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Ability List: Difference between revisions

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<span style="font-size: 125%">'''This page is part of the [[Ability]] System, which is part of the [[Proficiency]] System for Combat Roleplay.''' </span><br><hr>
| headerstyle = background: #D0D3D1; width: 100%; text-align: center; vertical-align:middle; font: 15px georgia; font-weight: bolder; font-variant: small-caps; padding-top: 5px; padding-bottom: 5px;
* To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page.<br>
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* To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page.<br>
| header1    = The Ability and Proficiency System
* To see an indexed list of all Abilities, read the [[Ability List]] Page.
| data2      =
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This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.  
}}
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.)
__FORCETOC__
==Passive Powers==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Divine Aura
| 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).}}
| To reinforce other Paladins, Divine Aura is a constant effect radiating Holy energy around the user. Anyone within range who has Divine Defense active gains +1 Faith Proficiency (breaking cap up to 11). This does not affect the user themselves, but if the user also has Divine Defense active, they can gain the benefit from other Paladins using Divine Aura. Divine Aura can stack twice on any Paladin, meaning they can never gain more than +2 Faith regardless of how many Divine Auras are present. Divine Aura has no Critical Strike effect, and no Cooldown.
| N/A
|-
| Divine Synergy
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To utilize otherwise unusable point buy packs in a stance, use this ability to grant access to Tanking Point Buy packs the user has purchased. When using Divine Defense, the user can use abilities from Tank Point Buy as if they had Tank Stance active, but they do not gain any of the passive benefits or restrictions from Tank Stance, but still requires a shield. Additionally, they cannot use Melee Weapon Point Buy Abilities while in Divine Defense. Divine Synergy can only be used when Divine Defense is active, but has no cooldown.
| N/A
|-
| Enchant Oceana
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can breathe underwater, see underwater, speak underwater, and move unhindered while swimming underwater. Additionally, they can use Abilities and Attack Emotes as if they were on dry land, targeting those inside and outside the water.
| N/A
|-
| Hex Aura
| 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).}}
| To reinforce other Theurgists, Hex Aura is a constant effect radiating energy around the user. Anyone within range who has Hex Defense active, gains +1 Faith Proficiency (breaking cap up to 9) This does not affect the user themselves, but if the user also has Hex Defense active, they can gain the benefit from other Theurgists using Hex Aura. Hex Aura can stack twice on any Theurgist, meaning they can never gain more than +2 Faith regardless of how many Hex Auras are present. If Ritual Offering is used on this Ability, it does not reset the Cooldown as it has none, but instead allows the Theurgist to target one Spirit or Spirit Possessed person, and grant them the benefits from Hex Aura, but with +1 Main Defense Stat, instead of Faith. Hex Aura has no cooldown.
| N/A
|-
| Hex Plot
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
|  To use Ritual Offering more often, this Ability activates automatically when the user has used Ritual Offering three times, healing the user by 4 HP. Hex Plot can trigger multiple times. Hex Plot has no cooldown, and Ritual Offering has no effect on it.
| N/A
|-
| Hex Synergy
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To utilize otherwise unusable point buy packs in a stance, use this ability to grant access to Cutthroat Point Buy packs the user has purchased. When using Hex Defense, the user can use abilities from Cutthroat Point Buy as if they had Cutthroat Stance active, but they do not gain any of the passive benefits or restrictions from Cutthroat Stance. Additionally, they cannot use Melee Weapon Point Buy Abilities or Shield Point Buy Abilities while in Hex Defense, and must have a melee weapon equipped, but can use Dexterity as their Main Combat Stat for melee attacks. Hex Synergy can only be used when Hex Defense is active, but has no cooldown.
| N/A
|-
| Shaman Aura
| 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).}}
| To reinforce Shamans, Shaman Aura is a constant effect radiating energy around the user. For every enemy Spirit or person possessed by a Spirit in Range, the user gains +1 Faith applied only when defending against attacks from Spirits or persons possessed by Spirits (breaking cap up to 11). If there are no Spirits, Shaman Aura grants a flat +1 Faith instead. For every 2 KO enemies in a Combat Scene, the user can apply -1 Main Combat Stat Debuff as part of Corpse Count onto any enemy that lasts until KO'd or the end of combat, which can stack from subsequent Corpse Counts or from other Shamans, but only up to -2 Main Combat Stat. Shaman Aura has no Cooldown.
| N/A
|-
| Shaman Synergy
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To utilize otherwise unusable point buy packs in a stance, use this ability to grant access to Bruiser Point Buy packs the user has purchased. When using Shaman Defense, the user can use abilities from Bruiser Point Buy as if they had Bruiser Stance active, but they do not gain any of the passive benefits or restrictions from Bruiser Stance. Additionally, they cannot use Shielding Point Buy Abilities while in Shaman Defense, and the user must have a melee weapon equipped.  Shaman Synergy can only be used when Shaman Defense is active, but has no cooldown.
| N/A
|-
| Shaman Exchange
| 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).}}
| The user can, at any point during a fight (even not during the user's action or turn) transfer any Block Tokens from themselves to allies, even in response to attack Emotes hitting them, thus consuming the Block Token and preventing damage. Additionally, any Faith Proficiency (base and buffs) can be granted from themselves to an Ally instead, granting them Main Defense Stat, but this does not break cap. Block Tokens and Stats handed away cannot be taken back until end of Combat. Shaman Exchange has no Cooldown.
| N/A
|-
| Sinistral Explode
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To get the maximum value out of downing a foe, use this ability when within Melee Range of a target. When downing an enemy with melee range, the user can choose to activate this ability. Upon activation, the user heals 1HP, and additionally Knocks Down all enemies within 3 blocks of the downed target. If an enemy is Brittled, they additionally take 2HP of damage, which can additionally trigger instances of Sinistral Explode if able. Sinistral Explode has a 2 Hour cooldown.
| N/A
|-
|}


==Counter Powers==
===Passive 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
|-
|-
| Enchant Revenge
| Aegis Command
| Counter Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| If the user reaches 0 HP, they are allowed one final emote to use any Magic Ability (Enchant, Sinistral, Radiant), or Magic Attack Emote (ignoring range even in Melee), but can only Target the person that reduced their HP to 0. After using Enchant Revenge, it goes on Cooldown until Server Restart, even if the user is Revived in Combat.
| No Cooldown
| {{#simple-tooltip: N/A }}
| Aegis Command isn’t active until you have a Link attached to an Ally. When it activates, you gain +1 Defense per Linked Ally. Additionally, when you reach Health Stage 1 grant 1 Block Token to a Linked Ally.
|-
|-
| Divine Wrath
| Bardic Harmony
| Counter Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To Counter Dark Magic, this Ability can be used to react and Counter a Sinistral Point Buy, or Theurgy Point Buy Ability targeting the user or one of their Allies. If Divine Wrath triggers Critical Strike, the Ability is instead redirected, not countered, and the original user of that ability suffers all the effects of it instead. Divine Wrath has a 2 Hour Cooldown.
| No Cooldown
| N/A
| You may use the Harmonic Tags of Bardic Point Buy Abilities. You may Target Allies with which to Harmonize. Harmonic Tags grant Bardic Point Buy Abilities additional effects based on their use order, with the first Bardic Ability used by you or a Harmonized Ally being labeled the Intro, and the last Bardic Ability used by you or a Harmonized Ally being labeled the Outro. You may use Basic Attacks between Bardic Point Buy Abilities without losing use of Harmonic Tags, but using any Ability that doesn’t activate an Outro, except Passives and Stances, causes interruption and prevents the use of Harmonic Tags until an Intro is restarted.
|-
|-
| Exorcism
| Breather
| Counter Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To protect against Afflicted Abilities, use this Ability to Counter any Instant, Link, or Movement Power used by a Character that is Afflicted that targets the user or an ally. This only applies to Abilities from the Arcane Proficiency Category, and Enchant Point Buy. Additionally, outside of combat, the user can perform general Exorcisms, but they do not have a guaranteed effect, and require negotiation with Spirit Players, or Event DMs. If the user is Afflicted themselves, this Ability is Disabled. Exorcism has no cooldown for Curing or general Exorcisms, but its Counter function has a 4 Hour Cooldown, and a 30 Minute Internal Cooldown.
| Thrice per Combat, Twice per Health Stage
| N/A
| Breather isn’t active until you gain Health, increasing it by +1HP. Additionally, if you reach Health Stage 1, and have not gained any Health, set the Minimum Defense Dice Roll to 7 for the next 3 turns, but prevent Breather from being used again.
|-
|-
| Martyrdom
| Bruiser Grit
| Counter Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user can only activate this Ability when an Ally within Range would take damage from an attack or Ability. The user instantly dashes to intercept the hit, taking the damage for the ally instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would knock out, or defeat, the user, the ally gains +2 Main Combat Stat and +2 Constitution, which breaks caps, and cleanses any Debuffs currently applied to them. If the user is revived in any way, the bonuses from Martyrdom end. Martyrdom can be used once per Server Restart.
| Once per Combat
| N/A
| Bruiser Grit isn’t active until you reach Health Stage 1. When it activates, you gain +5 Attack, decreasing by -1 for every successful Basic Attack you make, until it hits 0. This bonus automatically drops to 0 if you exit Health Stage 1. Additionally, you become Immune to Displacements from Enemies and Status Effects as long as this effect persists.
|-
|-
| Rebuke Faith
| Bruiser Disruptor
| Counter Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user can Counter any Power from Cleric Point Buy, but only if it is from a different Religion than the user's, cancelling its activation and putting it on a 30 minute Cooldown, regardless of its original cooldown. Rebuke Faith has a 3 hour cooldown.
| No Cooldown
| {{#simple-tooltip: Theurgy| The user can counter any Power from Cleric Point Buy, regardless of Religion. Additionally, the target receives -1 Main Defense Stat reduction for the next 20 Minutes. If the Power would have been used on someone other than the Target, any additional targets also receive this -1 Main Defense Stat reduction. This cannot go into the negatives.}}
| 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.
|-
|-
| Sacred Rebuke
| Bulwark
| Counter Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| To interfere with an enemy, the user can, as a reaction to an enemy from another Religion using a Power from Cleric Point Buy, immediately apply the Brittle Debuff to them. The target also suffers a -1 Main Defense Stat reduction for the next 20 minutes. Sacred Rebuke has a 2 hour cooldown, and does not Stack.
| Once per Combat
| N/A
| You always block line of sight for enemies within Range. Additionally, when an enemy takes the Move action within Range, you may apply the Snared Status Effect to them without using an Action.
|-
|-
| Sacred Martyr
| Cavalry Summon
| Counter Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To protect an ally from harm, use this ability when an Ally within Range would take damage. The user instantly dashes to the ally, taking the damage instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would KO the user, the ally gains +1 Main Combat Stat and +1 Main Defense Stat, which breaks caps, and cleanses any Debuffs currently applied to them. If the user is revived in any way, the bonuses from Sacred Martyr end. Sacred Martyr has a cooldown of 4 hours, and does not Stack.
| 20 Minutes once Ended
| N/A
| You can use Cavalry Summon without using an Action, but Dismounting requires one. Cavalry Summon confers the following benefits and limitations: You gain +4 Blocks Range to your Move Actions and Movement Abilities for the immediate turn after you use a Movement Ability. If the Mount seats multiple, Allies can ride on the same Mount as you. If sharing a Mount, you only have one Move Action between all Riders, and any Snared or Prone Status Effects are duplicated, as well as any Displacements. If the Snared or Prone Status Effect is removed from one Rider, remove it from the other, as well. If a Displacement is countered or reduced by one Rider, reduce it for the other, as well. If one Rider does not have this Ability, the Mount will be unable to Move an increased Range. Cavalry Summon has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|-
|-
| Strength Snare
| Chem Supplier
| Counter Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Strength Snare is able to be used as a reaction to another character being targeted with a Buff Power from any Point Buy Category. The user immediately becomes the target of the ability being used instead of the person originally being targeted. If this benefit is indefinite, the user of Strength Snare must benefit from it positively once, before it can be ended early or changed to a different target. Once used, this ability has a 1 hour cooldown.
| Once per Combat
| N/A
| Chem Supplier isn’t active until you reach Health Stage 2/1. When it activates in Health Stage 2, you may refresh a Charge of one of your Chem Point Buy Abilities that is currently used. If you do not refresh a Charge in Health Stage 2, it reactivates in Health Stage 1, allowing you to refresh a Charge of two different Chem Point Buy Abilities instead.
|-
|-
|}
| Cutthroat Quickstab
 
