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| The user is Immune to any type of Invasion or Control that would cause some other entity to invade their body or mind, and control it. This also applies to Ordial, Void and Exist Spirits, but not Greater Spirits or Event Entities. Additionally, the user will also know that they were just invaded, but they cannot forcibly expel the invader if they do not want to leave. Finally, they can choose to let the invader take control, but can take control back anytime. This only counts for unwilling invasion. The user can still willingly make pacts with Spirits and invite them in. | | The user is Immune to any type of Invasion or Control that would cause some other entity to invade their body or mind, and control it. This also applies to Ordial, Void and Exist Spirits, but not Greater Spirits or Event Entities. Additionally, the user will also know that they were just invaded, but they cannot forcibly expel the invader if they do not want to leave. Finally, they can choose to let the invader take control, but can take control back anytime. This only counts for unwilling invasion. The user can still willingly make pacts with Spirits and invite them in. | ||
| {{#simple-tooltip: Teledden| Teledden have such Invasion Immunity that they can imprison an invader in their body against their will, or expel them against their will. Inside a Teledden's body, an invader becomes a powerless passenger who can only act when the Teledden lets them.}} | | {{#simple-tooltip: Teledden| Teledden have such Invasion Immunity that they can imprison an invader in their body against their will, or expel them against their will. Inside a Teledden's body, an invader becomes a powerless passenger who can only act when the Teledden lets them.}} | ||
|- | |||
| Knockdown Immune | | Knockdown Immune | ||
| Passive Power | | Passive Power | ||
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! Ability Description | ! Ability Description | ||
! Possible Ability Modifiers | ! Possible Ability Modifiers | ||
|- | |||
| Ally Throw | |||
| Mundane 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.}} | |||
| This Mundane Technique can only be used on an Ally in Melee Range. The user grapples onto the Target and instantly hurls them anywhere within 10 blocks, including a higher ledge or surface at a different height than the user. The Target does not take damage from this Mundane Technique, but are Knocked Over on landing. This Ability has a 1 Hour Cooldown. | |||
| N/A | |||
|- | |||
| Battle Flurry | |||
| Mundane 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.}} | |||
| The user lashes out instantaneously to strike those surrounding them. The user rolls one dice with a number for every character within range of this technique, and hits as many of them based on the number rolled, a minimum of one. (ex. 3 people in range is /dice 1-3) They can choose who gets hit or not, but this technique cannot be used if only one target is in range. Battle Flurry can only be used once per day, with the single charge refreshing on server restart. | |||
| N/A | |||
|- | |||
| Berserker Fury | |||
| Mundane Technique | |||
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}} | |||
| The user channels their anger, cleansing themselves of any Debuff effect currently affecting them. If the user cleanses a Debuff, they can immediately make a guaranteed hit on any one person in melee distance. Berserker Fury can be used once per server restart. | |||
| N/A | |||
|- | |||
| Body Adaptability | |||
| Mundane Technique | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| When targeted by another character with an Ability that changes the user’s proficiencies in any way, it is further changed by one extra point (positive or negative). This does not apply to abilities that the character uses on themselves. | |||
| N/A | |||
|- | |||
| Bouncer Throw | |||
| Mundane 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.}} | |||
| This Mundane Technique can only be used inside a Business Region, or the doorway/lobby of any other Building (such as an Estate, Base, or Rental). The user grapples onto a Target and instantly hurls them out of the building, whether through a window, or a doorway or opening in any wall. The Target does not take any damage, but is ejected at least 7 blocks away from the hole they were thrown out of, and are Knocked Over on landing. This Ability has a 1 Hour Cooldown. | |||
| N/A | |||
|- | |- | ||
| Brawl Stampede | | Brawl Stampede | ||
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| The user commences a charge in one straight line in a particular direction, stampeding forward by 10 Blocks. If they ran through a Barrier, someone behind Mundane Cover, or a Magical Shield or Barrier, said barrier, or cover is destroyed, though no damage or Displacement is applied to anyone along its path. This can also break a small hole through wooden and stone walls, but only if they are 1 block thick. This Ability has a 3 Hour Cooldown. | | The user commences a charge in one straight line in a particular direction, stampeding forward by 10 Blocks. If they ran through a Barrier, someone behind Mundane Cover, or a Magical Shield or Barrier, said barrier, or cover is destroyed, though no damage or Displacement is applied to anyone along its path. This can also break a small hole through wooden and stone walls, but only if they are 1 block thick. This Ability has a 3 Hour Cooldown. | ||
