this Range for the next 3 turns. Additionally, any Basic Attacks targeting you outside of this Range have -4 to the Final Result.
Sonata of Justice Instant Technique Emote Range

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Counter Techniques

Name Type Range Cooldown Description
Bruiser Parry Counter Technique Melee

Twice per Combat, Once per Health Stage. You can only use this when an Enemy makes a successful Ranged Attack against you or an Ally within Range, reduce the Damage taken from that Attack by -1HP. Additionally, apply the Brittle Status Effect to the Enemy within Emote Range that attacked you, and Displace yourself up to 6 Blocks in any direction.
Bruiser Riposte Counter Technique 4 Blocks

Twice per Combat, Once per Health Stage. You can only use this when an Enemy makes a successful Melee Attack against you, without using an Action, reduce the Damage taken from that Attack by -1HP. Additionally, deal -1HP Damage to the Enemy that attacked you and Displace them 6 Blocks towards you.
Chem Bang Counter Technique 10 Blocks

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

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

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

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

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

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

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

Twice per Combat, Once per Health Stage You can only use this when an Enemy Targets you with a Power. Reduce the Duration, Damage, and Displacement Distance of that Power on you by half rounded up. Additionally, apply the Silenced Status Effect for 2 Turns to the Enemy that used the Power on you.
Interception Counter Technique 3+Defense Stat

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Movement Techniques

Cavalry Buck Movement Technique Melee

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Link Technique

Name Type Range Cooldown Description
Cutthroat Tether Link Technique Emote Range

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

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

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

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

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

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

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

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

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

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

Stance

Name Type Range Cooldown Description
Arcane Blade Stance Self

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

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

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

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

20 Minutes once Ended You can enter Bruiser Stance without using an Action, but ending it requires one. Bruiser Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. Your Attack Stat cannot be reduced by enemy Abilities. When you Displace an Enemy with an Ability, instead of going in a direction listed by the Ability, you choose where they go, but never towards yourself (unless the original ability included towards yourself). For Abilities that Displace multiple enemies at once, they all must go in the same direction. Additionally, after you Displace a Character (including yourself), you gain +2 to your next Attack Roll, or +3 if they Impact. Bruiser Stance has an indefinite duration, until ended by you, or until combat is over.
Chem Bolts Stance Self

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

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

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

20 minutes, once ended You can enter Cutthroat Stance without using an Action, but exiting it requires one. Cutthroat Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. When you apply a Status Effect to an Enemy, gain +1 to your Attack for the next Attack Roll you make against them, and they cannot trigger Opportunity Attacks against you on your next Move. Cutthroat Stance has an indefinite duration, until ended by you, or until combat is over.
Deadeye Stance Stance Self

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

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

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

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

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

20 Minutes once Ended You can enter Ritualist Stance without using an Action, but exiting it requires one. Ritualist Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. Your Melee Range for Attack Emotes & Abilities are reduced to 1 Block Range. Your Emote Range Abilities are reduced to 15 Block Range. Ritualist Stance sets your Minimum Attack to 3. Ritualist Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
Tank Stance Stance Self

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

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

Passive Power

Name Type Range Cooldown Description
Arcane Aura Passive Power Self

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

Instant Powers

Name Type Range Cooldown Description
Arcane Apotheosis Instant Power Self

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

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

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

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

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

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

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

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

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

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

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

Six Times per Combat, Thrice per Health Stage Place a Conjuration on any unoccupied block within Emote Range that you can see. Additionally, make a Ranged Attack with +2 Attack against anyone within Melee Range of any of your Conjurations regardless of Line of Sight. If you fail an attack with Conjurer Bolt, you gain an additional Use of this Ability.
Conjurer Fetter Instant Power Emote Range

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

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

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

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

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

Counter Power

Name Type Range Cooldown Description
Arcane Counter Counter Power Emote Range

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

Movement Power

Name Type Range Cooldown Description
Arcane Warp Movement Power 10 Blocks

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

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

Link Power

Name Type Range Cooldown Description
Arcane Barrier Link Power Emote Range

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

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

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

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

Status Effects

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

Custom Abilities

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

No Cooldown Stellarrix Custom Kit Ability. You always have Tempest Reliquary. You no longer suffer the Attack Stat Cap from being in Paladin Bow Stance. When in Paladin Blade Stance, you gain +3 Defense and Minimum Defense, and when in Paladin Bow Stance, you gain +3 Attack and Minimum Attack. Additionally, when using Paladin Armaments to change Stance, increase your Maximum HP by +2HP, and heal yourself for the same amount, but this part of the Ability can only be activated twice per combat.
Tempest Oath Custom Kit Power Self