| Passive Technique
==Instant 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"
| Twice per Combat, Once per Health Stage
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| 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.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Enchant Mimic
| Deadeye Barrage
| Instant Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To mimic anyone, copy their Abilities, Racial Traits and Proficiencies exactly, while discarding your own. The user is now able to use this "kit" exactly like the source, but a Custom Kit cannot be copied. Enchant Mimic has no Cooldown, but the Mimic Kit remains active until the Combat Roleplay Scene ends. Additionally, the user can choose to copy the appearance of the target, but this does not count as a disguise mechanic.
| Once per Combat
| {{#simple-tooltip: N/A }}
| You must spend an Action to activate Deadeye Barrage, but may use a Basic Attack without using an Action. While active, you gain +1 Attack per Basic Attack made for the next 3 turns, stacking up to +2. If the 3rd Attack is successful, it deals +1HP Damage, then Deadeye Barrage ends. Additionally, you cannot move for the duration of Deadeye Barrage, unless you cancel it prematurely.  
|-
|-
| Divine Aggro
| Deadeye Luckshot
| Instant Power
| Passive Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To draw aggression from allies, use this Ability to target an ally within range. The first time an Enemy attacks that target, the user can grant that ally 1 Block Token. If an enemy attacks the user instead, this ability ends, and the user gains +2 Main Defense Stat (breaks cap up to 9) for that roll only. If Divine Aggro triggers a Critical Strike, it grants 2 Block Tokens, and instead of granting +2 Main Defense Stat, the Paladin gains +2 HP. Divine Aggro has a 2 Hour Cooldown.
| Once per Combat
| N/A
| You always have Deadeye Luckshot. While active, you may roll /dice 1 4, and set the Damage of your next successful Basic Attack to the number rolled. If you roll a 1, set the Damage of your next successful Basic Attack to -1HP and inflict the Brittle Status Effect to the Target. Deadeye Luckshot ends once you make a successful Basic Attack against an Enemy.
|-
|-
| Divine Blessing
| Engineer Fabrication
| Instant Power
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To increase Critical Strike chances, use this Ability to guarantee a Critical Strike on the next Ability (thus not needing to Dice Roll). This Ability consumes the user's action and does nothing else. If Divine Blessing triggers a Critical Strike, the next Ability is guaranteed to Critical Strike, and Divine Blessing immediately goes off Cooldown. Divine Blessing has a 4 Hour Cooldown.
| Thrice per Combat, but Once per Health Stage
| N/A
| Engineer Fabrication isn’t active until you spend a turn without Moving beside your Turret, or Moving 2 Blocks with your Turret using Engineering Stance. When it activates without Moving, gain 1 Block Token. When it activates by Moving the full distance, gain 2 Block Tokens.
|-
|-
| Divine Smite
| Fate’s Wheel
| Instant Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}  
| To cast away foes, use this Ability on a Target that is either a Spirit, possessed by a Spirit, Undead, a Vampire, or a Geist. The Target is Knocked Back by 5 Blocks, and has the Brittle Debuff applied to them. If this Ability triggers a Critical Strike, the Target also suffers a guaranteed hit. Divine Smite has a 2 Hour Cooldown, does not Stack, and has an internal cooldown of 30 minutes.
| Once per Health Stage
| N/A
| Fate’s Wheel isn’t active until you make a Dice Roll in Combat Roleplay, that isn’t an Attack Dice roll or Defense Dice roll. When it activates, without using your Action, you may re-roll the dice and choose which result to use.
|-
|-
| Group Cleanse
| Fleet Footed
| Instant Power
| Passive Technique
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user cleanses all Debuffs on every character within Range of them, including themselves. Group Cleanse has a 2 hour cooldown.
| Twice per Combat, Once per Health Stage
| N/A
| Fleet Footed isn’t active until you make a successful Melee Basic Attack against an Enemy, you may Move an additional 4 Blocks after that Attack.
|-
|-
| Hex Choice
| Flexible Maneuver
| Instant Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To curse an enemy and force them to pick between two bad options, the user can apply both the Brittle and the Threatened debuff to an enemy within range. If the target Cleanses the Brittle debuff, the Threatened debuff triggers, and knocks the target down. If the Brittle debuff triggers normally, the Threatened debuff ends. Hex Choice has a 4 hour cooldown.
| Once per Health Stage
| N/A
| Flexible Maneuver isn’t active until you make an Attack or Defense Dice Roll at the lowest result. When it activates, you can choose to re-roll your Attack Dice Roll if you have taken a Move action on this turn, or choose to re-roll your Defense Dice Roll if you have not taken a Move action on this turn or the turn before.  
|-
|-
| Hex Parasite
| Fortify Command
| Instant Power
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To steal benefits from an enemy, this Ability can only be used in response to an Enemy using a Buff Power from Point Buy. The user counts as one extra target for that Buff Power, gaining any benefits it might grant, while ignoring targeting limitations. If the Buff Power was also a Link Power, the Link cannot be willingly ended prematurely. Once ended, Hex Parasite has a 4 hour cooldown.
| Once Ended, use Command Stance Basic 3 times to reuse
| N/A
| Target an Ally within range, the next time they are attacked by an Enemy, apply the Warned Status Effect to that Enemy. Whilst Warned, they must choose: before rolling, attack normally, and have the Marked Status Effect applied to them, or attack with -4 Attack.
|-
|-
| Hex Guide
| Fortitude
| Instant Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To help an ally in a fight, use this ability as a reaction to an ally missing a basic attack roll. For their next two basic attack rolls, grant the ally +2 Main Combat Stat that breaks cap up to 11. Hex Guide has a 1 hour cooldown, and does not Stack.
| Once per Health Stage
| N/A
| Fortitude isn’t active until a Status Effect on you is removed or triggered. When it activates, you can choose to add +2 to your next Minimum Attack or Defense Roll.
|-
|-
| Radiant Bolster
| Iron Will
| Instant Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To cleanse Allies, use this Ability to remove a single Debuff on an Ally. This Ability can only target an Ally if they have a Debuff. The Debuff is removed, and the Ally is given +1 Block Token. The Cooldown of the Ability that applied the Debuff to the Ally by the Enemy is reduced by half. Radiant Bolster has a 1 Hour Cooldown.
| Twice per Combat, Once per Health Stage
| N/A
| Iron Will isn’t active until you reach Health Stage 2. When it activates, you can choose to re-roll a failed Defense Dice Roll and must use the new result. If the Defense Dice Roll succeeds, this counts as one use of Iron Will. If the Defense Dice Roll still fails, that usage of Iron Will is refreshed, but cannot be reused for the same attack.
|-
|-
| Radiant Push
| Medical Buff
| Instant Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| To move an Enemy or Ally, this Ability can be used to Knockback a Target for 10 Blocks. The Target can be moved in any direction, meaning further away from the user, or closer, anywhere along a horizontal direction but never vertically or diagonally up or down. Radiant Push has a 30 Minute Cooldown.
| Four Times per Combat, Twice per Health Stage
| N/A
| Medical Buff isn’t active until you successfully heal an Ally with Medical Stance. When it activates, without using your Action, you may grant that Ally +2 Attack or Defense for 3 Dice Rolls. Multiple instances of Medical Buff, even from different sources, do not stack.
|-
|-
| Radiant Relocate
| Medical Purging
| Movement Power
| Passive Technique
| {{#simple-tooltip: 15 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| To move an ally, use this Ability to relocate them forcibly anywhere else in range, even on higher ledges up to 5 blocks in height. This Ability can also be used by the user themselves, but can never be used to circumvent fortifications like castle walls and a gatehouse, or teleporting through walls. This cannot be used on an KO'd ally. Radiant Relocate has a 1 Hour Cooldown.
| Twice per Combat
| N/A
| Medical Purging isn’t active until you succeed on a Roll to heal an Ally through Medical Stance, you may choose to remove one Status Effect from the Target Ally.
|-
|-
| Radiant Shield
| Momentum
| Instant Power
| Passive Technique
| {{#simple-tooltip: Viewing Distance | Viewing Distance means range does not matter so long as the user can see the Target(s).}}
| {{#simple-tooltip: Self | Self: Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To shield an ally, use this Ability to automatically target the lowest HP ally that can be seen, or to target the user themselves, and apply +1 Block Token to them. This ability can be used reactively, meaning, while an Ally is taking Damage, thus negating that Damage instead as the Block Token is immediately consumed. Radiant Shield has a 2 Hour Cooldown.
| Triggers Twice per Combat, once per Health Stage
| N/A
| Momentum isn’t active until you make a Basic Attack or use an Ability after Moving more than 5 Blocks. When it activates, you may Target an Ally within Melee Range and increase their next Move or Movement Ability’s range by +4 Blocks. Additionally, you may remove one of the Prone, Snared or Fleeting Status Effects from the Target Ally.
|-
|-
| Saving Grace
| Overstep
| Instant Power
| Passive Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user targets an ally within range, removing all current debuffs on them and pulling them to any block adjacent to the user. Saving Grace cannot cleanse debuffs from Artifacts. Saving Grace has a 2 hour cooldown.
| Once per Combat
| N/A
| Target yourself and apply the Vulnerable Status Effect. Additionally, while you have the Vulnerable Status Effect through Overstep, gain +4 Blocks Range on your next 2 Move Actions.
|-
|-
| Shaman Earth
| Paladin Vengeance
| Instant Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To protect an ally, this Ability can be used to grant an ally within range +1 Block Token. This Ability can be used as a reaction to an ally being attacked, allowing them to instantly use the Block Token to protect themselves. After 2 enemies are KO'd in a Combat Scene, the user becomes immune to the Brittle Debuff as part of Corpse Count (this constant effect applies even while the Ability is on Cooldown). Shaman Earth has a 2 Hour Cooldown.
| Once per Combat
| N/A
| Paladin Vengeance’s effects differ based on which Paladin Stance is Active, and is inactive until an Ally within Emote Range would reach 0HP by an Enemy. Blade: Apply the Brittle Status Effect to the Enemy that reduced them to 0HP, and the next Basic Attack you make against that Enemy gains +3 Attack and +3 Minimum Attack. Bow: Apply the Marked Status Effect to the Enemy that reduced them to 0HP, and the next Basic Attack you make against that Enemy gains +2 Attack and +2 Minimum Attack.
|-
|-
| Shaman Puppet
| Puretek Blessing
| Instant Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To meddle with enemies, target an opponent and read/ask for their Character App to read their Abilities. Choose one Ability from Point Buy (regardless if it is on Cooldown), and use a copy of it from the target's location, but as if it was being used by the user instead (meaning it can harm the target's allies, and benefit the user's allies, but not vice versa). If the Ability involves any sort of resources, it must use the user's resources, not the target's. This does not consume the next turn for the Target. For every 2 KO enemies in a Combat Scene, the Cooldown of this Ability is reduced by 30 Minutes as part of Corpse Count. Shaman Puppet has a 2 Hour Cooldown, and does not stack.
| Twice per Combat, Once per Health Stage
| N/A
| Puretek Blessing isn’t active until you have a Status Effect applied to you by an Occult Character. When it Activates, you may remove that Status Effect and gain +1 Attack against the Character that applied the Status Effect for your next attack only .
|-
|-
| Sinistral Corrode
| Rage Counter
| Instant Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| In order to debilitate an opponent, use this ability to corrode the defenses of a target character within Emote Range. The target suffers a -1 Main Defense Stat. If the target would be healed, that healing is reduced by 1 (even to 0), and if the target would gain a Block Token, they are additionally Marked. Sinistral Corrode ends when either one of these conditional effects are triggered, but they cannot both activate at the same time. Sinistral Corrode has a 2 Hour Cooldown, a 30 Minute Internal Cooldown, and does not Stack.
| Once per Health Stage
| N/A
| 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.
|-
|-
| Sinistral Implode
| Ranger Companion
| Instant Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To mitigate enemy protections, use this Ability as a reaction to a character gaining a Block Token from an Ability. When used, the Target loses all Block Tokens they would have gained, and are additionally given the Brittle Debuff. Sinistral Implode has a 2 hour cooldown, and a 30 minute internal cooldown.
| Triggers Once per Health Stage
| N/A
| 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.
|-
|-
| Sinistral Puppet
| Rebound Pack
| Instant Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this.}}
| To puppeteer two enemies to attack each other, use this Ability to target them and force them to attack each other. This Ability must respect range, a swordsman can't attack out of melee range. Both targets are forced to perform a Mundane Attack Emote against the other, with both applying their Dice Rolls. This does not affect their current or next Action, but they can take damage. The same person can only be affected by Sinistral Puppet once every 2 Hours. Sinistral Puppet has a 2 Hour Cooldown.
| Twice per Combat, Once per Health Stage
| N/A
| You can only use this when you are Displaced unwillingly. Without using an Action, count the number of blocks Displaced, and increase the range of your next Move Action by that number.
|-
|-
| Sinistral Rage
| Resilience
| Instant Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To mark a target as your enemy, use this ability to apply the Threatened Debuff for the next 10 minutes. While Threatened, if the target willingly leaves the Attack Range of the user, they suffer a guaranteed hit. If the target remains within Attack Range of the user, the user gains +2 Main Combat Stat (breaking cap up to 11) for attacks made against the Target for the duration. Sinistral Rage has a 2 hour cooldown, does not Stack, and a 1 hour Internal cooldown.
| Once per Health Stage
| N/A
| Resilience isn’t active until you make multiple Defense Rolls in succession from different sources, increase your Minimum Defense Roll for the second Attack onward by a number equal to the number of Attacks made against you, +2.
|-
|-
| Sinistral Sever
| Ritualist Gale
| Instant Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To remove a Link Power on someone, target them with this Ability and a Link Power of choice that is active on them will immediately be ended. Any Link Powers they are using will be forced to go on Cooldown. Additionally, the Target cannot be targeted by Link Powers or Abilities defined as Link Powers for the next 20 Minutes. Sinistral Sever has a 2 Hour Cooldown.
| No Cooldown
| N/A
| Ritualist Gale isn’t active until you are targeted with a Ranged Attack. When it activates, you may raise your minimum Defense Roll by a number of your choice between 0 and 5, +2. However, your next Minimum Attack Roll is reduced by the number chosen, 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
==Summon 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;"
| 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.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Armor Summon
| Shield Impact
| Summon Power
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this.}}
| 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.
| No Cooldown
| N/A
| Shield Impact isn’t active until you Displace an enemy, and they Impact. When it activates, if the displacement was less than 6 Blocks,  reduce their Defense by -2 for their next two Defense Dice Rolls. If the displacement was 6 Blocks or more, apply the Brittle Status Effect to them instead.  
|-
|-
| Hex Revive
| Stalwart
| Summon Power
| Passive Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To bring back an ally as a pseudo ghost, use this Ability as a reaction to an ally being KO'd. The ally attaches to the user, meaning the ally can no longer take damage or be targeted by Abilities by enemies, but the ally cannot use Abilities of their own. The user cannot make attack and defense rolls or emotes afterwards, but the ally can for them using the Ally's stats instead. The first time an ally is attached, the user gains 1 Block Token. When the user is KO'd, Hex Revive ends and the ally returns to being KO'd. If Hex Revive is used multiple times on multiple allies, the first ally gains +2 Main Combat and Main Defense Stat per ally added, breaking cap up to 14. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Hex Revive has a 2 hour cooldown.
| Once per Combat.
| N/A
| Stalwart isn’t active until you take at least 3HP Damage from a single Attack. When it activates, you can gain 1 Block Token but also apply the Weakened Status Effect to yourself for 2 Turns.  
|-
|-
| Weapon Summon
| Tank Rally
| Summon Power
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 3 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user can summon any type of weapon from Melee Point Buy, or Ranged Point Buy made out of Magic. This weapon functions like a normal weapon would, has the same durability, but does not use any ammunition to fire if ranged. The user can give the weapon to someone else, but can't summon more than one. A destroyed Summoned Weapon cannot be Summoned again for 12 IRL Hours.
| Once Ended, use Tank Stance Basic 5 times to reuse.
| N/A
| 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
==Skill 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"
| Once per Combat
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| 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.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Enchant Bolts
| Tech Exhaust
| Skill Power
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To cast with magic, use this Ability with Magic Attack Emotes from Radiant or Sinistral Spell Point Buy to attack from Ranged, instead of Melee. Ranged Magic Casting follows all rules for Basic Ranged Attacks (with regards to dice rolls). Enchant Bolts has no cooldown, but the user cannot quickly swap between Melee and Ranged, and must spend an emote 'swapping' before they can Attack or use an Ability again.
| Once per Combat.
| {{#simple-tooltip: N/A }}
| Tech Exhaust isn’t active until you have one of the Snared, Fleeting, Confused, or Bloody Status Effects 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.
|-
|-
| Enchant Defense
| Tech Resist
| Skill Power
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To change the rules of combat, when the user enters combat, Wisdom Proficiency will apply for Main Defense Stat (instead of for example Constitution), and the user gains +1 Block Counter, but can no longer use a Shield. This Ability does not consume an Action, and can be used reactively to prevent damage from applying. This ability does not work if the user is wearing armor, does not apply if the user puts on armor afterwards, and does not refresh Block Counters associated with Armor. Enchant Defense has no Cooldown, but automatically activates, and cannot be removed.
| Once per Combat.
| N/A
| Tech Resist isn’t active until you lose a Defense Roll. When activated by a Melee Attack, gain a Block Token, but apply the Bloody Status Effect to yourself, which lasts until the 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.
|-
|-
| Shaman Ancestor
| Thick Hide
| Skill Power
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| This Ability summons the Spirit of an Ancestor, as well as a weapon in their hand, allowing their ancestor to guide them in combat. If Shaman Defense is not active, this gives the user +2 Main Combat Stat (breaking cap up to 11) and -2 Main Defense Stat. If Shaman Defense is active, the user loses access to all other Abilities, sets their Main Combat Stat to 11, but can use Abilities from Shaman Point Buy. Shaman Ancestor lasts until the end of Combat and has no Cooldown.
| No Cooldown
| N/A
| You always have the benefits of wearing Armor without explicitly wearing it, and this does not count as a Block Token gained from an Ability. Additionally, while you have a Block Token, you can only have up to 2 Status Effects, and are immune to any further applications.  
|-
|-
|}
| Veteran Sentinel
 
| Passive Technique
==Healing Powers==
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
{| class="wikitable"
| Once per Combat
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| 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.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Medical Revive
| Vigor
| Healing Power
| Passive Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Self | Self: Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| This ability requires Medical Stance to be active. To bring back a fallen ally, use this Ability to try and bring them back into fighting shape. The user creates a Link Power between themselves and a downed target within range, remaining in that state for 5 minutes. If left unbroken, the target is immediately brought back on their last legs (or 2 HP in the Optional System), and their Main Combat Stat reduced by 2 for the next 30 minutes.  This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Medical Revive has a 4 hour cooldown, regardless of if successful or not.
| Once per Combat
| N/A
| Vigor isn’t active until your Basic Attack would be Replaced. When it activates, you become Immune to the next Status Effect placed on you that you are not already Immune to.
|-
|-
| Radiant Revive
| Wounded Ego
| Healing Power
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To empower an Ally, Target them with this Ability. If the Ally reaches 0 HP, they are given a choice: Revive with 4 HP and half (rounded down) Main Combat Stat, or give another Ally 1 Block Token, and give them half (rounded down) Main Combat Stat (breaking cap until 11) until that Block Token is removed. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Radiant Revive has a 2 Hour Cooldown.
| Twice Per Combat, Once per Health Stage
| N/A
| Wounded Ego isn’t active until you fail an Attack Roll. When it activates, you can choose to add +3 to the final result of your next Attack Roll.  
|-
| Timed Healing
| Healing 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).}}
| The user applies a Link Power to a target within Range. For as long as the Link is active, the target heals their most recent wound every 10 minutes. This healing occurs at the end of the 10 minute timer. Timed Healing can only be active on one target at a time, and the same person can only be affected by one instance of Timed Healing at a time. Timed Healing has a 2 hour cooldown.  
| N/A
|-
|-
|}
|}