| N/A | | N/A | ||
|- | |||
| Building Scale | |||
| Mundane Technique | |||
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}} | |||
| The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof, but cannot move to other roofs without falling off. Building Scale has a 3 Hour Cooldown. | |||
| N/A | |||
|- | |||
| Building Smash | |||
| Mundane 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.}} | |||
| This Mundane Technique can be used on a building, so long as another person is standing on its roof, or on some higher ledge like a roof trim or balcony or top of a tower. When used, the user smashes into the building causing it to shake and destabilize any person standing on top of it. Anyone standing on a higher ledge of such a building will fall off the building, forward towards the user. The person falling will not take damage from falling, and will not get Knocked Over on landing, but is unable to use any Movement Power for 5 minutes. Building Smash has a 1 Hour Cooldown. | |||
| N/A | |||
|- | |||
| Cheap Shot | |||
| Mundane 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.}} | |||
| As a reaction to any character within range using a Power from the Spell Point Buy category, the user is able to strike them precisely. This does no damage, but immediately interrupts and counters the Power that was used, putting it on a 20 minute cooldown regardless of what the original Ability’s cooldown was initially. Cheap Shot has a 1 hour cooldown after being used. The same person can only be affected by one instance of Cheap Shot once per hour. | |||
| N/A | |||
|- | |||
| Concussive Strike | |||
| Mundane Technique | |||
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}} | |||
| The user swings their weapon at a target, confusing them for 5 minutes. While confused, the target is unable to target the user with Powers of any kind. Additionally, if the target is currently connected to a Link Power, this Technique counts as a guaranteed hit, and ends any Links they are using/effected by. This Technique has a 1 Hour Cooldown.}} | |||
| N/A | |||
|- | |||
| Crocodile Tears | |||
| Mundane Technique | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| The user falls to the ground and feigns defeat. The user can end their charade after 10 minutes, or if they’re attacked. Once ended, the user is able to make a guaranteed hit against any character within melee range. Crocodile Tears can be used once per server restart. | |||
| N/A | |||
|- | |||
| Disable Mount | |||
| Mundane 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.}} | |||
| This Mundane Technique can only be used on a Target that is Mounted. The user uses a powerful Mundane Technique to instantly dis-mount their Target and scare off the Mount. The Target is pushed off their Mount but not Displaced, and the Mount is dismissed, while forcing Cavalry Summon on a 30 Minute Cooldown. Dismount Pack cannot be used while Mounted, cannot be countered, and has a 1 hour cooldown. | |||
| N/A | |||
|- | |||
| Force Smash | |||
| Mundane Technique | |||
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}} | |||
| The user strikes mundane or magical cover that is protecting a target and destroys it, ending any abilities that count as either. The attack continues and strikes the target behind the cover, dealing a guaranteed hit. This ability has a 1 hour cooldown. | |||
| N/A | |||
|- | |||
| Knockback Sweep | |||
| Mundane 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.}} | |||
| Knockback Sweep allows the user to make a wide arch-swing. Anyone within Melee Range on either side or in front of the user is knocked back by 5 blocks. If there is a wall behind the target, or if they are rooted, they are instead struck with a guaranteed hit. This still counts as a displacement for the purposes of immunities/counters. This Mundane Technique has a 30 minute cooldown. | |||
| N/A | |||
|- | |- | ||
| Leader’s Rally | | Leader’s Rally | ||
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| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | | {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | ||
| The user rallies their allies into combat, granting up to two other people 2 Strength that can break cap up to a maximum of 9 for their next two basic attack emotes. This technique requires an ally to be used, and goes on a 2 hour cooldown immediately after being used. The same person can only be affected by Leader's Rally once per hour. | | The user rallies their allies into combat, granting up to two other people 2 Strength that can break cap up to a maximum of 9 for their next two basic attack emotes. This technique requires an ally to be used, and goes on a 2 hour cooldown immediately after being used. The same person can only be affected by Leader's Rally once per hour. | ||