No Cooldown Stellarrix Custom Kit Ability. You always have Tempest Oath. You can declare up to eight Oathbound Characters on your Character Application, with an Oath of Guardianship, Rivalry, or Brotherhood, with each providing different Passive benefits to Oathbound Allies in Combat with you. Guardianship Oath: Thrice per Combat, per Ally, the Oathbound Ally may choose to redirect -1HP of their suffered Damage to Sahuvi. Rivalry Oath: When Sahuvi reaches Health Stage 2/1, the Oathbound Ally heals +2HP. Brotherhood Oath: Twice per Combat, per Ally, the Oathbound Ally may redirect a Status Effect or Stat Reduction to Sahuvi. For each Oath Type present in Combat with you, you gain +1 Attack and Defense.
Penitent One Custom Kit Power Self

No Cooldown bahmboozled Custom Kit Ability. You always have Penitent One. When you publicly declare a Character a Heretic (in RP notices), you can ignore the effects of Faithful Shield. This can be done mid-combat. You have no limit on the amount of “heretics” you declare, but an excessive amount might make you the heretic, instead. Your Defense Stat cannot be reduced in any way. You gain different effects based on your current Health Stage, stacking. 3: You gain +2 Defense and Minimum Defense. 2: You gain +3 Defense and Minimum Defense. 1: You take -1HP reduced Damage from Melee Attacks.
Penitent Wellspring Custom Kit Power Melee

Once per Combat bahmboozled Custom Kit Ability. You may activate Penitent Wellspring without using an Action. When Active, you and all Allies within 3 Blocks take -1HP reduced Damage from Attacks for their next 3 failed Defense Dice Rolls. Additionally, remove 1 Status Effect from any ally who enters or exits the range of this Ability whilst it’s active, removing a maximum of 1 Status Effect per Ally this way.
Pride Godslayer Custom Kit Power Self

No Cooldown Okanara Custom Kit Ability. You always have Pride Godslayer. You may use your Strength as a Defense Stat, and your Attacks deal +1HP additional Damage when Targeting Lothar Knights, Arkenborn, Godborn, and those who insult Thirun or the Pride Arken in your presence, you additionally gain +3 Attack and Minimum Attack when targeting these Characters. Additionally, any Enemy who willingly leaves Melee Range of you suffers -2 to the Final Result of their next Defense Roll.
Matter Guard Custom Kit Power Self

No Cooldown WaterDruppel Custom Kit Ability. You always have Matter Guard. At the start of Combat and after making a Successful Basic Attack against an Enemy, you may choose to activate Matter Blade or Matter Shield, each providing different Passive benefits, but never being active at the same time. During Matter Blade, you gain +3 Attack and Minimum Attack, and reduce the Block distance of all Displacements used on you by -4 (never to 0, minimum 2). During Matter Shield, you take -1HP reduced Damage from Melee Attacks.
Eclipse Thief Custom Kit Power Self

Four Times per Combat Booette Custom Kit Ability. You always have Eclipse Thief. When an Ability that was purchased as Magic is used by another Character within Emote Range, you can gain a single use of that Ability for yourself that you retain until the end of Combat. If you already have the Ability used, you gain an additional Use of the Ability instead. Additionally, when you do not have any uses of Eclipse Thief remaining, you gain Immunity to the Silenced Status Effect and +3 Attack and Minimum Attack.
Dark Devastator Custom Kit Power Self

No Cooldown Lizmun Custom Kit Ability. You may activate and deactivate Dark Devastator without using an Action. When active, you always deal +1 Damage with your Basic Attacks, but also suffer -1HP additional damage from all incoming Attacks. Additionally, when you take -HP damage, you gain Attack and Minimum Attack equal to the damage you took for your next two Attack Rolls.
Dark Eruption Custom Kit Power 5 Blocks

Once per Combat Lizmun Custom Kit Ability. Target yourself and inflict up to -4HP Damage, make an Attack against all Characters within Range, and on a success, deal damage to them equal to what you took, and half on a failure (rounded up). If Dark Eruption is your first Ability used upon entering Combat, you may do it immediately as you land from Elytra flight, and it does not use your Action. If Dark Eruption would KO you, the next Revive Ability used on you grants you an additional +2HP.
Graue Geschut Custom Kit Technique Self

No Cooldown BeetrootSalad Custom Kit Ability. You always have Graue Geschut. You no longer suffer the Movement Speed reduction from Attacks in Ranger Stance, and your Attack Cap is raised to 21. At the start of Combat, Erwin may choose between Rifle and Switchtek, with each granting a particular benefit and drawback. Switchtek: You can no longer gain Attack Stat Bonuses (including to Minimum), but instead gain Immunity to Two Status Effects of your choice and gain +2 Defense and Minimum Defense for Defense Rolls. Rifle: You can no longer recover HP in Combat, or gain Block Tokens (losing all current Block Tokens), but instead you deal +1 Additional Damage on Attacks against Occult, and you gain +2 Attack and Minimum Attack to your Attack Rolls.
Deepdweller Summon Custom Kit Power Emote