==Buff Powers==
===Instant Techniques===
{| class="wikitable"
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
|-
| Enchant Protect
| Aria of Distorting
| Buff Power
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To protect an ally, use this Ability to Summon a set of Armor that immediately envelops them, and also gives them a Shield. This Ability can also be used on the user themselves, however they will not get a Shield, as Mages cannot use Shields. Enchant Protect has no Cooldown, but it cannot be re-used while a set of Armor is active.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target an Enemy within Emote Range and apply the Confused Status Effect to them for 4 Turns. If used as an Intro, alternatively apply the Blinded Status Effect instead of Confused. If used as an Outro for an Aria Bardic Point Buy Ability, Target two Enemies, applying Blinded to one, and Confused to the other.
|-
|-
| 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.
|-
|-
| Divine Savior
| Aria of Weakening
| Buff Power
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To protect an Ally, use this Ability to shield them. Upon targeting an Ally, this Ally is removed from active combat by being encased in holy light, making them unable to move or perform any actions for 5 minutes (but Cooldowns continue ticking). After the 5 minutes have passed, if the Paladin using this Ability is still alive, they can reposition their encased ally to anywhere in range, and the Target Ally gains +1 HP (if the Paladin is KO'd, Divine Savior does nothing). Also, they gain +1 Main Combat Stat (breaks cap up to 11) for their first attack after being freed. If Divine Savior triggers Critical Strike, the 5-minute timer is skipped and the target instead instantly gains +3 HP. Divine Savior has a 4 Hour Cooldown, and does not Stack.
| Twice per Combat, Once per Health Stage
| N/A
| Target an Enemy within Range and inflict -2 Attack or Defense for their next 2 Rolls of the chosen Stat. If used as an Intro, the effect lasts for 3 Rolls instead of 2. If used as an Outro for an Elegy Bardic Point Buy Ability, the first Ally to make a successful Attack against the Target Enemy gains +2 Attack or Defense that lasts for their next 3 Rolls of the chosen Stat.
|-
|-
| Gear Boon
| Assault Command
| Buff Power
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user blesses the equipment of up to 5 allies within range, including their armor, weapons, shields, etc. The targets gain +1 Constitution, that breaks cap, and can optionally have their gear emit bright light, that dispels mundane darkness around them. The same person can only be affected by one instance of Gear Boon at a time. Gear Boon lasts for 1 hour, and has a 3 hour Cooldown.  
| Once Ended, use Command Stance Basic 3 times to reuse
| N/A
| 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.
|-
|-
| Medical Buff
| Blinding Prayer
| Buff Power
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This ability requires Medical Stance to be active. To protect an ally's strength, use this Ability on a chosen ally within range. If the target has their proficiencies reduced in any way, this effect is immediately ended and the target is returned to full strength. Additionally, the user gains a Block Token if successful. Medical Buff has a 2 Hour Cooldown.
| Once per Health Stage
| N/A
| Target an Enemy within Range, inflict -1 Attack or Defense for their next 3 Rolls of the chosen Stat. Additionally, apply the Blinded Status Effect, which ends when the Stat Reduction does.
|-
|-
| Medical Bolster
| Breakthrough
| Buff Power
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| This ability requires Medical Stance to be active. To protect an ally from harm, use this Ability to grant them 1 Block Token. While under the effects of this Block Token, the target’s Main Defense Stat is raised by 2, up to a maximum of 9. Medical Bolster has a 2 hour cooldown, and does not stack.
| Once per Combat
| N/A
| Target 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.
|-
|-
| Medical Canteen
| Bruiser Shred
| Buff Power
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 6 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This ability requires Medical Stance to be active. To share bonuses with an ally, use this Ability when targeted with a Buff Power that is not Medical Canteen. Targeting an Ally within range, the user immediately grants a copy of the Buff Power they received to the target. This effect lasts for up to 30 minutes, after which Medical Canteen goes on a 1 hour cooldown.
| Twice per Combat, Once per Health Stage
| N/A
| 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.
|-
|-
| Medical Resist
| Bruiser Flurry
| Buff Power
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| This ability requires Medical Stance to be active. To reduce the harm an ally receives for a set amount of time, use this Ability on an Ally within range. For the next 10 minutes, the target only suffers minor wounds from any incoming damage that would affect them, or is reduced by 1 HP (but never to 0) in the Optional Combat System. Once ended, Medical Resist has a 2 hour cooldown, and does not stack.
| Twice per Combat, Once per Health Stage.
| N/A
| 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.
|-
|-
| Radiant Barrier
| Bruiser Slam
| Buff Power
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| To protect an ally from Ranged Attacks, use this Ability to make them immune to Mundane Ranged, Magical Ranged, Firearms, and Archery Attack Emotes. This Ability is a Link Power, and remains active for as long as the Link Power is active. If the Link Power is broken or removed, Radiant Barrier has a 2 Hour Cooldown.  
| Twice per Combat, Once per Health Stage.
| N/A
| 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.
|-
|-
| Radiant Feather
| Bruiser Frenzy
| Buff Power
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| To protect allies, this Ability can be used to make any amount of Allies immune to damage from falling, giving them Feather Fall, which will slow them to a gentle floating speed. The same effect is permanently applied to self. Radiant Feather has no Cooldowns.
| Twice per Combat, Once per Health Stage.
| N/A
| 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.
|-
|-
| Sacred Buff
| Chaining Throw
| Buff Power
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| To protect an ally from stat reductions, apply a Link Power to an ally within Range. For as long as the Link is active, if the Target's stats would be reduced in any way, this Stat Reduction is nullified, and the Stat that would be reduced instead gains +1. This ability can be used as a reaction to an ally's stats being reduced, applying its effect, but can only ever boost one stat.  Sacred Buff can last for a maximum of 30 minutes, once ended has a 2 hour cooldown, and does not Stack.  
| Twice Per Combat, Once per Health Stage
| N/A
| Target an Enemy within Range and apply the Snared Status Effect to them. Additionally, if they already have the Snared Status Effect, Displace them towards you by 6 blocks. You may only target enemies in Health Stage 3/2 with Chaining Throw.  
|-
|-
| Sacred Feather
| Chem Blight
| Buff Power
| Instant Technique
| {{#simple-tooltip: Viewing Distance | Viewing Distance means range does not matter so long as the user can see the Target(s).}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To protect an ally falling from a great height, use this Ability to negate any falling damage the ally would take, and grant them immunity to Knockdowns for the next 10 minutes. If multiple allies are falling at the same time, the user can protect them from falling, but only one is granted the Knockdown immunity. Sacred Feather has a 2 hour cooldown.
| Once per Combat
| N/A
| Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them +2 Defense for their next two Defense Rolls and remove one Status Effect from them of your choosing. If an Enemy was chosen, inflict -2 Defense for their next two Defense Rolls, and apply the Vulnerable Status Effect.
|-
|-
| Sacred Gear
| Chem Freeze
| Buff Power
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To bless the equipment and enhance the defenses of allies, the user targets up to 3 allies within range. The targets gain +1 Main Defense Stat, that breaks cap up to 9. If the ally worships the same religion as the user, they also gain +1 Main Combat Stat that breaks cap up to 11. Sacred Gear lasts for 30 minutes, has a 4 hour cooldown, and does not Stack.  
| Twice per Combat, Once per Health Stage.
| N/A
| Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them 1 Block Token, but set the Move Speed of their next Move to 1 Block. If an Enemy was chosen, apply the Snared Status Effect to them and all Characters within 2 Blocks of them. You can only use Chem Freeze on a Target that has one or more Enemies adjacent to them.
|-
|-
| Sacred Healing
| Chem Hyperfocus
| Buff Power
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To heal allies over time, the user applies a Link Power to an ally within Range. For as long as the Link is active, the target heals 2 HP every 10 minutes. This healing occurs at the end of the 10 minute timer. Sacred Healing can only be upheld for a maximum of 20 Minutes, but if the user deals damage through any means while it is active, it instantly ends and any healing done is reverted. Once ended, Sacred Healing  goes on a 2 hour cooldown, and does not Stack.
| Twice per Combat, Once per Health Stage
| N/A
| You set your Minimum Attack Roll to 4 for your next 3 Attack Rolls. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Once Chem Hyperfocus is over, you apply the Prone Status Effect to yourself, and set your Minimum Attack Roll to -5, for your next 3 Attack Rolls. You cannot use Chem Hyperfocus whilst your Minimum Attack Roll is reduced by Chem Hyperfocus.
|-
|-
| Sacred Revive
| Chem Ignite
| Buff Power
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To revive an ally that is currently KO'd, the user can sacrifice 1 HP of their own, which cannot be blocked or reduced in any way, to revive that ally with 2 HP. Sacred Revive has no cooldown, and can be used as much as the user has HP, but the same person cannot be affected by more than one Revive Ability (Sacred Revive, Chem Revive, etc) per Combat scene.
| Twice per Combat, Once per Health Stage
| N/A
| Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them +1 Attack and +1 Minimum Attack for their next two Attack Rolls. If an Enemy was chosen, inflict -1 Attack and -1 Minimum Attack for their next two Attack Rolls.
|-
|-
| Stability Boon
| Chem Mend
| Buff Power
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user enhances themselves, and up to one ally within Range, granting them immunity to Displacements for 15 minutes. Stability Boon has a 2 hour cooldown.
| Twice per Combat, Once per Health Stage.
| N/A
| Target an Ally within Range on Health Stage 3/2 and heal them +1HP, but reduce their Attack and Defense by 2 for their next 2 Rolls. Additionally, if the Ally does not Move or use Movement Abilities for 2 Turns, heal them an additional +1HP.
|-
|-
|}
| Concussive Blow
 
| Instant Technique
==Movement Powers==
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
{| class="wikitable"
| Twice Per Combat, Once per Health Stage
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| 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.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Shaman Darkness
| Cutthroat Bleed
| Movement Power
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| This Ability can only be used if one or more enemies are within 3 Blocks of the user. When used, the user can choose anywhere within range (on a horizontal surface) to relocate to. Additionally, any enemies within 3 Blocks of the position they relocate from, have the Blindness Debuff applied to them. For every 2 KO enemies in a Combat Scene, the remaining Cooldown of this Ability is reduced by 30 Minutes as part of Corpse Count. Shaman Darkness has a 2 Hour Cooldown.
| Once per Health Stage 2/1 only.
| N/A
| 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.
|-
|-
| Sinistral Leap
| Cutthroat Dodge
| Movement Power
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To close a gap with a foe, this Ability can be used to instantly leap towards them and immediately perform an Attack Emote which has +3 Main Combat Stat applied to it that can break cap up to 10. The Target cannot be targeted by another Movement Power until after they have used an Ability or Attack Emote after reacting to this Ability. Sinistral Leap has a 2 Hour Cooldown.
| Once per Health Stage 3/1 only.
| N/A
| You can only use this when an Enemy would deal Damage to you with a Basic Attack. Without using an Action, reduce the Damage from that Attack by -1HP, and apply the Weakened Status Effect to Self for 2 Turns.
|-
|-
|}
| Cutthroat Escape
 
| Instant Technique
==Link Powers==
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
{| class="wikitable"
| Once per Health Stage 1 only.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| 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.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Hex Sapper
| Cutthroat Flash
| Link Power
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| To tire one's enemies, the user can target up to 3 enemies to divide 4 total Main Combat Stat reduction between them. This means they can spread it evenly one each, but can only put a maximum of -3 on one enemy. For every enemy Targeted, a Link is established. Once all Links are Broken or removed, Hex Sapper goes on a 2 Hour Cooldown, and does not stack. It is not possible to re-distribute the Stats without going on Cooldown first.
| Once per Combat
| N/A
| You Target one Enemy within Range and apply the Blinded Status Effect for 3 Turns, which also applies to all characters within 2 blocks of the Target.  
|-
|-
| Weakening Ward
| Cutthroat Target
| Link Power
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user applies a Link Power to an enemy within Range, and also chooses one ally. For as long as the Link is upheld, if the target attacks or targets the chosen ally, they receive a -2 Main Combat Stat reduction, but only while they are targeting or attacking the chosen ally. Once the target and ally are chosen, they cannot be changed for the duration of the Link Power. Weakening Ward has a 1 hour cooldown.
| Once per Health Stage 3/1 only.
| N/A
| Target an Enemy within Range, and apply the Marked Status Effect. Additionally, this doesn’t use an Action if you use your action to make a Basic Attack, immediately consuming the Marked Status Effect. If your Attack roll fails, reapply the Marked Status Effect.
|-
|-
|}
| Deadeye Doubletap
 
| Instant Technique
==Passive Techniques==
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
{| class="wikitable"
| Once per combat
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| 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.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Bruiser Agony
| Deadeye Drillshot
| Passive Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To heal on the edge of defeat, this ability will automatically trigger when the user is a single attack away from defeat, or at 2 HP or less. The next basic attack that successfully strikes an enemy heals the user for 2 HP worth of wounds. If the target has the Brittle Debuff, then this ability instead heals the user for 4 HP worth of wounds. Bruiser Agony  has a 2 hour cooldown, and begins after the effect has been successfully used. Bruiser Agony requires the user to be in Bruiser Stance.
| Twice per Combat, Once per Health Stage.
| {{#simple-tooltip: N/A }}
| 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.
|-
|-
| Dagger Expert
| Deadeye Execute
| Passive Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user is proficient at wielding daggers and knives with great effect, able to wield them proficiently without any Strength investment. If the user wields a dagger or knife as a weapon, they are able to attack with the equivalent Strength of their Dexterity Proficiency (up to a maximum of 4).
| Once per Combat
| N/A
| Target an Enemy within Range who is on Health Stage 1, make a Basic Attack against them with +4 added to the Final Result that deals -1HP Damage if it misses.  
|-
|-
| Debuff Endurance
| Deadeye Focus
| Passive Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| When the user has a Debuff applied to them, they gain a +1 boost to Constitution for as long as the Debuff is applied to them. If the Debuff is cleansed or Removed, the +1 Constitution is also removed. Debuff Endurance has no Cooldown, and can activate and de-activate multiple times.
| Twice per Combat, Once per Health Stage.
| N/A
| Target yourself and remove a Status Effect that isn’t Weakened, apply the Weakened Status Effect to yourself for 2 turns. Additionally, gain +2 Attack for your next attack only.  
|-
|-
| Focus Command
| Deadeye Overwatch
| Passive Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. This Ability has two functions to prevent a Commander from being Countered a lot. Firstly, the user is immune to Link Break Abilities, though any Targets they have with Links on them are not. Secondly, if any of their Links are broken by a Link Break Ability, their Link Targets cannot have a Link Break Ability used on them for the next 15 Minutes.  
| Twice per Combat, on Different Targets
| {{#simple-tooltip: N/A }}
| Target an Enemy within range and apply the Snared Status Effect to yourself and the Target. This does not consume an Action, but cannot be used on Enemies on Health Stage 1.
|-
|-
| Last Stand
| Deadeye Pinshot
| Passive Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To fight past the point of defeat, when the user would be reduced to 0 HP in combat, this ability immediately activates. The user heals 3HP, but can no longer gain Block Tokens for the duration of the fight. If the user already has a Revive Ability applied to them, Last Stand does not activate during the same combat scene, and that ability is used instead. Last Stand can only be used once per combat scene.
| Once per Combat.
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range with the Marked Status Effect and make an Attack Roll against them, dealing -3HP Damage on a successful hit, or re-apply the Marked Status on a miss.  
|-
|-
| Rebound
| Deadeye Quickshot
| Passive Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To get back on your feet, this ability passively activates on the first Knocked Down Debuff applied to the user. The user is able to instantly stand back up without using their action or turn (but this does not make them immune to the Knockdown). After Rebound is used, it goes on a 3 hour cooldown.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target an enemy within Range and make an Attack, rolling three times and selecting the highest result. Additionally, if two of the Rolls were above 10, apply Marked to the Target, if three of the rolls were above 10, also apply Marked to a second enemy within range. Deadeye Quickshot deals -1HP additional Damage to enemies with the Marked Status Effect.
|-
|-
| Shield Command
| Elegy of Foreboding
| Passive Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| This ability requires Command Stance to be active. If the user takes any damage, they can choose any Ally's Block Token, as long as they are within range, and remove that Block Token to block damage applied to themselves, however as damage is prevented on them, they cannot use the relocation mechanic of Command Stance. Shield Command has no Cooldown and can be used in rapid succession, until there are no Block Tokens left that are held by allies, in which case it does nothing.
| Once per Combat
| {{#simple-tooltip: N/A }}
| 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.
|-
|-
| Soft Landing
| Elegy of Headwind
| Passive Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 15 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| To avoid falling damage, this ability activates when the user takes damage from falling off of something. They instead brace themself before they hit the ground, breaking their fall and ignoring the damage. Soft Landing has no cooldown.
| Twice per Combat, Once per Health Stage
| N/A
| 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.
|-
|-
| Tech Armory
| Elegy of Tailwind
| Passive Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To protect oneself, this Ability grants the user a passive +1 Block Token that is always active, even outside of combat, and refreshes if removed at the end of Combat. However, the user can no longer wear conventional armor. If the user has the Ability Tech Defense, Tech Armory no longer grants 1 Block Token, but instead grants +2 Main Defense Stat (breaks cap up to 9) for as long as the user has the Block Token gained from Tech Defense. When that Block Token is lost, this bonus is lost as well. Tech Armory has no Cooldown.
| Once per Combat
| N/A
| Target an Ally within Range and grant them +4 Blocks Range for their next Move, additionally, if they end this Move adjacent to an Enemy, apply the Vulnerable Status Effect to that Enemy. If used as an Intro, reduce the Damage the Target Ally would take from Move Reactions by -1HP. If used as an Outro for a Sonata Bardic Point Buy Ability, if the Ally ends this Move adjacent to an Ally and nobody else, heal the Target and the Ally they stop adjacent to +1HP.
|-
|-
| Swimming Expert
| Endure Command
| Passive Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user is able to swim at high speeds, outmatched only by aquatic races, and is able to hold their breath for much longer underwater, whilst also being able to see near perfectly. Once per server restart, the user can guarantee a dodge from a basic Attack Emote against them as long as it was used on them underwater. Additionally, the user is able to fight with melee basic attacks underwater, with their Main Combat Stat reduced by 4.
| Once Ended, use Command Stance Basic 4 times to Reuse
| N/A
| Target an ally who has just lost a Defense Dice Roll, for the next 2 times they lose Defense Dice Rolls, reduce the Damage dealt to them by -1HP.
|-
|-
| Unarmed Expert
| Engineer Alarm
| Passive Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user is trained as a professional in unarmed combat, allowing them to use their fists as weapons. The user’s unarmed strikes bypass any immunity to unarmed combat, and can allow the user to use other Techniques from Melee Point Buy and Bruiser Point Buy without a weapon.  
| Twice per Combat, Only on health stages 3/1
| N/A
| Target an enemy within range, and within Line of Sight of you or your Turret, apply the Silenced or Weakened Status Effect to them for 2 turns. Additionally, you can consume 1 Block Token to increase the duration of the applied Status Effect by 2 turns, and reduce their Attack by -2 for the Duration of the Status Effect.
|-
|-
|}
| Engineer Emergency
 