| N/A | |||
|- | |||
| Leaping Charge | |||
| Mundane 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).}} | |||
| Leaping Charge: Leaping Charge allows the user to instantly rush to a Target Enemy in Emote Range. The user always lands on the side closest to themselves. If the Target is running away or fleeing, this Technique also includes a guaranteed hit. This does not allow for any vertical movement outside of slight inclines. Leaping Charge has a 60 Minute Cooldown. | |||
| N/A | |||
|- | |||
| Pinning Throw | |||
| Mundane 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 throws a short blade or knife held on their person to pin a target within range they can see to a surface, Rooting them for 5 minutes. If the target is affected by a damaging ability or basic attack, this effect ends early. Pinning Throw has a 30 minute cooldown. | |||
| N/A | |||
|- | |||
| Steady Body | |||
| Mundane Technique | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| The user braces themselves against (or avoids) a single Displacement or Root, countering that Ability. After Steady Body is used, they are immune to Displacements and Roots for 5 minutes. This has no effect on Abilities from Artifacts. Steady Body can only be used once per server restart. | |||
| N/A | |||
|- | |||
| Swimming Expert | |||
| Mundane Technique | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| The user is able to swim at the speed of Mai-Allar and is able to hold their breath for much longer underwater, while also not being detrimentally affected by sight underwater. Additionally, once per day (refreshed on Server Restart), the user can guarantee a dodge on an Attack Emote against them, so long as it was used on them underwater. This Mundane Technique does not grant the user the ability to fight underwater as if it was above water. | |||
| N/A | |||
|- | |||
| Technique Parry | |||
| Mundane 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.}} | |||
| Technique Parry allows the user to protect themselves from an incoming Mundane Technique used on them from Melee Weapon Point Buy or Bruiser Point Buy, Ranged Weapon Point Buy, or Firearms Point Buy, effectively countering it on them alone. This Mundane Technique has a 60 minute cooldown. This does not work on Technique Parry. | |||
| N/A | |||
|- | |||
| Temperature Expert | |||
| Mundane Technique | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| The user has trained in temperature resistance, and becomes immune to harm from cold or heat (though can still freeze, or be hurt by fire). Additionally, temperature based slowing effects such as having to wade through knee-high snow, or jogging in the desert, does not cause fatigue, slow-down, or any other negative effects from environmental movement. This does not affect Abilities with ice or fire aesthetics. | |||
| N/A | |||
|- | |||
| Unarmed Expert | |||
| Mundane Technique | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| The user is trained as a professional in unarmed combat, allowing them to use their fists as weapons. The user’s unarmed strikes bypass any immunity to unarmed combat, and can allow the user to use other Mundane Techniques from the Melee Weapon Point Buy without a weapon. | |||
| N/A | | N/A | ||
|- | |- |
Revision as of 04:48, 14 February 2023
This page is an indexed list of all Abilities for easy reference. If you want to see rules for Abilities and niche functions, read the Abilities page HERE. If you want to see rules for Artifacts and their Abilities, which are unique, check out the Artifacts page HERE
Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. Aesthetics are fairly free to determine unless otherwise specified. For example, if an Ability states that it has only a limited number of Aesthetics mentioned by name, options are limited. If however no specific aesthetics are mentioned, or they are left open-ended, then player has complete freedom. Minor, non combat, non functional or useable aesthetic additions to abilities are also fine: as long as they do nothing but look cool or fun. When Emoting an Ability, the Emote should always start with the exact Ability name, only then followed by an aesthetic description to the player for what it looks like. Aesthetic descriptions may also be ignored altogether, and a Player may simply Emote "Bob uses Dark Curse on Harry, giving him a Target Curse". If the player asks for an explanation of the Ability, you may give it, or redirect them to this page. It is important to note that Modifiers for Abilities will change depending on where the Ability is sourced from (say, an Ability gained from Vampirism might have a different modifier than an ability gained from Undead-ism). Modifiers are never optional, and must always be applied, but on this page there are multiple modifiers for multiple ability sources. Only one of those Modifiers will apply, depending on where the Ability is gained from (such as magic, or an affliction.)