Twice per Combat KitchenRefugee Custom Kit Ability. You must use a Conjuration Tool explained in Conjurer Point Buy to use Deepdweller Summon. Target an unoccupied Block within Range and summon one Deepspawn on it, which applies the Snared Status Effect to all Enemies within Melee Range of where it’s summoned. Additionally, when you make a Basic Attack, you may make it against an Enemy within Melee Range of your Deepspawns, but they count as both Melee and Ranged Attacks for the purpose of counters, and roll with a maximum of 9 Attack. (/dice 19). A Maximum of 2 Deepspawn can exist at the same time.
Deepdweller Trident Custom Kit Power Self

No Cooldown KitchenRefugee Custom Kit Ability. You always have Deepdweller Trident. At the start of Combat, you may declare one of your Enemies as your Prey. Whilst an Enemy is declared as your Prey, you gain +3 Attack and Minimum Attack on Attacks made against them, and if they Move more than 5 Blocks away from you, you may instantly move to an unoccupied Block adjacent to them, without using an Action or your Move, Moving through People, and ignoring Opportunity Attacks. When your Prey is KOed, you may declare a second Enemy as Prey, repeating until there are no Enemies left.
Dreadlord Cleave Custom Kit Power Self

No Cooldown Snapped_Fingers Custom Kit Ability. You always have Dreadlord Cleave. When you succeed in an Attack Roll against an Enemy, you additionally deal -1HP Damage to a second Enemy within 4 Blocks of the Target, if there is no second Enemy instead apply the Bloody Status Effect to the Target for their next Defense Roll. Additionally, if you Displace yourself with an Ability, you gain +2 Attack and Minimum Attack for your next Attack.
Dreadlord Cascade Custom Kit Power 10 Blocks

No Cooldown Snapped_Fingers Custom Kit Ability. You always have Dreadlord Cascade. Allied Vampires, Evolists and Demons within Range gain +2 Attack, and when you reach Health Stage 2/1, you may grant three of these Allies within Range 1 Block Token. If you are in Combat alone, you gain +4 Max HP, and heal for the same amount gained. The Block Token granting part of this Ability cannot be triggered again even if you leave the mentioned Health Stages and re-enter them.
Feral Alacrity Custom Kit Power Self

No Cooldown Transistor Custom Kit Ability. You always have Feral Alacrity. You are no longer affected by the Movement Speed Reduction from Displacements and you may split your Move, allowing you to Move, then take an Action, then Move again so long as you have Move Speed remaining. When you make an Attack Roll against an Enemy with a Status Effect, or the Target of your Feral Ambush, you gain +2 Attack and +2 Minimum Attack.
Feral Ambush Custom Kit Power 10 Blocks

Once per Health Stage Transistor Custom Kit Ability. Target an Enemy within Range and move to an unoccupied Block within Melee Range of them without Provoking Opportunity Attacks and Moving through People. Apply the Marked or Brittle Status Effect to the Target and make a Basic Attack against them, triggering the selected Status Effect if you succeed, and dealing -1HP damage to the Target even if you fail.
Marken Moon Passive Power Self

Once per scene. If you are a Marken, transforming into Full-Marken form for the first time in Combat heals you for 2HP and raises your max HP to 12HP.
Vampiric Tide Passive Power Self

N/A If you are a Vampire, you gain a +2 Attack for the duration of this weather effect.
Malefic Surge Passive Power Self

N/A If you are an Undead, you gain a +2 to your maximum HP, up to a max of 12.
Demonic Surge Passive Power Self

N/A If you are a Demon of this week’s specific Dimensional Alignment, you gain a +2 Attack for the duration of this weather effect.
Industrial Smog Passive Power Self

N/A If you are within the range of the smog, your maximum HP is lowered by -2. If you have Hazard Presence Pack from Speech point buy, this HP lowering effect is reduced by 1. If your character does not need to breathe, then this Ability has no effect on you.
Rainstorm Passive Power Self

N/A All abilities marked as Emote Range have their range set to 12 blocks. If you have Speech Point Buy’s Hazard Presence pack or Adapt Point Buy’s Oceanic Pack, all Emote Range abilities instead have their range set to 20 blocks.
Snowstorm Passive Power Self

N/A Your movement is halved. If you have a mechanic which prevents this, or Speech Point Buy’s Hazard Presence pack, your movement is instead lowered by -3.
Thunderstorm Passive Power Self

N/A You cannot fly either by mechanics or by mounts, due to risk of electrocution. Immunity to lightning through mechanics bypasses this Ability.
Scorching Sun Passive Power Self

N/A Players do not count as armored when starting combat and do not gain a block token. If you have an immunity to fire, this Ability is null.