| Instant Technique
==Active Techniques==
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
{| class="wikitable"
| Once per Combat
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| 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.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Agonizing Shot
| Engineer Maintain
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user fires their weapon at a target in range that is currently affected by Brittle. This shot deals a guaranteed hit to the target, triggering the Brittle effect and additionally causing the target to be knocked down once hit. After being used, Agonizing Shot goes on a 4 hour cooldown.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target yourself or an Ally adjacent to your Turret, if the Ally has no Block Tokens, give them 1 but apply the Snared Status Effect to them. If used on yourself, grant 2 Block Tokens and the Snared Status Effect and this Ability does not use an Action.
|-
|-
| Aquatic Command
| Engineer Overheat
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. This Link Ability can Target two Allies at once, but does not go on Cooldown until both Links are broken or removed. The Target Allies gain Enchant Oceana, meaning they can breathe underwater, see underwater, speak underwater, and move unhindered while swimming underwater. Additionally, they can use Abilities and Attack Emotes as if they were on dry land, targeting those inside and outside the water. Aquatic Command has a 2 Hour Cooldown.
| No Cooldown
| {{#simple-tooltip: N/A }}
| Target yourself and consume 1 Block Token, your next Basic Attack can be made at Emote Range against an enemy within Line of Sight of you or your Turret, and is made with +1 Attack. If you haven’t had a Block Token for 5 turns consecutively, you can ignore the cost to activate this Ability to overheat your Turret, granting +2 Attack to yourself and up to 3 Allies who are adjacent to it, this lasts until you gain a Block Token.
|-
|-
| Attack Command
| Engineer Reel
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user can target up to 3 Allies to divide 3 total Main Combat Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 3 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, Attack Command goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range and Displace them 4 Blocks towards your Turret, ignoring LOS as long as the Turret would have LOS on the Target. You can spend a Block Token to add +4 Blocks to the Displacement. If the Enemy would Impact, gain 1 Block Token.
|-
|-
| Battle Flurry
| Escape Artist
| Active Technique
| Instant Technique
| {{#simple-tooltip: 1 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To viciously attack everyone around the user, this Ability has the user roll one dice with a number for every character within range of this technique, and hits as many of them based on the number rolled, with a minimum of one. (ex. 3 people in range is /dice 1-3) The user can choose who gets hit or not, but this technique cannot be used if only one target is in range. Battle Flurry has a 3 Hour Cooldown.
| Twice per Combat, once per Health Stage
| N/A
| Target yourself and remove the Snared Status Effect, or negate one instance of any Movement Speed reduction currently applied to you. Additionally, outside of Combat, you are able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold you down.
|-
|-
| Belt Shot
| Execute Command
| Active Technique
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user rapidly loads and fires the weapon from the hip, causing a quick blow-out in short to medium range. Anyone in front of the user within range is knocked back 5 Blocks. If a target is unable to dodge back the full 5 blocks (hitting a wall, for example) or are incapable of moving, this ability does a guaranteed hit. Belt Shot has a 30 Minute Cooldown.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target an Ally within range and allow them to make a Melee Basic Attack against an Enemy on Health Stage 2/1 without using an Action. Additionally, grant the ally +4 Attack and +4 Minimum Attack for that Attack only. If the Ally fails the Attack via the dice roll, and not through other means, apply the Weakened Status Effect to them for 2 turns.
|-
|-
| Brawl Stampede
| Fancy Footwork
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 1 Block | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| To drag an enemy with you, use this ability to grab ahold of an enemy within melee range. Stampeding forward by 10 blocks, both the user and the target are forcibly moved the full range. The user cannot use Movement Powers for 10 minutes after using Brawl Stampede. Brawl Stampede counts as both a Movement Power and Displacement in the case of Ability counters, and has a 3 hour cooldown.
| Once per Combat
| N/A
| Target an Enemy within 1 Block Range and take the Move action, if possible. Move until you are standing within 1 Block of a different Enemy, and for this Move, you are immune to the first 2 Opportunity Attacks that would Target you. Count the number of Blocks moved, and receive a bonus to your next minimum Attack Roll equal to the number of Blocks (max 6). Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Break Down
| Fortify Command
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To tear down enemy barricades, use this ability to target any 1 block thick stone or wood wall, gate, or doorway. Physically smashing through, the user additionally staggers any character within 2 blocks in front of them. Break Down has a 2 hour cooldown.
| Once Ended, use Command Stance Basic 5 times to reuse
| N/A
| Target an Ally within range, the next time they are attacked by an Enemy, apply the Warned Status Effect to that Enemy. Whilst Warned, they must choose: before rolling, attack normally, and have the Marked Status Effect applied to them, or attack with -4 Attack.
|-
|-
| Bruiser Flurry
| Guided Prayer
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To disrupt the battlefield, this ability lets the user spin their weapon around, Knockback all characters within range by 5 blocks and choose one target to suffer the Brittle Debuff. If any target already had the Brittle Debuff, they instead take a guaranteed hit and are knocked down. Bruiser Flurry has a 1 hour cooldown. Bruiser Flurry requires the user to be in Bruiser Stance.
| Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target yourself and increase the Attack and Minimum Attack of your next Basic Attack by +2. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Bruiser Rampage
| Heavy Throw
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| To become unstoppable, this ability can be used right after a successful basic melee attack, becoming immune to the next Displacement ability. If the target was Brittle, then instead the user becomes immune to Displacement abilities for the next 10 minutes. This ability has a 2 hour cooldown.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target a Character within Range and Displace them a minimum of 6 blocks and up to 10 in any direction away from you and apply the Prone Status Effect to them on landing. If the Target is an Ally, grant that Ally +3 Defense for their next two Defense Rolls.
|-
|-
| Bruiser Ruin
| Improvised Attack
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To charge up a big attack, this ability targets an enemy within range whilst immobilizing the user for a single emote. If the user is targeted by an Ability or Basic Attack, Bruiser Ruin ends and the user can act once again. After an emote has passed, the user is able to deal a guaranteed hit on the target for 4 HP worth of damage. If the target has the Brittle Debuff, it instead does damage equal to 6 HP. If it ends early, Bruiser Ruin goes on a 30 minute cooldown, otherwise Bruiser Ruin has a 4 hour cooldown. Once this timer is completed, Bruiser Ruin cannot be canceled by any effect.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range and roll /dice 1 3. If you roll a 1 or 2, make an Attack at Emote Range with -2 Attack. If you roll a 3, make an Attack at Emote Range with +2 Attack.
|-
|-
| Bruiser Slam
| Knockback Sweep
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| To close the distance with a foe, this ability lets the user leap to a target enemy within range, landing on any block adjacent to them and apply the Brittle debuff. If the target already has the Brittle debuff, then instead this ability deals a guaranteed hit and inflicts Knockdown to the target. Bruiser Slam has a 1 hour cooldown, and counts as a Movement Power in the context of counters. Bruiser Slam requires the user to be in Bruiser Stance.
| Once per Combat.
| {{#simple-tooltip: N/A }}
| Target one Enemy within Range, Displace them backwards away from you by 10 Blocks. If there are multiple Enemies within Range, you may instead Displace all Characters within Range away from you by 4 Blocks. Additionally, the Character that Impacts with the shortest Block distance traveled, your choice if tied, suffers -1HP Damage.
|-
|-
| Bruiser Tackle
| Medical Bolster
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| To use an enemy as a weapon, use this ability to tackle an enemy within range, knock them back 5 blocks and apply the Brittle Debuff to the target. If the target hits another character before being moved the full distance, the Displacement effect ends and the other character also has the Brittle Debuff applied. If the target already has the Brittle Debuff, they take a guaranteed hit and are knocked back 10 blocks, following the same rules for hitting another character as before. Bruiser Tackle has a 2 hour cooldown. Bruiser Tackle requires the user to be in Bruiser Stance.
| Twice per Combat, Only during Health Stage 2/1
| {{#simple-tooltip: N/A }}
| Target an Ally within Range and grant them 1 Block Token, whilst they have this Block Token increase that Ally’s Defense by +2. The next time you would take -HP Damage, the Target Ally suffers it instead of you. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Medical Stance Basic Attack.
|-
|-
| Building Scale
| Medical Extension
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof. Building Scale has a 3 Hour Cooldown, and counts as a Movement Power in the context of counters.
| Once per Combat
| N/A
| Target an Ally on Health Stage 1 and grant them an additional Basic Attack use without using an Action when they reach 0HP. Additionally, if the Attack is successful, it deals -3HP Damage, if it is unsuccessful, it deals -1HP Damage.
|-
|-
| Champion Command
| Medical Rescue
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user Targets a single Ally. While this Link is active, the Ally's Main Defense Stat and Main Combat Stat limits are completely removed, even if they are imposed by other Abilities. Once broken or removed, Champion Command goes on a 2 Hour Cooldown. If a Target is affected by Overwhelm Command, Champion Command does nothing.
| Twice per Combat
| {{#simple-tooltip: N/A }}
| Target an Ally within Range and displace them to a block adjacent to you. Additionally, grant them 1 Block Token and heal them +1HP. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Medical Stance Basic Attack.
|-
|-
| Chase Command
| Medical Resist
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. First establish a Link Power onto an Ally. Then, establish a Link Power between that Ally and another Ally, or an Enemy. The first targeted Ally now duplicates all Movement Powers used by the second Target, landing on the same destination, though not benefitting from additional mechanics in such Movement Powers (like attack Emotes, or Knockback effects). Once broken or removed, Chase Command has a 30 Minute Cooldown.
| Twice per Combat
| {{#simple-tooltip: N/A }}
| Target Yourself or an Ally on Health Stage 2/1 who has just lost a Defense Roll, reduce the Damage taken by that Ally by -1HP for the next 2 failed Defense Rolls.
|-
|-
| Chem Berserk
| Medical Sweep
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| To become a glass cannon in combat, use this Ability to add an additional 1 HP of damage to your Melee Basic Attacks, but the user also takes an additional 1 HP of damage from Basic Attacks targeting them in turn. Using Chem Berserk overrides Chem Enrage and Chem Endure, and removes their effects. Chem Berserk cannot be re-used until the effect has ended.
| Once per Combat, but only after you have used Medic Stance Basic 5 Times
| N/A
| You move to a non-vertical unoccupied space in Range. This does not provoke Move Reactions, allows you to move through people and heals Allies passed through for +1HP. You can only heal up to 3 Allies using Medical Sweep.
|-
|-
| Chem Cleanse
| Nimble Bola
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| To remove Debuffs from self, use this Ability to instantly cleanse all Debuffs that are active on the user only. Chem Cleanse has a 3 Hour Cooldown.
| Once per Combat
| N/A
| Target an enemy within Range and count the number of blocks between yourselves. If the number of blocks is Even, apply the Prone Status Effect. If the number of blocks is Odd, apply the Snared Status Effect.
|-
|-
| Chem Endure
| Paladin Armaments
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To increase defense at the cost of attack, apply this Ability to gain +2 Main Defense Stat (breaking cap up to 9), and lose -2 Main Combat Stat (can go into minus). This Ability cannot be used if Chem Enrage is active, but Chem Berserk can override it (removing Chem Endure's effects). This effect remains active until end of Combat. This Ability does not count as a full Action. This Ability cannot be re-used until the effect has ended.
| Use Basic Attacks 3 Times to Reuse
| N/A
| Target yourself and switch Paladin Stance, if you were in Blade, switch to Bow, and vice-versa. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Your first Attack after using Paladin Armaments gains +3 Minimum Attack, and +3 Attack.
|-
|-
| Chem Enrage
| Paladin Bulwark
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| To increase damage at the cost of defense, apply this Ability to gain +2 Main Combat Stat (breaking cap up to 11), and lose -2 Main Defense Stat (can go into minus). This Ability cannot be used if Chem Endure is active, but Chem Berserk can override it (removing Chem Enrage's effects). This effect remains active until end of Combat. This Ability does not count as a full Action. This Ability cannot be re-used until the effect has ended.
| Twice per Combat, during Health Stage 2/1 Only.
| N/A
| Paladin Bulwark’s effects differ based on which Paladin Stance is Active. Blade: Target up to 3 Enemies in Melee Range and apply the Warned Status Effect. When Warned, they must Choose: If their next Basic Attack does not Target you, reduce the Damage they would deal by half, if their next Basic Attack Targets you, and all three hit, reduce the damage of the 3rd attack by -2. Bow: Target an Ally within 10 Blocks who uses Melee Basic Attacks, Move to a Block adjacent to them without provoking Move Reactions and moving through people. Additionally, grant them +1 Attack for their next 2 Dice Rolls. This counts as a Movement Technique.
|-
|-
| Chem Experiment
| Paladin Cleanse
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| To help in a fight, Target an enemy in Range with a Ranged Attack Emote, and perform the necessary rolls using Main Combat Stat. If the attack succeeds, the Target has a -1 Main Defense Stat (can go into minus) for the rest of Combat but is not damaged. If the attack fails, the user gains +1 Main Combat Stat (does not break cap) for the rest of Combat. Chem Experiment has a 2 Hour Cooldown, and cannot Stack.
| Twice per Combat, during Health Stage 2/1 Only.
| N/A
| Paladin Cleanse’s effects differ based on which Paladin Stance is Active. Blade: Target an Ally in Melee Range and apply two of the following effects to them: Remove Defense Reductions, Remove one Status Effect or break one Link Applied to them by an Enemy. Bow: Target an Ally in Emote Range apply one of the following effects: Remove one Status Effect or Break one Link applied to them by an Enemy.
|-
|-
| Chem Revive
| Paladin Cleave
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 2 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| To empower an Ally, Target them with this Ability. If the Ally reaches 0 HP, they are instead revived with 2 temporary HP, and given 4 more Attack Emotes. If any of these Attack Emotes was able to put an enemy down to 0 HP, the 2 temporary HP is converted to permanent HP, and they heal an additional 1 HP. If they fail to put an enemy to 0 HP, the temporary HP is removed, and they KO properly. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Chem Revive has a 2 Hour Cooldown.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: Undead| Undead cannot use this Ability on anyone but themselves. Instead, this Ability is always active (meaning they do not need to use it), and automatically triggers when they go to 0 HP. Also, this Ability has a 1 Hour Cooldown for Undead instead of 2 Hours.}}
| 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.
|-
|-
| Concussive Blow
| Paladin Repulse
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user swings their weapon at a target, Confusing them for 10 minutes, and ending the last two Link Powers they are using or affected by. Additionally, if the target is currently the caster of a Link Power, this Technique counts as a guaranteed hit. Concussive Blow has a 1 Hour Cooldown.
| Twice per Combat, Once per Health Stage.
| {{#simple-tooltip: N/A }}
| Paladin Repulse’s effects differ based on which Paladin Stance is Active. Blade: Displace all Enemies within 4 Blocks backward away from you by 6 Blocks. Additionally, if any Enemies Impact, inflict -2 Defense to them for their next Defense Roll. Bow: Displace an Enemy within Emote Range backward away from you by 10 Blocks. Additionally, if they Impact inflict -2 Defense for their next 2 Defense Rolls.
|-
|-
| Covering Fire
| Paladin Smite
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user fires a constant stream of inaccurate but intimidating shots to provide safety for their allies. As a reaction to an allies movement, the user is able to activate this Technique in order to ensure they are not attacked for as long as they need to reposition in one emote. Additionally, the ally gains a +2 Main Combat Stat (breaks cap up to 11) bonus to the first attack they make after re-positioning. Covering Fire ends the moment the user’s ally stops moving to attack, and has a 2 hour cooldown.
| Twice per Combat.
| {{#simple-tooltip: N/A }}
| Paladin Smite’s effects differ based on which Paladin Stance is Active. Blade: Target an Enemy with a Block Token within 10 Blocks and make a Basic Attack against them at that Range with +3 Attack. Bow: Target two Enemies with Block Tokens within Emote Range, and adjacent to each other, make an Attack Roll against one of them. Additionally, make an Attack Roll against the other with 2 Attack Maximum (dice 12).
|-
|-
| Cutthroat Backstab
| Paladin Veilbane
| Active Technique
| Instant Technique
| Melee Range
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand.}}
| This ability requires Cutthroat Stance to be active. The user makes a quick attack on a target that currently has a Debuff applied to them, dealing a guaranteed hit and cleansing the debuff that is affecting them. If this Debuff cannot be cleansed, this Ability fails. Cutthroat Backstab has a 1 hour cooldown.
| Twice per Combat, Once per Health Stage.
| {{#simple-tooltip: N/A }}
| Paladin Veilbane’s effects differ based on which Paladin Stance is Active. Blade: Target an Enemy within 10 blocks and Move to a block adjacent to them without triggering Move Reactions and moving through people, apply the Silenced Status Effect to the Target for 2 Turns. This counts as a Movement Technique. Bow: Target an Enemy within Range and apply the Silenced Status Effect for 3 Turns, if the Target had just used a Power, also apply the Marked Status Effect. Additionally, when you use your Action to use the Blade version of this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Cutthroat Dodge
| Chem Supplier
| Active Technique
| Passive Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| This ability requires Cutthroat Stance to be active. As a reaction to being hit by a basic attack or Ability from Melee Point Buy, the user can quickly dodge to negate any damage they would have suffered, but still be affected by secondary effects. Additionally, the user is able to immediately move up to 5 blocks horizontally in any direction. Cutthroat Dodge has a 2 hour cooldown, and counts as a Movement Power in the context of counters.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Chem Supplier isn’t active until you reach Health Stage 2/1. When it activates in Health Stage 2, you may refresh a Charge of one of your Chem Point Buy Abilities that is currently used. If you do not refresh a Charge in Health Stage 2, it reactivates in Health Stage 1, allowing you to refresh a Charge of two different Chem Point Buy Abilities instead.
|-
|-
| Cutthroat Evasion
| Protocol Scout
| Active Technique
| Instant Technique
| Self
| {{#simple-tooltip:  Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them) }}
| This ability requires Cutthroat Stance to be active. The user boosts their adrenaline, allowing them to temporarily improve their ability to avoid harm. For the next 15 minutes, the user gains 2 Constitution that can break the proficiency cap up to a limit of 8. Once ended, Cutthroat Evasion goes on a 2 hour cooldown.
| Twice per Combat
| {{#simple-tooltip: N/A }}
| Target an Ally within Range, ignoring Line of Sight and consider them always in Range of you and your Abilities and Attacks, regardless of Line of Sight, for your next 2 Turns. Once Protocol Scout Ends, if that Ability is still active, you are no longer considered ‘in Range’ for that Ability (unless you would be normally without Protocol Scout). Protocol Scout does not use your Action.  
|-
|-
| Cutthroat Flank
| Puretek Reload
| Active Technique
| Instant Technique
| Melee Range
| {{#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 requires Cutthroat Stance to be active. The user strikes at a target that is currently surrounded by two or more enemies, which can include the user. This attack does no damage, but causes the target to be Knocked Down as they’re tripped up by the user. If the target is already Knocked Down, this instead deals a guaranteed hit. Cutthroat Flank has a 2 hour cooldown, and a 30 minute internal cooldown.
| Once per Combat, Only during Health Stage 1
| {{#simple-tooltip: N/A }}
| Target yourself and grant an additional usage of any previously used and currently inactive Puretek, Ranger, or Deadeye Point Buy Ability without using an Action.
|-
|-
| Cutthroat Target
| Puretek Roulette
| Active Technique
| Instant Technique
| 10 Blocks
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| This ability requires Cutthroat Stance to be active. The user throws a harmless projectile onto the target, dealing no damage to them but applying the Marked Debuff to them for the next ten minutes. Cutthroat Target has a 1 hour cooldown.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target yourself and roll /dice 1 6, apply an effect based on the number rolled. 1: Do Nothing but refund this Use of Puretek Roulette, 2: Grant yourself +1 Attack for your next two Attack Rolls, 3: Increase your Move by 3 Blocks for your next two Move Actions, 4: Grant yourself 1 Block Token, 5: Reroll your next Defense Roll even if you succeed, 6: Apply the Marked Status Effect to two Enemies in Emote Range.
|-
|-
| Cutthroat Tears
| Ranger Cut
| Active Technique
| Instant Technique
| Melee Range
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| This ability requires Cutthroat Stance to be active. Upon being hit by a Basic Attack, the user can fall prone and perfectly feign defeat. At any time afterward, or as a reaction to them being attacked or targeted by an Ability, they are able to stagger any characters within range and immediately move 10 blocks horizontally in any direction. Once used, Cutthroat Tears goes on a 4 hour cooldown, and counts as a Movement Power in the context of counters.
| Thrice per Combat, but only during Health Stage 3/2
| {{#simple-tooltip: N/A }}
| Target a character who is part of a Link but not the original caster, sever one Link affecting them and grant them +2 Attack for their next 2 Attack Rolls. Additionally, if the Target has a Status Effect, apply Marked to the Link Caster.  
|-
|-
| Cutthroat Timer
| Ranger Entrapment
| Active Technique
| Instant Technique
| 10 Block Range
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| This ability requires Cutthroat Stance to be active. The user applies a Link Power to a target within range, which can be upheld for up to 20 minutes and can be broken at any time. Once ended or broken, the target and any character within 1 blocks of them are immediately Staggered and Rooted for 10 minutes, or until an emote is spent cutting themselves free. Once ended, Cutthroat Timer goes on a 2 hour cooldown.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target a Character within Range and apply the Snared Status Effect to them. Additionally, apply the Snared Status Effect to all Enemies within Melee Range of the Target, and deal -1HP Damage to any Enemies who already had the Snared Status Effect. Ranger Entrapment does not Stack.
|-
|-
| Defend Command
| Ranger Fan
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user can target up to 3 Allies to divide 3 total Main Defense Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 3 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, Defend Command goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.  
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target two Enemies in front of you within Range, Displace them away from you by 6 blocks. Additionally, if any of the Targets Impact, apply the Fleeting Status Effect to them.
|-
|-
| Dismount Shot
| Ranger Shower
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user attaches a loud, yet harmless, explosive to a projectile and fires it at a Mounted enemy, exploding on contact and creating a very loud sound. This startles the mount and causes it to run away, dismounting the target and causing them to be Knocked Down. Dismount Shot has a 1 hour cooldown.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range and make an Attack Roll against them, if successful, make an Attack Roll against a different Enemy within Melee Range of the Target. If both Attacks are successful, apply the Vulnerable Status Effect to both Enemies in addition to the Damage. If only the first Attack is successful, it deals -3HP Damage. You must have at least 3 Enemies within Range to use Ranger Shower.
|-
|-
| Diving Tackle
| Ranger Tag
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Emote | Emote: Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To quickly move across the battlefield, use this ability to immediately move up to 10 blocks in a chosen direction toward a character within range. If the user lands beside an enemy, they can choose to make a basic attack immediately after landing. Diving Tackle has a 1 hour cooldown, and counts as a Movement Power in the context of counters.
| Four Times per Combat, but Twice per Health Stage
| N/A
| Target an enemy within Range and apply the Marked Status Effect to them. Additionally, if any Ally within 3 blocks of the target enemy has the Marked Status Effect, remove it and apply it to a second Enemy within range.
|-
|-
| Dye Shot
| Ranger Viper
| Active Technique  
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user fires an ink-stained projectile at a target. This projectile does no damage, but stains them with a chosen color. While stained, the target is Blinded until they spend 10 seconds wiping their eyes. The target can still defend themselves, but cannot actively attack other characters. Dye Shot has a 2 hour cooldown, and an Internal Cooldown of 20 minutes.
| Twice per Combat, but only Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range and make a Basic Attack against them with +2 Attack and +2 to the Minimum Dice Roll. Additionally, you may make this Attack using an Ally’s Line of Sight for targeting.
|-
|-
| Escape Artist
| Reflecting Strike
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user is able to, whilst restrained, slip out of ropes, chains, handcuffs and other mundane restraints used to hold a player down. This allows them to instantly Cleanse a Root they are currently affected by. Additionally, they are also able to escape from any mundane holding cell or prison by picking the lock to the door in. This is never noticed by the captors until the user begins to move, attack or do any other action. Remember, resisting arrest or breaking out of Prison is highly illegal in Regalia, and can lead to worse punishment! Escape Artist has a 4 hour cooldown.
| Once Per Combat
| N/A
| Target an Enemy within Range and make a Basic Attack at Emote Range, if the attack is successful, target another Enemy within two blocks of the first and make a Basic Attack against that Enemy. If only the first Attack is successful, it deals -2HP Damage and inflicts -1 Defense on the Target for their next Defense Roll. If both Attacks are successful, they each deal -1HP Damage.
|-
|-
| Evading Dash
| Ritualist Expulsion
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user rushes from one point to another. Choosing an unoccupied place within range that they can see, the user sprints in a straight line. While sprinting, the user is unable to be targeted, but also cannot attack or do anything but sprint. Evading Dash has a 2 hour cooldown, and counts as a Movement Power in the context of counters.
| Twice per Combat, Once per Health Stage.
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range with a Status Effect, and make a Basic Attack with +1 Attack. After the attack, Displace them backwards away from you by 6 Blocks. Additionally, if they Impact, deal -1HP Damage to them.
|-
|-
| Familiar Disrupt
| Ritualist Hunt
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| {{#simple-tooltip: 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 born near, finds in childhood, (religiously) manifests, or magically creates a familiar that is life-linked with them and grows old with them. This familiar can be sampled from any domesticated animal no larger than a domestic dog. This pet can accompany the user, and aesthetically interact with the environment and other people. To hinder an enemy, the user targets one enemy within range, and knocks them Prone with their Familiar. Familiar Disrupt has a 4 Hour Cooldown.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target yourself and gain +4 Move Speed to your next Move Action taken. Additionally, for every Opportunity Attack an Enemy takes against you, you gain +2 to Defense against that Opportunity Attack. If the Enemy’s Opportunity Attack hits you, you get to make an Opportunity Attack back with +2 Attack for that roll only.
|-
|-
| Force Toss
| Ritualist Mirage
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| In order to forcibly move a target, use this ability to grapple a character within range and instantly hurl them anywhere within a 10 block range. If the target is an ally, the user can additionally throw them up to 5 blocks vertically to a higher ledge. The target doesn’t take damage from this, but is Knocked Down upon landing. Force Toss has a 1 Hour Cooldown.
| Once per Health Stage
| N/A
| Target an Enemy within Range and apply the Confused Status Effect to them which lasts for 5 Turns, or until you make a Basic Attack against them, whichever comes first. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Hook Shot
| Ritualist Roots
| Active Technique  
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user fires a grappling hook attached to a projectile, leaving behind a sturdy rope. This can be shot upwards whilst directly beneath a block, allowing the user to climb to the top of it. Additionally, this can be shot across a horizontal gap to establish a zip-line that can be slid down to cross to the other side, but the use of this ability must always be fired downwards by at least a single block. The rope is only strong enough to support one person at a time. Hook Shot has a 4 hour cooldown and counts as a Movement Power in the context of counters.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range and apply the Prone Status Effect. While the Enemy has the Prone Status Effect from Ritualist Roots, you gain +2 Attack against them. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Knockback Sweep
| Ritualist Slaughter
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user makes a wide swing of their weapon, knocking back anyone within Melee Range in front of or beside the user 5 blocks. If a character hits a wall, is Rooted, or Knocked Down, this knockback also deals a guaranteed hit. Knockback Sweep has a 2 hour cooldown.
| Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range and roll for an Attack Emote twice. If one roll would hit, deal -2HP Damage. If both rolls would hit, deal -2HP Damage and apply the Brittle Status Effect after the Attack Emote. If both rolls would miss, apply the Bloody Status Effect to the Target Enemy for their next two Defense Dice Rolls.
|-
|-
| Knocking Shot
| Shattering Strike
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| To create distance, the user fires a non-harming shot against a target within range that Knocks them back by 10 blocks. This does not interrupt any ongoing actions, knocking them back after their action completes. Knocking Shot has a 20 minute Cooldown, and a 20 minute internal cooldown.
| Twice Per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target an enemy within Range and apply the Brittle Status Effect. Additionally, Shattering Strike does not use your Action but can only be used after making a Basic Attack.
|-
| Marking Shot
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user fires a non-damaging projectile at a target that they can see, applying the Marked Debuff for the next 30 minutes. Marking Shot has a 20 minute cooldown.
| {{#simple-tooltip: N/A }}
|-
| Medical Barrier
| Active Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Medical Stance to be active. To protect allies, use this Ability to create a temporary shield from danger. The user creates a mobile barrier, protecting themselves and any character within 2 blocks behind them from Abilities or Basic Attacks targeting them from the front. While active, the user can’t use other Abilities or perform Basic Attacks, but is able to move while Medical Barrier is in use. Medical Barrier can be held for a maximum of 20 minutes, and once ended is put on a 30 minute cooldown.
| {{#simple-tooltip: N/A }}
|-
| Medical Rescue
| Active Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Medical Stance to be active. To pull a target back to safety, use this Ability on an ally within range. Pulling the target to any block adjacent to the user, the target is granted 1 Block Token. Medical Rescue cannot be used as a reaction to an incoming attack, and has a cooldown of 2 hours.
| {{#simple-tooltip: N/A }}
|-
| Overwhelm Command
| Active Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user Targets a single Ally. While this Link is active, the Ally can use two Melee Attack Emotes per Turn or Action (not Abilities, or Ranged Attack Emotes), however, the second attack cannot target the same Enemy, and the second attack must still respect Melee Attack Emote Range (2 Blocks). Once broken or removed, Overwhelm Command goes on a 2 Hour Cooldown. If a Target is affected by Champion Command, Overwhelm Command does nothing.
| {{#simple-tooltip: N/A }}
|-
| Pinning Throw
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To pin down a foe, use this Ability to Root an enemy within Range for 10 minutes. If the target is affected by a damaging ability or basic attack, this Debuff ends early. Pinning Throw has a 30 minute cooldown, and does not Stack.
| N/A
|-
| Pure Barrage
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To overwhelm an enemy, use this ability to target an enemy with a Link Power, instantly applying the Rooted Debuff to both the user and the target. The target is hit by a barrage of Puretek blasts in a constant stream, having the Silenced and Confused debuffs applied to them for the duration of the Link Power, whilst the user is unable to use other Abilities or Attacks for the duration of the ability. Any Debuffs applied by this ability cannot be removed or cleansed by typical cleansing abilities or mechanics and instead require the Link Power to be broken (or by the user voluntarily ending the ability). This ability cannot be used if the Target is the only enemy (that is not defeated) in combat or in a duel. Pure Barrage can be upheld indefinitely, going on a 2 hour cooldown as soon as the effect is ended, does not Stack, and has a 1 hour Internal Cooldown. Pure Barrage requires the user to be Puretek Stance.
| {{#simple-tooltip: N/A }}
|-
| Pure Overcharge
| Active Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To drastically increase firepower from Faith, use this ability to add all Faith Proficiency investment to the user's Main Combat stat, breaking the cap up to 14, whenever they use a basic attack from Firearms Point buy. However, the user's Main Defence stat is set to 0. This ability can be used at any time in the fight, not consuming the user's action, even right before attempting an attack or Optional Combat system dice roll. This effect remains active for the duration of Combat. Pure Overcharge requires the user to be in Puretek Stance.
| {{#simple-tooltip: N/A }}
|-
|-
| Shield Bunker
| Shield Bunker
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip:Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| In order to increase your defenses at the expense of damage output, use this ability to become a defensive wall temporarily. Shield Bunker allows the user to enter a defensive stance, cutting their own offensive output in exchange for survivability. While this Technique is active, the user is immune to Displacement effects, but cannot move from where they are standing. Additionally, the user’s main combat stat is reduced to 2, in exchange for 2 Block Tokens. If the user chooses to move, or this block token is expended, Shield Bunker goes on a 1 Hour cooldown. This temporary reduction of main combat stat cannot be reduced or negated for as long as Shield Bunker is active.
| Once Per Combat
| {{#simple-tooltip: N/A }}
| Target yourself and reduce the Block distance of all Displacements by -4 (never to 0, minimum 2), but your Moves and all Movement Abilities used on you and by you are capped at 4 Blocks for the duration. Shield Bunker lasts until you reach Health Stage 1, and can be ended early.  
|-
|-
| Shield Phalanx
| Shield Phalanx
| Active Technique
| Instant Technique
| {{#simple-tooltip: 1 Block | 1 Block range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 1 Block | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| In order to create a shield wall with allies, use this Ability to gain increasing benefits the more allies you have. Upon activating this ability, the user braces their shield forward, and can ignore the next displacement applied to them. If one ally uses Shield Phalanx, and joins it with the user’s, they both can ignore the next two displacements applied to them. If two allies join, the two allies and the user gain +1 Constitution that breaks cap up to 9. If four or more allies join, the allies and the user are considered permanently under the effects of Shield Cover. Shield Phalanx can be maintained indefinitely, but ends immediately if the user exits its range. When ended, Shield Phalanx goes on cooldown, and can be used once per server restart.
| Once Per Combat
| {{#simple-tooltip: N/A }}
| You create a defensive zone within Range, ignoring LOS, and increasing your and allies’ Defense by +1, and their minimum Defense Roll by +1. If another ally within range has Shield Phalanx, they can activate it without using their Action in response, which can chain to allies further down the line from you. For each person using Shield Phalanx in a chain, increase the bonuses by +1, but never more than +5. Shield Phalanx lasts for the rest of your current Health Stage.  
|-
|-
| Shield Slam
| Shield Rumble
| Active Technique
| Instant Technique
| {{#simple-tooltip: 5 Blocks | 5 Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 3 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| In order to close short distances and repel an opponent, use this ability to charge up to 5 blocks in a chosen direction. If the user moves the 5 full blocks, they also knock the target back 5 blocks, Staggering them. Shield Slam counts as a Movement Power. Shield Slam has a 2 hour cooldown.
| Twice Per Combat, but once per Health Stage.  
| {{#simple-tooltip: N/A }}
| You slam your shield, which Displaces all Characters within Range backwards and away from you by 4 Blocks. Additionally, if at least 2 enemies Impact, you gain 1 Block Token.  
|-
|-
| Shield Taunt
| Shield Taunt
| Active Technique
| Instant Technique
| {{#simple-tooltip: 2 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| In order to force enemies to focus on yourself instead of allies, use this Ability to target all enemies within range. Any enemy targeted that performs a basic attack on a character that is not the user of Shield Taunt does so as if they had a -2 to their Main Combat Stat. Shield Taunt lasts for up to 30 minutes, after which it goes on a 2 hour cooldown. Shield Taunt cannot stack.  
| Once per Health Stage.
| {{#simple-tooltip: N/A }}
| Target up to 3 enemies within Range, and apply the Warned Status Effect to them. While Warned, they must choose: Target you with an Attack or an Ability, or have the Marked Status Effect applied to them. Warned is removed after either choice. Additionally, set the minimum of your Defense Dice Rolls to 4 against anyone who has the Warned Status Effect. Shield Taunt lasts until all Warned Status Effects applied by Shield Taunt have been removed.  
|-
|-
| Shield Wall
| Shrug Off
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it. }}
| The user holds up their shield, protecting themselves and any character within 2 blocks behind them from Abilities or Basic Attacks targeting them from the front. While active, the user can’t use other Abilities or perform Basic Attacks, but is able to move while Shield Wall is in use. Shield Wall can be held for a maximum of 20 minutes, and once ended is put on a 30 minute cooldown.
| Once per Health Stage
| {{#simple-tooltip: N/A }}
| 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.
|-
|-
| Shearing Shot
| Smokescreen
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user targets a character within range that currently is affected by a Link Power, firing a projectile at them. While doing no damage, the User immediately ends a single Link Power affecting the target. Shearing Shot has a 30 minute cooldown.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target yourself and become untargetable by Abilities used outside of this Range for the next 3 turns. Additionally, any Basic Attacks targeting you outside of this Range have -4 to the Final Result.
|-
|-
| Splash Shot
| Sonata of Justice
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user fires a bursting projectile of some kind at any character within range, affecting them and any other characters within 2 blocks of the target. Anyone caught within range of this technique is hit with a concussive force, causing them to be knocked over. Splash Shot has a 45 minute cooldown.
| Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target an Ally within Range and grant them +2 Attack or Defense to their next 3 Rolls of the chosen Stat. If used as an Intro, this lasts for 4 Rolls instead. If used as an Outro for an Elegy Bardic Point Buy Ability, whilst the Ally has this Stat Increase, grant them +2 Blocks Range for all Move Actions they make, and the first time they Impact because of an Enemy, heal them +1HP.
|-
|-
| Spray and Pray
| Sonata of Purity
| Active Technique
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user rapidly loads and unloads their weapon, releasing a flurry of inaccurate shots on anyone within range. The user performs a /dice roll with a number for every character within range of this technique, and hits as many of them based on the number rolled, with a minimum of zero (ex. 3 people in range is /dice 0 3). They can choose who gets hit or not, but this technique cannot be used if only one target is in range. Spray and Pray can only be used once per day, with the single charge refreshing on server restart.
| Twice per Combat
| {{#simple-tooltip: N/A }}
| Target yourself or an Ally within Range and remove 1 Status Effect of your choice from the Target. If used as an Intro, increase this Ability’s Range to 10 Blocks. If used as an Outro for an Aria Bardic Point Buy Ability, when you use this on an Ally, additionally Target the Enemy within Emote Range that applied the removed Status Effect and apply the Marked Status Effect if the Target Enemy is on Health Stage 3/2, and apply the Bloody Status Effect if the Target Enemy is on Health Stage 1, which lasts until they leave Health Stage 1.
|-
|-
| Tank Charge
| Sonata of Sanctuary
| Active Technique
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| This ability requires Tank Stance to be active. The user dashes at a target enemy within range, knocking them back 10 blocks. If the target hits a wall or is blocked from moving the full distance, they are additionally Staggered and have Brittle applied. Tank Charge has a 30 minute cooldown, and counts as a Movement Power in the context of counters.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target an Ally within Range on Health Stage 1 and grant them 1 Block Token. If used as an Intro, Target an Ally on Health Stage 2/1 instead. If used as an Outro for a Sonata Bardic Point Buy Ability, additionally heal yourself and the Target Ally +1HP.
|-
|-
| Tank Hero
| Tangle Strike
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| This ability requires Tank Stance to be active. The user dashes to a target ally they can see within range as a reaction to an attack or ability emote targeting the ally, forcing the user to be the target instead. When landing, the user knocks back all enemies within melee range by 5 blocks, and if the attacker that triggered this ability is also within range, they have Brittle applied. Tank Hero has a 30 minute cooldown and counts as a Movement Power in the context of counters.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range and apply the Warned Status Effect to them for 2 Turns. While Warned: Remain within 5 Blocks of you, or willingly leave it and have the Fleeting Status Effect applied, and suffer -2 Attack for 3 turns. Multiple instances of Tangle Strike do not stack.
|-
|-
| Tank Rally
| Tank Sanctuary
| Active Technique
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| This ability requires Tank Stance to be active. The user rallies the battlefield around them, granting allies within range +1 Main Combat stat that can break cap up to a maximum of 12.  Tank Rally lasts for up to 30 Minutes, and has a 2 Hour Cooldown once ended.
| Once per Combat
| {{#simple-tooltip: N/A }}
| Tank Sanctuary isn’t active until you take Damage from using Tank Stance’s Basic Attack 5 times. When it activates, you can choose to use it to reduce the Damage taken by yourself and Allies within Range by -1HP for 3 Turns.
|-
|-
| Tank Rush
| Tank Shove
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| This ability requires Tank Stance to be active. The user charges forwards with their shield up to 10 blocks in a single direction (but no less than 5), knocking back any enemies caught in this charge by 5 blocks to either the left or right (chosen by the user of the ability). Up to two enemies caught in this charge have Brittle applied to them. If any enemies were already Brittle, this additionally knocks the Brittled enemy down, and deals a guaranteed hit. Tank Rush has a 4 hour cooldown, and counts as a Movement Power in the context of counters.
| Once per Health Stage 3/1 only.  
| {{#simple-tooltip: N/A }}
| 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
| Tank Slam
| Active Technique
| Instant Technique
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This ability requires Tank Stance to be active. The user slams the ground with their shield, knocking over enemies within range. Additionally, the user can choose up to two people within range, applying Brittle to those two targets. Tank Slam has a 2 hour cooldown.
| Once per Combat
| {{#simple-tooltip: N/A }}
| You apply the Snared Status Effect to all enemies within Range. Additionally, apply the Fleeting Status Effect to one enemy within Range of your choice.
|-
|-
| Tank Switch
| Tech Auto
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| {{#simple-tooltip: 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 requires Tank Stance to be active. The user quickly Staggers an enemy within range with their shield as a reaction to an attack or ability used on an ally. The user then instantly dashes, placing themselves between the attacked ally and the target. For one emote, if the target chooses to target (with an attack or ability) anyone but the user of this ability, the user swings their shield to apply Brittle to the target. Tank Switch has a 1 Hour cooldown and counts as a Movement Power in the context of counters.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target yourself and reduce the Damage you deal with attacks by -1HP, grant yourself +5 to the Minimum of your next 3 rolls. If two of these rolls are successful, apply the Bloody Status Effect to an enemy within Emote Range for 2 turns. Additionally, if your Basic Attack is Replaced by something else when you use this Ability, instead of reducing the Damage you deal, increase the Damage you take from incoming Attacks by -1HP.
|-
|-
| Tank Tremor
| Tech Shelter
| Active Technique
| Instant Technique
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This ability requires Tank Stance to be active. In order to pull enemies toward and disrupt their formation, use this ability to smash the ground and pull any enemies within range onto a block adjacent to the user. Additionally, if a target is Brittled, their Brittle debuff is removed, and the user of Tank Tremor gains one Block Token. Tank Tremor has a 1 hour cooldown.
| Twice per Combat
| {{#simple-tooltip: N/A }}
| Target an Ally within Range that has just taken -1HP Damage, reduce that Damage to 0 but decrease their Attack by -2 for the next 2 rolls.
|-
|-
| Tank Watch
| Theft
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 1 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}  
| This ability requires Tank stance to be active. The user fortities their defense and holds the line as a reaction to a movement ability, creating an ‘anti-movement’ zone in a 10 block range around them for 15 minutes. If an enemy uses a movement power, or an ability that causes the user to move a certain amount of blocks, towards the user of Tank Watch or any allies within range, they are instantly Countered, sent back to where they started from and have Brittle applied. Tank Watch has a 4 hour cooldown.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target an enemy within Range and roll /dice 1 5. If you roll a 1, and the enemy has a Block Token, remove the Block Token and grant it to yourself, and if the enemy has no Block Token, treat this as rolling a 4. If you roll a 2, choose an Ability that is “Twice or Thrice per Combat” and refresh one of its uses. If you roll a 3, you and the Enemy gain the benefit of a 2 roll. If you roll a 4, reduce the enemy’s next Move action by -3 Blocks, and increase your next Move action by +3 Blocks. If you roll a 5, remove any Attack and Defense Stat increases the enemy has for the next 3 turns, and grant them to yourself for the next 3 turns (they are re-applied when this Ability ends).  
|-
|-
| Tech Defense
| Venomous Strikes
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}  
| To change the rules of combat, use this Ability to activate a Tech Suit (think Iron Man) for the user. Upon activating this Ability, Wisdom Proficiency will apply for Main Defense Stat (instead of for example Constitution), and the user gains +1 Block Counter, but can no longer use a Shield. This Ability does not consume an Action, and can be used reactively to prevent damage from applying. This ability does not work if the user is wearing armor, does not apply if the user puts on armor afterwards, does not refresh Block Counters associated with Armor, but Tech Armory works as written. Tech Defense has no Cooldown, but when it is activated, it cannot be removed until the end of Combat.  
| Once per Combat.
| N/A
| Target yourself and modify your Attack for the next 4 turns. Whenever you deal Damage to an enemy, you can reduce the Damage by any amount (even to 0), and then reduce the enemy’s Attack or Defense Stat by the amount reduced. This Stat reduction lasts until you Damage the affected enemy without reducing the Damage, until this Ability ends, or until you are KO’d. The same enemy can only have their Stats reduced by a maximum of -3 in each Stat, even by multiple uses of Venomous Strikes.
|-
| Tech Gravity
| Active Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To change enemy distance, this Ability has two optional functions. Either pull everyone in range (including allies) towards the user, landing 1 Block away from them, or push everyone in range away from the user by 10 Blocks. In both instances, this counted as Knockback. Tech Gravity has a 1 Hour Cooldown.
| N/A
|-
| Tech Lasso
| Active Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To drag someone closer, use this ability to pull a character within range onto the block in front of the character. If they are on a different verticality (like on a roof), this ability’s range becomes emote range and they are pulled off the nearest ledge and take 1 HP falling damage if they fall more than 6 Blocks, unless they have Fall Damage Immunity. This secondary effect can target any character within Emote Range. Tech Lasso has a 1 Hour Cooldown.
| N/A
|-
| Tech Rockets
| Active Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To discourage enemy abilities, use this ability to to garget 3 enemies within range. For the next 30 minutes, if they are affected by a Link Power by one of their allies, they gain the Brittle Debuff without breaking or countering the Link Power. This effect cannot stack more than once on the same person. Tech Rockets as a 2 Hour Cooldown.
| N/A
|-
|-
| Tech Sanction
| Veteran Solitude
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| To protect an ally, Target an ally and give them +1 Block Token, then, pull the Target ally towards the user, causing them to land next to the user (on either side). Tech Sanction can also be used on Allies that are up on roofs, as it ignores fall damage. Tech Sanction has a 3 hour cooldown.
| Twice per Combat
| N/A
| Count the number of Allies and Enemies, and apply a different effect of Veteran Solitude depending on the difference between the counted numbers. 0: Target 1 Enemy within Range and set your Minimum Attack or Defense Roll against them to 5, and grant the Enemy the opposite. 1-2: Grant yourself 1 Block Token, and apply the Marked Status Effect to one Enemy within Range. 3-4: Remove up to two Status Effects from yourself and apply 1 Status Effect of your choosing to an Enemy within Range, 5+: Target 3 Enemies in Range, inflict -3 Attack and Defense to all three for their next 3 Rolls.
|-
|-
| Tech Stim
| Veteran Swiftstrike
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 2 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| To buff an ally, use this Ability to target them with a Link Power. Choose to apply either +2 Main Combat Stat (break cap up to 11) or +2 Main Defense Stat (break cap up to 9) for as long as the Link Power lasts. Tech Stim has a 2 Hour Cooldown, that is activated when the Link Power is Broken, not when it is first used.
| Twice per Combat, Once per Health Stage
| N/A
| Target all Enemies within Range and displace them backward away from you by 4 Blocks. Additionally, target one Enemy displaced by this Ability and move to an unoccupied space adjacent to them without provoking Move Reactions. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Unyielding Strike
| Veteran Tri-Slash
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
|To cleanse a Debuff with Anger alone, use this Ability to instantly cleanse one Debuff applied to the user. Optionally, the user can immediately make a melee attack against an enemy, which has +1 Main Combat Stat (breaks cap up to 11) added to that single attack only. Unyielding Strike has a 3 Hour Cooldown.
| Once per Health Stage, only on Health Stage 3/2
| N/A
| Target an Enemy within Range and make a Basic Attack against them rolling /dice 1 19, ignoring all current bonuses and penalties, rolling three times and using the Highest Result. If 2 of the Rolls were above 15 without post-roll additions, this attack deals -3HP Damage. If 3 of the Rolls were above 15 without post-roll additions, this attack deals -4HP Damage and applies the Prone Status Effect to the target, and this Attack’s Damage cannot be reduced or ignored in any way.
|-
|-
| Volley Assist
| Warding Prayer
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user kneels down and fires a rapid volley into the air above a target enemy, raining down projectiles. These do no damage, but the target and anyone within 2 blocks of them is rooted to the ground for 5 minutes, until they are attacked or take damage from an ability. Volley Assist has a 45 minute cooldown.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| Target an Enemy within Range, the next time they take the Move Action, or the next time an Enemy adjacent to the Target takes the Move Action, apply the Snared and Fleeting Status Effect to the Target.
|-
|-
| Weapon Throw
| Weapon Throw
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes.}}
| To throw a side-weapon at an enemy in range, use this Ability to make a ranged attack that uses the user's Strength Stat instead of Dexterity, but subtracted by 1. Weapon Throw has a 30 minute cooldown.
| Thrice Per Combat, Once per Health Stage
| N/A
| Target an enemy within Range and make a Basic Attack at Emote Range, but with -2 Attack.  
|-
|-
|}
|}