Passive Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Altered Power | Passive Power | Self | If the user has 2 or less Spell Packs bought from Spell Point-Buy, these Spells become a dimension clarified in the modifier, instead of Void or Exist. Having 3 or more Magic Spells defaults all of them to Void or Exist. This still makes the user an Occult, however they will be Occult of the dimension specified in the Modifier. | Bralona |
Asha Speed | Passive Power | Self | The Character is permanently as fast as an Asha. This means they can outrun any other Race, unless they also have “As fast as an Asha” as part of their Abilities or Mechanics. Asha speed confers no benefits in combat, it is only for escaping/running fast to a point. | N/A |
Control Immune | Passive Power | Self | The user is immune to any Control Abilities that would be applied to them. They can however choose to permit the Control Ability to work if they are aware it is being used on them beforehand and want the effect to apply. | Dwarf Modifier |
Eternal Durability | Constant Power | Self | The user is immune to any damage inflicted with the Unarmed attacks from Melee Weapon Point Buy. Additionally, any Mundane Techniques in Defensive Point Buy do not require a Shield to use, instead allowing the body of the user to be used. If these Techniques require the user to immobilize themselves, or hold a shield up, etc, the user cannot engage in other actions at the same time and must hold their arms/body up to block it. If this is done, these Mundane Techniques still hurt them. | N/A |
Incorruptible Mind | Passive Power | Self | The user is immune to any Theurgy Pack Abilities or Link Powers that an enemy or opponent tries to apply to them, the Ability simply cannot target them. Allies can still use Theurgy on them, and Abilities that counter Theurgy Pack Abilities also work. | N/A |
Invasion Immune | Passive Power | Self | The user is Immune to any type of Invasion or Control that would cause some other entity to invade their body or mind, and control it. This also applies to Ordial, Void and Exist Spirits, but not Greater Spirits or Event Entities. Additionally, the user will also know that they were just invaded, but they cannot forcibly expel the invader if they do not want to leave. Finally, they can choose to let the invader take control, but can take control back anytime. This only counts for unwilling invasion. The user can still willingly make pacts with Spirits and invite them in. | Teledden |
Knockdown Immune | Passive Power | Self | The user is immune to any Ability that would cause them to be knocked over. Damage is still applied, but the Character is never Knocked over or Knocked down. | N/A |
Mindtap Immune | Passive Power | Self | The user is immune to any Specials or Abilities that would alter, erase or add memories. This includes even Passives or Abilities that only trigger on certain conditions. | N/A |
Subjugation Immune | Passive Power | Self | The user is immune to any Specials that would involve establishing mind control or command control over them. | Bralona |
Waterborne | Passive Power | Self | This Ability has several functions. Firstly, while inside (minecraft) water, the user can fight (such as slashing weapons) at normal speeds as if they were outside of the water. This does not include Firearms or Ranged weapons which do not work underwater. Secondly, user is not slowed down by armor or clothes that would normally drag while underwater, though wearing armor does force them to walk on the bottom of the body of water and prevents them from swimming around. Finally, jumping in and out of the water is near-instant for the user, meaning there is never an interruption of a chase or manuever while going in and out of water. | N/A |
Toggle Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Higher Speed | Toggle Power | Self | The Character can drop on all fours and run “Even faster than an Asha”. This Ability is singular, there is nothing faster than this Ability. While using this Ability, the user is unable to wield any weapons, use Abilities, or fight, though they can fight when they reach a person reverting back to normal speed | N/A |
Instant Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Intrusive Metal | Instant Power | Emote Range | Liquid Living Metal on the user can be shot out as a projectile towards any Artificer or Technician Automaton or Mechwalker in range. This is guaranteed to hit unless the Target can use an ability that lets them create a reactive counter barrier before it hits. If it hits, the Living Metal starts seeping into the Automaton or Mechwalker and destroying the machine parts from the inside, thus instantly dealing 2 HP damage to it. If this Ability is used in a raid, it only does 1 HP damage. Intrusive Metal can be used once per server restart. | Asha |
Thoughtseize | Instant Power | Self | The user’s hand becomes incorporeal and reaches into the mind of the target. They choose one ability of theirs (including Custom Kit abilities) with a cooldown under 2 hours and then place that ability on cooldown. The information gained from this ability cannot be used to infer anything about the character. The same person can only be affected by one instance of Thoughtseize once per 2 hours. Thoughtseize can only be used once per day. | N/A |
Summon Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Armor Summon | Summon Power | Self | 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. | Songaskian-Haat-Maraya |
Warring Metal | Summon Power | Self | Liquid Living Metal on the user acts as both a Summon Armor that can cover parts or the whole body of the Asha, and a Summon Weapon that can take only the form of Melee Weapons. Finally, Living Metal cannot be destroyed or aged, however Abilities that ignore armor or weaken it still apply. Only armor or one weapon can be active at any time, never both. | N/A |
Weapon Summon | Summon Power | Self | The user can summon any type of weapon from Melee Weapon Point Buy, or Ranged Weapon Point Buy made out of Magic. This weapon functions like a normal weapon would, has the same durability, but does not use any ammunition to fire if ranged. The user can give the weapon to someone else, but can't summon more than one. A destroyed Summoned Weapon cannot be Summoned again for 12 IRL Hours. | Geist-Sihai-Dwarf-Haat-Maraya |
Skill Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Arcane Ranged | Skill Power | Self | The user can use any Ranged Weapon Point Buy they have purchased while wielding any melee weapon without needing to switch to a bow. These Mundane Techniques instead are classified as Powers of a Magical nature, and can only be used if the user is not already mid-melee swing or Knocked Over. The ranged projectiles take the shape of the melee weapon wielded (this is purely visual) and can have a variety of different magical aesthetics and do not use ammunition. This Ability can only be used to use Mundane Techniques, and does not allow for the usage of Default Ranged Shot. | N/A |
Body Ranged | Skill Power | Self | The user is capable of using their own body as a ‘weapon’ for the use of Basic Attack and Mundane Techniques from Ranged Point Buy. They do not need to use an actual ranged weapon, or even summon a weapon from their body for this (but they could if they want to), but they cannot quick-swap between using a Melee weapon they have in hand, and are expected to treat it with fairness in mind. | N/A |
Farsight Scope | Skill Power | Self | When the user uses a Spell Point Buy, Firearms Point Buy, or Ranged Point Buy Ability, they can change its range to Announce Emote, as long as its original range is Emote Range. Farsight Scope can be used once per server restart. | N/A |
Magic Technique | Passive Power | Self | The user is capable of using Mundane Techniques that require a weapon while actively using Magic Bolt or Magic Blade. They can utilize Firearms and Ranged Point Buy with Magic Bolt, and Melee and Bruiser Point Buy with Magic Blade. When used, these Mundane Techniques are still Mundane Techniques. | N/A |
Detection Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|
Healing Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Aiding Metal | Healing Power | Self | If any of the user’s limbs are Paralyzed, Dismembered, or Disabled, Liquid Living Metal can replace or repair their function by encasing it and taking over its function, making them immune to the Paralysis for example. This can only apply to one limb, or one eye, only ever one body part, and cannot be switched, only the first ever applies until that body part is healed. | Asha |
Bralona Endurance | Healing Power | Self | Bralona have unique physiology. They cannot feel pain, or bleed, or be traditionally wounded, but their physical cohesion takes damage instead. Bralona cannot be harmed by mundane punches, kicks, or any other non-enhanced unarmed attack. They cannot die in the traditional sense. When they “die” their body disintegrates into a singular mass. Their mass can be moved, but their eventual re-generation cannot be stopped, and they are conscious, but can’t do anything but observe and talk. After 2 Hours, the Bralona completely regenerates and reforms at perfect health. | Bralla-Bronn |
Limb Recovery | Healing Power | Self | The user has extreme body-loss replenishment. So long as their head and torso stay relatively intact, they can regrow any lost limb in 48 hours, including eyes, tails, horns, fingers, a tongue, all of it. The Character can still pass out from pain or blood loss, but cannot die from injuries unless the brain or the heart is destroyed or severed from one another. Smaller wounds like cuts and gashes close in 10 minutes, though re-open if the user enters combat again within 1 hour. After the hour has passed, those wounds heal. | N/A |
Buff Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Empowerment | Buff Power | Self | The user gains +1 Strength and becomes as fast as an Asha in certain conditions. For the specific condition, consult the Modifier. | Fin'ullen |