==Counter Techniques==
===Counter Techniques===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
| 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 Feint
| Bruiser Riposte
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| To interrupt an enemy’s attack, use this ability to Stagger an enemy as a reaction to a Melee Basic Attack or Active Technique targeting self. The user then increases their Constitution by 3, breaking the cap up to 9, for the next 2 attack emotes against the user. If the target has the Brittle Debuff, then this ability instead increases the user’s Constitution by 3, breaking the cap up to 9, for the next 4 attack emotes. Bruiser Feint has a 2 hour Cooldown. Bruiser Feint requires the user to be in Bruiser Stance.
| Twice per Combat, Once per Health Stage.
| {{#simple-tooltip: N/A }}
| 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.
|-
|-
| Bruiser Parry
| Chem Bang
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| To deflect an arrow or bullet, use this ability to parry and Counter a single ranged attack, or a Firearms or Archery Active Technique. If the user of the countered ability currently has the Brittle Debuff, the effects of this attack or technique are reflected back at the target. Bruiser Parry has a 1 hour cooldown. Bruiser Parry requires the user to be in Bruiser Stance.
| Twice per Combat
| {{#simple-tooltip: N/A }}
| You can only use this when an Enemy in Range would use a Movement Ability, reduce the range of that Movement Ability by 7 Blocks. Additionally, if the Enemy was Mounted, they cannot gain increased Move Range for 2 Moves after this effect.
|-
|-
| Building Smash
| Chem Purge
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| This Technique can be used on a building, so long as another person is standing on its roof, or on some higher ledge like a roof trim or balcony or top of a tower. When used, the user smashes into a selected building causing it to shake and destabilize all characters standing on top of it. Anyone standing on a higher ledge of such a building will fall off the building, forward towards the user and causing 1HP of damage unless the user is immune to fall damage. All targets additionally are unable to use a Movement Power for 10 minutes after landing. Building Smash has a 1 hour cooldown and ignores Displacement Immunity.
| Twice per Combat, Once per Health Stage
| N/A
| You can only use Chem Purge when you have a Status Effect applied by an Enemy, remove all Status Effects. Additionally, set your Maximum Defense Roll to 6 (cannot be raised) for a number of Defense Rolls equal to the number of Status Effects removed. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Close Save
| Close Save
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To push an ally out of harm’s way, use Close Save as a reaction to an Archery or Firearms Point Buy attack or Active Technique. The ally is knocked back by 2 blocks, avoiding any damage, but not any extra effects. Close Save has a 4 hour cooldown.
| Once per Combat
| N/A
| You can only use this when an ally is targeted by a Basic Attack or an Ability that does -HP damage. Instead of the ally taking Damage, you become the Target and take Damage equal to half the original Damage, rounded up. Close Save only works if you can be a valid Target for the Attack/Ability. Multiple instances of Close Save, even from different people, don’t stack with each other.
|-
|-
| Cheap Shot
| Cutthroat Mirror
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
|To counter magic targeting self, quickly strike the mage in retaliation. As a reaction to an enemy in range using a Power from Radiant or Sinistral Point Buy that targets the user, the user Counters that Power. Additionally, the user may choose to move up to 3 Blocks immediately after, but this is optional. Cheap Shot has a 1 hour cooldown. Cheap Shot does not Stack.
| Twice Per Combat, but once per Health Stage.
| N/A
| You can only use this when an Enemy applies a Status Effect to you. When gaining a Status Effect, apply the Warned Status Effect to the Enemy who targeted you. They must choose to either suffer the same Status Effect for the same duration or suffer -2 Attack for their next 3 Attack Dice Rolls. Cutthroat Mirror does not use an Action.
|-
|-
| Chem Bang
| Dirty Fighter
| Counter Technique
| Counter Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand.}}
| To sabotage a foe, send an explosive charge at the Target. If the Target is Mounted (riding on a Mount), they are dismounted, and cannot re-Mount for 10 Minutes. If the Target was not Mounted, they are Weakened for 10 Minutes. Chem Bang has a 3 Hour Cooldown, cannot Stack, and has a 40 minute Internal Cooldown.
| Once per Combat
| N/A
| You can only use this when an enemy is within Range. Apply the Confused Status Effect to them for 2 turns. Additionally, if the target is within 2 Blocks of you, apply a -2 Defense Reduction for their next two Defense Rolls. Multiple instances of Dirty Fighter, even from different people, don’t stack with each other.
|-
|-
| Chem Slip
| Engineer Reinforce
| Counter Technique
| Counter Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| To prevent Movement Powers, use this Ability to cause Emote Range around the user to block the use of Movement Powers, until one is used. If a Movement Power is used, that Ability is Countered, and the effect (preventing Movement Powers) ends. The effect (preventing Movement Powers) can be ended early with an enemy performing a Mundane or Magical Attack Emote at the ground, but this consumes their entire Action that they cannot use to attack someone else. Chem Slip has a 2 Hour Cooldown.
| Twice per Combat, Once per Health Stage
| N/A
| You can only use this when an enemy would Displace an Ally adjacent to your Turret, reduce the distance the Ally is displaced by -4 Blocks. Additionally, you can consume 1 Block Token to apply the Marked and Snared Status Effects to whomever displaced that Ally.
|-
|-
| Critical Hit
| Feeble Prayer
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| In order to focus on a target and deal a heavy amount of damage, use this ability to charge a guaranteed hit. The user picks a target that they can see within range, charging their weapon for 10 minutes whilst becoming entirey immobilized. If the user is targeted with any Ability or Basic attack, or the target leaves their range, this Ability is interrupted and put on a 15 minute cooldown. If left uninterrupted, the user fires a projectile that deals 6 HP worth of damage to the target. Critical Hit cannot be interrupted, Countered, Staggered, or avoided once completed, and has a cooldown of 2 hours.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| You can only use this when an Enemy 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.
|-
|-
| Cutthroat Reversal
| Hushed Prayer
| Counter Technique
| Counter Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This ability requires Cutthroat Stance to be active. As a reaction to being displaced, the user can choose to change the direction they are moving to some other place. The user is still required to move the set distance, and cannot increase or decrease this distance outside of other Ability mechanics. Cutthroat Reversal has a 30 minute cooldown.  
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| You can only use this when an Enemy Targets you with a Power. Reduce the Duration, Damage, and Displacement Distance of that Power on you by half rounded up. Additionally, apply the Silenced Status Effect for 2 Turns to the Enemy that used the Power on you.
|-
|-
| Dirty Fighter
| Interception
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: 3+Defense Stat | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| To quickly react with a hidden firearm after being attacked, use this ability to instantly Blind whoever attacked the user, as long as they are within range. Dirty Fighter has a 2 Hour Cooldown. Dirty Fighter does not Stack.
| Twice per Combat, Once per Health Stage
| N/A
| You can only use this when an Ally within Range is targeted by a Basic Attack. This forces you to be the Target instead. Additionally, if you take damage, gain Defense for your next two Defense Rolls equal to double the damage you took.
|-
|-
| Dismount
| Kneeling Prayer
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To knock an enemy off their mount, use this ability to instantly dismount an enemy within range. The Target is pushed off their Mount and knocked over, and Cavalry Summon is forcibly put on a 20 Minute Cooldown. Dismount cannot be used while Mounted, and has a 1 hour cooldown.
| Twice per Combat
| N/A
| You can only use this when an Enemy would Damage you with a Basic Attack. Reduce the Damage you would take by -1HP. Additionally, apply the Prone Status Effect to yourself, and you may only remove it by spending your Action, or using an Ability that removes Status Effects.
|-
|-
| Interception
| Magebane Strike
| Counter Technique
| Counter Technique
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| In order to prevent your allies from coming to harm, use this ability to step in the way of attacks. As a reaction to an attack or Active Technique, the user can dive in and protect a target within 3 + CON Stat blocks from them from incoming harm. The user immediately moves in front of the target, becoming the target of the Technique from any category instead. The user cannot nullify or avoid the attack or Technique. Once this effect ends, it goes on a 30 Minute Cooldown.
| Twice per Combat, but only Once per Health Stage
| {{#simple-tooltip: N/A }}
| You can only use this when an Enemy uses an Instant or Movement Power within Range. If used in reaction to an Enemy’s Instant Power, apply the Silenced Status Effect to them for 2 turns. If used in reaction to an Enemy’s Movement Power, grant yourself +4 Move Speed for your next Move.
|-
|-
| Pure Sanction
| Paladin Guard
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To counteract magic, use this ability as a reaction to a non-Mundane character using a Power from Point Buy. The target has the Threatened Debuff applied for the next 10 Minutes. If the target uses another Power from Point Buy, the Threatened Debuff ends and they are instead Silenced for 10 additional minutes. Pure Sanction has a 2 Hour Cooldown, does not Stack, and has a 30 minute Internal Cooldown. This ability requires the user to be in Puretek Stance.
| Twice per Combat, during Health Stage 3/2 Only.
| {{#simple-tooltip: N/A }}
| Paladin Guard’s effects differ based on which Paladin Stance is Active. Blade: You can only use this when you would take Damage from a Ranged Basic Attack, reduce the Damage you would take by -1HP, and make a Basic Attack against an Enemy in Melee Range that deals -1HP Damage if it hits. Bow: You can only use this when an Ally within Emote Range would be Targeted for a Basic Attack, obscure their Line of Sight and prevent them from being Targeted for 1 Turn, but allow the Attacker to change Targets afterward. Additionally, choose one Enemy adjacent to Target Ally, Target them and apply the Blinded Status for 2 turns.
|-
|-
| Pure Wrath
| Puretek Evade
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| As a reaction to being hit by a basic attack, the user immediately fires a quick-fire shot into the target's face after being hit and inflicting the Blinded Debuff to them for 10 minutes. Pure Wrath has a 1 hour cooldown, and a 20 Minute Internal Cooldown. Pure Wrath requires the user to be in Puretek Stance.
| Once per Combat
| N/A
| You can only use this ability when you are targeted for a Basic Attack by an Occult Enemy within range. You automatically succeed in the Defense Roll for that attack, and Displace yourself up to 10 blocks away from the enemy in a cardinal direction. Additionally, at the end of the displacement, apply the Vulnerable Status Effect to yourself.
|-
|-
| Rage Counter
| Puretek Sanction
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| In order to return fire on a heavily defensive opponent, use this Ability to deal harm to those who have harmed you. Upon taking damage from a basic attack or Active Technique from Point Buy, the user is able to immediately make a guaranteed strike against the target that attacked them before reacting to the attack they were targeted with themselves, as long as they are in range. This Technique cannot be used if the triggering effect was countered, cancelled, or ignored. Rage Counter has a 2 hour cooldown.
| Once per Combat
| {{#simple-tooltip: N/A }}
| You can only use this when an Occult Enemy targets you or an Ally with a Power, apply the Warned Status Effect to that Enemy. Whilst Warned, if the Target uses a Power in their next Action, inflict -2HP Damage to them, if they do not, apply the Silenced Status Effect for 2 turns. Multiple instances of Puretek Sanction do not stack.
|-
|-
| Resist Command
| Puretek Wrath
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes.}}
| This ability requires Command Stance to be active. Target an ally in Emote Range that has just lost an Attack Emote dice roll, or a Defensive dice roll. Then, force them and the person who was rolling with them to re-roll. If they fail a second time, they may be forced to roll a third time. If they fail the third roll, nothing happens. Resist Command has a 30 minute Cooldown.
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| You can only use this when an Occult Enemy Damages you with a Basic Attack, apply the Vulnerable Status Effect to them and decrease their next Move by 4 Blocks.
|-
|-
| Sharp Reflexes
| Sharp Reflexes
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To dodge a dangerous attack, this ability can be used as a reaction to an attack targeting the user. The user adds +2 to their final roll, but must declare this before rolling. Sharp Reflexes can only be used if the user has a Dexterity Stat of at least 6. Sharp Reflexes has a 1 hour cooldown.
| Twice per Combat
| N/A
| You can only use this when you are Targeted by a Basic Attack. Sharp Reflexes must be declared before the Defense Roll, which adds +5 to the Final Result of your Defense Roll. This does not take an Action, but cannot be used twice on the same Roll.
|-
| 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.
|-
|-
| Shield Block
| Steady Body
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| In order to last longer in melee combat, use this Ability to block a single melee basic attack every 30 minutes. The user can also immediately make a basic attack after blocking, if they choose.
| Twice per Combat, but once per Health Stage 3/2
| {{#simple-tooltip: N/A }}
| You can only use this when an Enemy would Displace you. Reduce that displacement by 8 Blocks. Any additional effects of the Ability that would have Displaced you still happen. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Shield Brace
| Substitute
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| In order to protect oneself from incoming fall damage, use this ability when falling from a higher ledge without any other protections. As a reaction to falling from a higher ledge, the user uses their shield to brace for the incoming impact, preventing them from suffering any harm and additionally allowing them to make a basic attack after landing. Shield Brace has no cooldown.
| Once per Health Stage, only during Health Stage 2/1.
| {{#simple-tooltip: N/A }}
| You can only use this when an enemy targets you with an Instant Technique. Target an Ally within Range to become the Target instead, additionally Displace yourself to a block Adjacent the Target Ally and grant them immunity to the next Displacement targeting them.  
|-
|-
| Shield Cover
| Tank Block
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user can raise their shield, independently or as a reaction to being shot at by a Ranged Basic Attack (Archery, Firearms, Magic), instantly blocking the shot and any damage from it. Shield Cover can only block from attacks in front of them, and cannot be used to instantly turn around and block shots from behind. The user cannot use any other Abilities or Attacks in the same instance they use Shield Cover, but Shield Cover has no cooldown and can be used to block any number of attacks.
| Once per Health Stage.
| {{#simple-tooltip: N/A }}
| You can only use this when an enemy hits you with a Melee Attack. Reduce the Damage by -1HP, without using your Action. Multiple instances of Tank Block, even from different sources, don’t stack with each other.  
|-
|-
| Steady Body
| Tank Hero
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user braces themselves against (or avoids) a single Displacement or Root, rendering them immune to the use of that Ability. After using this Technique, the user can perform a basic attack directly after. Steady Body has a 3 hour cooldown.  
| Once per Health Stage, only during Health Stage 3/2.
| N/A
| You can only use this when an Ally within Range is Targeted by an Ability. You become the Target of the Ability instead, unless this would cause that Ability to do nothing. If the Enemy is within Range of Tank Hero, apply the Fleeting Status Effect to them. If they’re outside of the Range, instead apply the Marked Status Effect.  
|-
|-
| Pure Antimagi
| Tank Watch
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| To negate Magic, use this Ability to Counter one Radiant or Sinistral Spell Point Buy Ability that targets an ally, including the user of Pure Antimagi. Pure Antimagi has a 1 Hour Cooldown, and a 30 Minute Internal Cooldown.  
| Twice Per Combat, but once per Health Stage.
| N/A
| You can only use this when an Enemy uses a Movement Ability that Targets you, or an Ally within Range. Reduce the distance moved by -6 Blocks, and apply the Prone Status Effect to them at the end of their Move. Tank Watch does not use your Action.  
|-
|-
| Technique Parry
| Technique Parry
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self Range | Self Range means that it applies to the user themselves, or something they can directly touch after casting it..}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To defend against an attack, use this Ability to protect the user from the effects of an Active Technique from Melee, Bruiser, or Cutthroat Point Buy. Additionally, the user may choose to move up to 3 Blocks immediately after, but this is optional. Technique Parry has a 1 Hour Cooldown.
| Once per Combat
| {{#simple-tooltip: N/A }}
| You can only use this when you would be affected by an Instant or Movement Technique from Melee, Bruiser, Veteran, or Cutthroat Point Buy, ignore all effects from that ability on yourself, including refunded Basic Attacks. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
| Veteran Antimagi
| 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 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
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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
| {{#simple-tooltip: 2 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 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===
{| class="wikitable"
| 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.
|-
| Cavalry Ram
| Movement 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
| 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
| {{#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, Target an Ally within Melee Range and take them with you without using the Target Ally’s Move.
|-
| Cavalry Roar
| Movement 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 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
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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
| {{#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 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
| {{#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 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
| {{#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 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
| {{#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
| 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
| {{#simple-tooltip: 10 Blocks | X Blocks: X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| Target an Enemy within Range and Displace both yourself and the target 10 blocks in any direction. Additionally, if they Impact, apply the Vulnerable Status Effect to the target, and you cannot use Movement Abilities for 2 Turns.
|-
| Tank Rush
| Movement 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
| 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
| {{#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 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
| {{#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
| 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
| {{#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
| 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.
|-
|-
|}
|}


==Mount Techniques==
===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
|-
| Cutthroat Tether
| 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 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.
|-
|-
| Cavalry Summon
| Tech Bungee
| Mount Technique
| Link Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user may whistle or shoot a flare or other method of summoning, to call their Mount to them. The user may then use the Pets plugin to summon a pet, and mount it, as if their Mount has arrived on the scene and they are able to mount it. From this point onwards, the user is Mounted. While Mounted, the user moves at Asha Speed. This Ability has a 5 Minute Cooldown once dismounted.
| Twice per Combat
| N/A
| 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.
|-
|-
| Carriage Summon
| Tech Livewire
| Mount Technique
| Link Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user may hop onto a carriage and become the driver of it, "summoning" it through some contrivance of it being hidden or driven in by someone else. From this point onwards, the user is Mounted, and anyone else who hops into the carriage is also Mounted. If a Dismount Ability is used on the Carriage, the driver and anyone in it is dismounted, and they are Knocked Down. Carriage Summon has a 20 minute cooldown.  
| Once per Combat
| N/A
| Target a Character within Range and apply a Link to them that gets more powerful depending on the number of Links active on them. If used on an Ally, grant +1 Attack and Move Speed per Link affecting them. If used on an Enemy, inflict -1 Attack and Move Speed per Link affecting them. Tech Livewire breaks automatically after 4 Turns.
|-
|-
|}
|}