Movement Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Deathmarch | Movement Power | Emote Range | The user can select a target in range that they can see, causing a visible symbol to appear over the target’s head, and move toward them. They cannot stop themselves until the ability ends and must move in a direct line for the target, and can do anything that doesn’t make them stop. They cannot be slowed below their movement speed or halted, by any means. Any Ability-created barriers are shattered when they make contact, but normal barriers will stop them if they can’t be climbed over. The Ability ends once they are within 1 block of the target. This Ability has a 4 hour cooldown. | N/A |
Endless Watch | Movement Power | Emote Range | The user's soul leaves their body, scanning Emote Range around themselves, and identifying each person within Emote Range, and who they are (unless they are presently Disguised or Shapeshifted.) The user may then choose one person in Emote Range, and instantly teleport behind them. This process is instant and can be performed in the same Emote, however any actions performed afterwards are new actions and new Emotes. This Ability has a 1 Hour Cooldown, regardless of whether the teleport was used or not. | N/A |
Instant Leap | Movement Power | Emote Range | The user can instantly leap towards a Target person in Emote Range. The Target's speed does not matter, and the user can choose to land in front of, to the side of, or behind the target. This leap can only be used horizontally, and does not allow for any vertical movement outside of slight incline increases. Instant Leap has a 30 minute Cooldown. | N/A |
Rift Step | Movement Power | 10 Blocks | The user can cast this spell at a target area they can see within 10 blocks of them. Their body is swallowed by magical essence, and they immediately teleport to the chosen location. The user cannot carry anyone else with them when using this Ability, and only objects that fit on their person travel with them. This Ability can be used to teleport horizontally, diagonally, or vertically as long as it is still within the 10 blocks range, and as long as the target area is a flat surface the user can stand on. Rift Step can only be used once every 3 hours. | N/A |
Vehicle Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Bralona Envelopment | Vehicle Power | Self | The Bralona can choose one voluntary target to envelop with their body. While enveloped, the Bralona cannot use any Abilities or Attacks, except ones specified in this Ability. Their target is considered their ‘Host’ and gains extra benefits based on the Bralona’s type. While enveloped, any damage the Host would take, the Bralona takes instead. This Ability has no cooldown, and the Bralona can freely exit/re-envelop at will. | Bralla-Bronn |
Control Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Power Hex | Control Power | Emote Range | The user can choose a Target in Emote Range to hex. This person becomes controlled by the user. The user must then choose a direction (north, east, south, or west) and move the Target in that direction (this all happens instantly). The Target is moved by their total Strength Points and total Constitution Points combined, times two. If the Target would be moved over 20 Blocks (regardless if there is space), they are also Dazed for 2 minutes. Dazed allows them to still move and fight, they just cannot use Abilities or Mundane Techniques for this duration. This Ability has a 30 Minute Cooldown. The same person can only be affected by Power Hex (from any source) once every 30 minutes. | N/A |
Morph Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Body Claws | Morph Power | Self | The user can fight using unarmed combat, and gains +2 Strength proficiency that cannot exceed the proficiency cap when doing so. This cannot be used whilst wielding a different weapon. These claws are sharp enough to be considered a bladed weapon for any abilities that require one. The moment they wield a weapon or stop fighting, this effect is removed. | Asha |
Steel Claws | Morph Power | Self | The user can, in a pinch, fight with their claws (and extend them on command). Attacks made with Steel Claws are calculated from the user's main combat stat (whichever is their highest or most predominant stat). While using Steel Claws, the user gets a -1 Main Combat Stat decrease, but does not need to emote drawing a weapon (as the claws are on their body at all times), they can immediately emote attacking with a free hand. These nails are considered tough as steel. This Ability cannot be used if the user is already wielding a weapon. When using this Ability, attacks count as if using a bladed weapon. | N/A |
Link Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Body Tether | Link Power | 10 Blocks | The Character chooses a Target within range. This Target is instantly Linked to the user, meaning the Target can no longer move further than 10 Blocks from the user. The Link may be manually dismissed, or breaks automatically after 10 minutes. This Ability has a 1 Hour Cooldown. | Maraya |