==Stance Techniques==
===Stance===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Possible Ability Modifiers
|-
| Arcane Blade
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes once Ended
| You can enter Arcane Blade without using an Action, but ending it requires one. Arcane Blade confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. When you use an Ability from Arcane Point Buy, set the Minimum of your next Attack Roll to 2, if you have a minimum of 9 Points in Magic, set it to 4 instead. Additionally, when you would change from one Health Stage to another, your next Basic Attack rolls /dice 0 20, ignoring all current bonuses and penalties.  If you roll a 0 or a 20, displace the target backwards and away from you by 6 blocks, and apply the Brittle Status Effect. Arcane Blade counts as Bruiser Stance for the purpose of Enemy Abilities. Arcane Blade has an indefinite duration, until ended by you, or until combat is over.
|-
| Arcane Bolts
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes, once ended
| You can enter Arcane Bolts without using an Action, but ending it requires one. Arcane Bolts confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. When you use an Ability from Arcane Point Buy, set the Minimum of your next Attack Roll to 2, if you have a minimum of 9 Points in Magic, set it to 4 instead. Arcane Bolts counts as Ranger Stance for the purpose of Enemy Abilities. Arcane Bolts has an indefinite duration, until ended by you, or until combat is over.
|-
| Arcane Medic
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes, once ended
| You can enter Arcane Medic without using an Action, but exiting it requires one. You cannot enter Arcane Medic at Health Stage 2/1. Arcane Medic confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy, Shielding Point Buy. You cannot deal Damage to Enemies through Attacks or Abilities. Your Basic Attack is Replaced, allowing you to target a Character within Melee Range and roll /dice 1 4, where anything above a 1 is a success, to heal the target +1HP. Additionally, if the Target is already at their Maximum HP, a success instead heals yourself +1HP. Additionally, after you use an Arcane Point Buy Ability, you succeed your Dice Roll done with Arcane Medic’s Basic Attack. Arcane Medic has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|-
| Arcane Tank
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes, once ended
| You can enter Arcane Tank without using an Action, but exiting it requires one. Arcane Tank confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy. Your Defense from Proficiencies is 7, not 5. You cannot have the Brittle Status Effect applied to you. You cannot deal Damage to Enemies through Attacks or Abilities, your Basic Attack is Replaced and Targets Allies in Melee Range. When you use this on an Ally, or up to 2 Allies, the next time they would be Targeted for a Basic Attack, you become the Target instead, and if you fail the Defense Roll, reduce the Damage you take by -1HP (never to 0). Additionally, after you use an Arcane Point Buy Ability, you succeed your next Defense Dice Roll done with Arcane Tank’s Basic Attack. Arcane Tank has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Bruiser Stance
| Bruiser Stance
| Stance Technique
| Stance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user must have a weapon equipped to switch to Bruiser Stance. The user cannot have a shield equipped, or use Shielding Point Buy Techniques. While in Bruiser Stance, the user cannot have their Strength Stat reduced by outside forces. Bruiser Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended, Bruiser Stance goes on a 20 Minute Cooldown.
| 20 Minutes once Ended
| {{#simple-tooltip: N/A }}
| You can enter Bruiser Stance without using an Action, but ending it requires one. Bruiser Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. 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
| Command Stance
| Stance Technique
| Stance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To enter Command Stance, the user must have no Weapon or Shield equipped, but Armor is permitted. When entering Command Stance, the user cannot use any other Abilities except Racial Traits, Command Point Buy Abilities, and any active Link Powers are broken. The user may also not perform Attack Emotes, but can defend against incoming attacks with Wisdom as Main Defense Stat. Additionally, once per combat, if the user fails a Defensive roll while being attacked (and takes damage), they can immediately relocate to anywhere they can walk to within 15 Blocks after taking damage. Finally, any Link Abilities used by the user while in Command Stance remain active so long as they remain in Viewing Range, rather than breaking when leaving Emote Range. Command Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Command Stance goes on a 20 Minute Cooldown. If the user was Mounted, they remain Mounted while in Command Stance, but cannot use Abilities that require a mount.
| 20 Minutes once Ended.
| {{#simple-tooltip: N/A }}
| You can enter Command Stance without using an Action, but exiting it requires one. Command Stance confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Link Abilities used by you are Viewing Range instead of Emote Range. Your Basic Attack is Replaced, and can now Target Allies within Emote Range. When you use this on an Ally, increase the Minimum of their next Attack or Defense Roll by +5. Command Stance has an infinite duration, until ended by you, or Combat is over.
|-
| Conjurer Stance
| Stance
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 20 Minutes once Ended
| You can enter Conjurer Stance without using an Action, but exiting it requires one. Conjurer Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. You may place one Conjuration upon entering Conjurer Stance, but can only place 3 Max at once. Conjurations cannot move, but any Ability that allows you to place a Conjuration allows you to move one that already exists instead. Conjurations do not have Opportunity Attacks, can be walked through, count for Impact as a player would, and Abilities with Melee Range can be cast through one of your Conjurations. But, if a Conjuration is removed and re-placed, any Abilities cast through it are also removed. Additionally, if you make an Attack against an Enemy whilst you or the Enemy is Adjacent to one of your Conjurations, gain +1 Attack for each Adjacent Conjuration. Destroy all Conjurations when you exit Conjurer Stance.
|-
|-
| Cutthroat Stance
| Cutthroat Stance
| Stance Technique
| Stance
| Self
| {{#simple-tooltip:Self| Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user must have a lightweight weapon, such as a dagger or whip, equipped to switch to Cutthroat Stance. The user cannot have a Shield or Armor equipped, or use Melee Point Buy Techniques. Instead, they can utilize Dexterity as their Main Combat Stat when using Basic Attacks in Melee Range. While in Cutthroat Stance, the user becomes immune to the Rooted effect. Cutthroat Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Cutthroat Stance goes on a 20 Minute Cooldown.}
| 20 minutes, once ended
| {{#simple-tooltip: N/A }}
| You can enter Cutthroat Stance without using an Action, but exiting it requires one. Cutthroat Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. 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.
|-
|}
 
===Passive Power===
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
| 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
|-
|-
| Divine Defense
| Arcane Apotheosis
| Stance Technique
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution). This Ability does not consume an Action. Divine Defense has no Cooldown, but when it is activated, it cannot be removed until end of Combat. If Divine Defense triggers Critical Strike, the user also gains +1 Block Token.  
| 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
| {{#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 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
| {{#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 Echostrike
| 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. }}
| 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
| {{#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 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
| {{#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 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
| {{#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
| 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
| {{#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 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
| {{#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 3 & 1.
| Target an Enemy within Range and Displace them 6 Blocks in any direction.
|-
| Arcane Snare
| Instant 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
| 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
| {{#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
| 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
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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
| {{#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
| 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
| {{#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
| 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
| {{#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 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
| {{#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 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
| {{#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 Prone Status Effect to them. Additionally, apply the Snared Status Effect to yourself or an Ally within Range.
|-
 
|}
 
===Counter Power===
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
| Arcane Counter
| Counter Power
| {{#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
| 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===
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
| Arcane Warp
| Movement Power
| {{#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 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.
|-
|}
===Link Power===
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
| Arcane Barrier
| Link 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
| 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
| {{#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 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
| {{#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 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.
|-
|}
 
===Status Effects===
{| class="wikitable"
! 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
| N/A
| When Weakened, you cannot use Techniques of any kind, except Passive Techniques.
|-
|-
| Hex Defense
| Confused
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution). The user can sacrifice 2 of their own HP, or 2 of their allies HP. This Ability does not consume an Action, and can be used as much as the Theurgist wants. Hex Defense has no Cooldown, but when it is activated, it cannot be removed until end of Combat.
| N/A
| N/A
| N/A
| N/A
| When Confused, you cannot Target the person who Confused you with Abilities.
|-
|-
| Medical Stance
| Blinded
| Stance Technique
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| N/A
| This ability requires Medical Stance to be active. The user must not have a weapon or shield currently equipped to switch to Medical Stance. While in Medical Stance, the user’s Basic Attacks are replaced entirely, allowing them to heal 1 HP on a target within Melee range with a /dice 1 4 roll where anything above a 1 is a success. Medical Stance can be maintained indefinitely and can only be voluntarily ended by the user, though when ended Medical Stance goes on a 20 minute cooldown.
| 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
| N/A
| When Vulnerable, if you apply a Status Effect to an Enemy, take -1HP Damage, then the Effect ends.
|-
|-
| Puretek Stance
| Prone
| Stance Technique
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| N/A
| This ability requires Puretek Stance to be active. The user cannot have a shield equipped while activating Puretek Stance. While in Puretek Stance, the user becomes immune to the Weakened and Confused Debuff. Additionally the user can instantly dash to anywhere within 10 blocks once per combat. Puretek Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Puretek Stance goes on a 20 Minute Cooldown.
| 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.
|-
|-
| Shaman Defense
| Fleeting
| Stance Technique
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| N/A
| To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability,  Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution), and the user loses 2 HP. This Ability does not consume an Action, but the user cannot use a Shield. Shaman Defense has no Cooldown, but when it is activated, it cannot be removed until the end of Combat. For every 2 KO'd enemies in a Combat Scene, the user gains +1 Block Token from Corpse Count as soon as the second goes down.
| N/A
| N/A
| When Fleeting, if you Impact or use a Movement Ability, take -1 HP Damage, then the Effect ends.
|-
|-
| Tank Stance
| Bloody
| Stance Technique
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| N/A
| The user must have a shield equipped to switch to Tank Stance. The user cannot have a weapon equipped, use Melee Point Buy Techniques, or any Abilities that would cause damage to a target. Instead, they can intercept any attack within 3 blocks of them, taking the hit instead for 1 HP less damage while also being able to use Block Tokens (or other similar Abilities) to negate the damage. While in Tank Stance, the user becomes immune to the Brittle Debuff.  Additionally, the user is able to cleanse a debuff once per combat scene. Tank Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Tank Stance goes on a 20 Minute Cooldown.
| N/A
| {{#simple-tooltip: N/A }}
| When Bloody, your Defense is lowered by a number equal to your Health Stage.
|-
|-
|}


===Custom Abilities===
{| class="wikitable"
! 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
| {{#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.
|-
| Tempest Oath
| 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 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.
|-
| Penitent Wellspring
| Custom Kit Power
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| 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
| {{#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
| 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
| {{#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
| 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
| {{#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. }}
| 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
| {{#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
| 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
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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
| {{#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
| 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
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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
| {{#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
| 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
| {{#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
| 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
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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
| {{#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
| 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
| {{#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
| 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
| {{#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 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
| {{#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
| If you are a Vampire, you gain a +2 Attack for the duration of this weather effect.
|-
| Malefic 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
| 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
| 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
| {{#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
| 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
| {{#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
| 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
| {{#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
| 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
| {{#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
| 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 21:19, 16 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 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.