Mundane Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Ally Throw | Mundane Technique | Melee Range | This Mundane Technique can only be used on an Ally in Melee Range. The user grapples onto the Target and instantly hurls them anywhere within 10 blocks, including a higher ledge or surface at a different height than the user. The Target does not take damage from this Mundane Technique, but are Knocked Over on landing. This Ability has a 1 Hour Cooldown. | N/A |
Battle Flurry | Mundane Technique | 1 Block | The user lashes out instantaneously to strike those surrounding them. The user rolls one dice with a number for every character within range of this technique, and hits as many of them based on the number rolled, a minimum of one. (ex. 3 people in range is /dice 1-3) They can choose who gets hit or not, but this technique cannot be used if only one target is in range. Battle Flurry can only be used once per day, with the single charge refreshing on server restart. | N/A |
Berserker Fury | Mundane Technique | Melee Range | The user channels their anger, cleansing themselves of any Debuff effect currently affecting them. If the user cleanses a Debuff, they can immediately make a guaranteed hit on any one person in melee distance. Berserker Fury can be used once per server restart. | N/A |
Body Adaptability | Mundane Technique | Self | When targeted by another character with an Ability that changes the user’s proficiencies in any way, it is further changed by one extra point (positive or negative). This does not apply to abilities that the character uses on themselves. | N/A |
Bouncer Throw | Mundane Technique | Melee Range | This Mundane Technique can only be used inside a Business Region, or the doorway/lobby of any other Building (such as an Estate, Base, or Rental). The user grapples onto a Target and instantly hurls them out of the building, whether through a window, or a doorway or opening in any wall. The Target does not take any damage, but is ejected at least 7 blocks away from the hole they were thrown out of, and are Knocked Over on landing. This Ability has a 1 Hour Cooldown. | N/A |
Brawl Stampede | Mundane Technique | 10 Blocks | The user commences a charge in one straight line in a particular direction, stampeding forward by 10 Blocks. If they ran through a Barrier, someone behind Mundane Cover, or a Magical Shield or Barrier, said barrier, or cover is destroyed, though no damage or Displacement is applied to anyone along its path. This can also break a small hole through wooden and stone walls, but only if they are 1 block thick. This Ability has a 3 Hour Cooldown. | N/A |
Building Scale | Mundane Technique | Melee Range | The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof, but cannot move to other roofs without falling off. Building Scale has a 3 Hour Cooldown. | N/A |
Building Smash | Mundane Technique | Melee Range | This Mundane Technique can be used on a building, so long as another person is standing on its roof, or on some higher ledge like a roof trim or balcony or top of a tower. When used, the user smashes into the building causing it to shake and destabilize any person standing on top of it. Anyone standing on a higher ledge of such a building will fall off the building, forward towards the user. The person falling will not take damage from falling, and will not get Knocked Over on landing, but is unable to use any Movement Power for 5 minutes. Building Smash has a 1 Hour Cooldown. | N/A |
Cheap Shot | Mundane Technique | Melee Range | As a reaction to any character within range using a Power from the Spell Point Buy category, the user is able to strike them precisely. This does no damage, but immediately interrupts and counters the Power that was used, putting it on a 20 minute cooldown regardless of what the original Ability’s cooldown was initially. Cheap Shot has a 1 hour cooldown after being used. The same person can only be affected by one instance of Cheap Shot once per hour. | N/A |
Concussive Strike | Mundane Technique | Melee Range | The user swings their weapon at a target, confusing them for 5 minutes. While confused, the target is unable to target the user with Powers of any kind. Additionally, if the target is currently connected to a Link Power, this Technique counts as a guaranteed hit, and ends any Links they are using/effected by. This Technique has a 1 Hour Cooldown.}} | N/A |
Crocodile Tears | Mundane Technique | Self | The user falls to the ground and feigns defeat. The user can end their charade after 10 minutes, or if they’re attacked. Once ended, the user is able to make a guaranteed hit against any character within melee range. Crocodile Tears can be used once per server restart. | N/A |
Disable Mount | Mundane Technique | Melee Range | This Mundane Technique can only be used on a Target that is Mounted. The user uses a powerful Mundane Technique to instantly dis-mount their Target and scare off the Mount. The Target is pushed off their Mount but not Displaced, and the Mount is dismissed, while forcing Cavalry Summon on a 30 Minute Cooldown. Dismount Pack cannot be used while Mounted, cannot be countered, and has a 1 hour cooldown. | N/A |
Force Smash | Mundane Technique | Melee Range | The user strikes mundane or magical cover that is protecting a target and destroys it, ending any abilities that count as either. The attack continues and strikes the target behind the cover, dealing a guaranteed hit. This ability has a 1 hour cooldown. | N/A |
Knockback Sweep | Mundane Technique | Melee Range | Knockback Sweep allows the user to make a wide arch-swing. Anyone within Melee Range on either side or in front of the user is knocked back by 5 blocks. If there is a wall behind the target, or if they are rooted, they are instead struck with a guaranteed hit. This still counts as a displacement for the purposes of immunities/counters. This Mundane Technique has a 30 minute cooldown. | N/A |
Leader’s Rally | Mundane Technique | Emote Range | The user rallies their allies into combat, granting up to two other people 2 Strength that can break cap up to a maximum of 9 for their next two basic attack emotes. This technique requires an ally to be used, and goes on a 2 hour cooldown immediately after being used. The same person can only be affected by Leader's Rally once per hour. | N/A |
Leaping Charge | Mundane Technique | Emote Range | Leaping Charge: Leaping Charge allows the user to instantly rush to a Target Enemy in Emote Range. The user always lands on the side closest to themselves. If the Target is running away or fleeing, this Technique also includes a guaranteed hit. This does not allow for any vertical movement outside of slight inclines. Leaping Charge has a 60 Minute Cooldown. | N/A |
Pinning Throw | Mundane Technique | Emote Range | The user throws a short blade or knife held on their person to pin a target within range they can see to a surface, Rooting them for 5 minutes. If the target is affected by a damaging ability or basic attack, this effect ends early. Pinning Throw has a 30 minute cooldown. | N/A |
Steady Body | Mundane Technique | Self | The user braces themselves against (or avoids) a single Displacement or Root, countering that Ability. After Steady Body is used, they are immune to Displacements and Roots for 5 minutes. This has no effect on Abilities from Artifacts. Steady Body can only be used once per server restart. | N/A |
Swimming Expert | Mundane Technique | Self | The user is able to swim at the speed of Mai-Allar and is able to hold their breath for much longer underwater, while also not being detrimentally affected by sight underwater. Additionally, once per day (refreshed on Server Restart), the user can guarantee a dodge on an Attack Emote against them, so long as it was used on them underwater. This Mundane Technique does not grant the user the ability to fight underwater as if it was above water. | N/A |
Technique Parry | Mundane Technique | Melee Range | Technique Parry allows the user to protect themselves from an incoming Mundane Technique used on them from Melee Weapon Point Buy or Bruiser Point Buy, Ranged Weapon Point Buy, or Firearms Point Buy, effectively countering it on them alone. This Mundane Technique has a 60 minute cooldown. This does not work on Technique Parry. | N/A |
Temperature Expert | Mundane Technique | Self | The user has trained in temperature resistance, and becomes immune to harm from cold or heat (though can still freeze, or be hurt by fire). Additionally, temperature based slowing effects such as having to wade through knee-high snow, or jogging in the desert, does not cause fatigue, slow-down, or any other negative effects from environmental movement. This does not affect Abilities with ice or fire aesthetics. | N/A |
Unarmed Expert | Mundane Technique | Self | The user is trained as a professional in unarmed combat, allowing them to use their fists as weapons. The user’s unarmed strikes bypass any immunity to unarmed combat, and can allow the user to use other Mundane Techniques from the Melee Weapon Point Buy without a weapon. | N/A |
Weakening Poison | Mundane Technique | Self | The user sneakily coats their weapon, bullet or arrow with a sinister poison. The next attack they make that damages an opponent, they suffer from -1 Constitution and -1 Highest Combat Stat. If this Ability is countered or the target is immune to poison, then the technique is placed on cooldown. This effect lasts for 15 minutes. Weakening Poison has a 1 hour cooldown. The same person can only be affected by Weakening Poison once per 2 Hours. The weapon, bullet or arrow can be poisoned and held for a maximum of 5 minutes. | Undead |
Mount Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Wild Hunt | Mount Technique | Emote Range | The user enhances their mount, allowing them to ethereally ride through people uninterrupted and also become immune to being dismounted for 15 minutes. This ability has a 1 hour cooldown. | N/A |