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| style="background-color:#d1cfb8;" | Bruiser Stance | | style="background-color:#d1cfb8;" | Bruiser Stance | ||
| Stance Technique | | Stance Technique | ||
| Self | | {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | ||
| Grants the user {{#simple-tooltip: Bruiser Stance | The user must have a weapon equipped to switch to Bruiser Stance. The user cannot have a shield equipped, use Defensive Point Buy Techniques, or gain Block Tokens. Instead, they gain two uses of Shield Cover with their weapon. While in Bruiser Stance, the user cannot have their Strength Stat reduced. 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. | | Grants the user {{#simple-tooltip: Bruiser Stance | The user must have a weapon equipped to switch to Bruiser Stance. The user cannot have a shield equipped, use Defensive Point Buy Techniques, or gain Block Tokens. Instead, they gain two uses of Shield Cover with their weapon. While in Bruiser Stance, the user cannot have their Strength Stat reduced. 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. | ||
}} | }} | ||
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| style="background-color:#d1cfb8;" | Bruiser Slam | | style="background-color:#d1cfb8;" | Bruiser Slam | ||
| Active Technique | | 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.}} | ||
| Grants the user {{#simple-tooltip: Bruiser Slam | 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. | | Grants the user {{#simple-tooltip: Bruiser Slam | 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. | ||
}} | }} | ||
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| style="background-color:#d1cfb8;" | Bruiser Flurry | | style="background-color:#d1cfb8;" | Bruiser Flurry | ||
| Active Technique | | Active Technique | ||
| Melee Range | | {{#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.}} | ||
| Grants the user {{#simple-tooltip: Bruiser Flurry | 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 back 10 blocks. Bruiser Flurry has a 1 hour cooldown. Bruiser Flurry requires the user to be in Bruiser Stance. | | Grants the user {{#simple-tooltip: Bruiser Flurry | 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 back 10 blocks. Bruiser Flurry has a 1 hour cooldown. Bruiser Flurry requires the user to be in Bruiser Stance. | ||
}} | }} | ||
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| style="background-color:#d1cfb8;" | Bruiser Parry | | style="background-color:#d1cfb8;" | Bruiser Parry | ||
| Counter Technique | | Counter Technique | ||
| Self | | {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | ||
| Grants the user {{#simple-tooltip: Bruiser Parry | To deflect an arrow or bullet, use this ability to parry and counter a single ranged attack, or a Firearms or Ranged 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. | | Grants the user {{#simple-tooltip: Bruiser Parry | To deflect an arrow or bullet, use this ability to parry and counter a single ranged attack, or a Firearms or Ranged 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. | ||
}} | }} | ||
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| style="background-color:#d1cfb8;" | Bruiser Feint | | style="background-color:#d1cfb8;" | Bruiser Feint | ||
| Counter Technique | | Counter Technique | ||
| Melee Range | | {{#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.}} | ||
| Grants the user {{#simple-tooltip: Bruiser Feint | To interrupt an enemy’s attack, use this ability to Stagger an enemy as a reaction to a Melee Basic Attack or Active Technique. 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. | | Grants the user {{#simple-tooltip: Bruiser Feint | To interrupt an enemy’s attack, use this ability to Stagger an enemy as a reaction to a Melee Basic Attack or Active Technique. 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. | ||
}} | }} | ||
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| style="background-color:#d1cfb8;" | Bruiser Agony | | style="background-color:#d1cfb8;" | Bruiser Agony | ||
| Passive Technique | | Passive Technique | ||
| Self | | {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | ||
| Grants the user {{#simple-tooltip: Bruiser Agony | To heal on the edge of defeat, this ability will automatically trigger when the user is a single attack away from defeat, or at 1HP. The next basic attack that successfully strikes an enemy heals the user for 1HP worth of wounds. If the target has the Brittle Debuff, then this ability instead heals the user for 2HP 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. | | Grants the user {{#simple-tooltip: Bruiser Agony | To heal on the edge of defeat, this ability will automatically trigger when the user is a single attack away from defeat, or at 1HP. The next basic attack that successfully strikes an enemy heals the user for 1HP worth of wounds. If the target has the Brittle Debuff, then this ability instead heals the user for 2HP 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. | ||
}} | }} | ||
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| style="background-color:#d1cfb8;" | Bruiser Tackle | | style="background-color:#d1cfb8;" | Bruiser Tackle | ||
| Active Technique | | Active Technique | ||
| 5 Blocks | | {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}} | ||
| Grants the user {{#simple-tooltip: Bruiser Tackle | 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, and counts as a Movement Power in the context of counters. Bruiser Tackle requires the user to be in Bruiser Stance.}} | | Grants the user {{#simple-tooltip: Bruiser Tackle | 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, and counts as a Movement Power in the context of counters. Bruiser Tackle requires the user to be in Bruiser Stance.}} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
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| style="background-color:#d1cfb8;" | Bruiser Ruin | | style="background-color:#d1cfb8;" | Bruiser Ruin | ||
| Active Technique | | Active Technique | ||
| Melee Range | | {{#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.}} | ||
| Grants the user {{#simple-tooltip: Bruiser Ruin |. 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 2HP worth of damage. If the target has the Brittle Debuff, it instead does damage equal to 3HP. 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.}} | | Grants the user {{#simple-tooltip: Bruiser Ruin |. 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 2HP worth of damage. If the target has the Brittle Debuff, it instead does damage equal to 3HP. 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.}} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
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| style="background-color:#d1cfb8;" | Bruiser Rampage | | style="background-color:#d1cfb8;" | Bruiser Rampage | ||
| Active Technique | | Active Technique | ||
| Self | | {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | ||
| Grants the user {{#simple-tooltip: Bruiser Rampage |To become unstoppable, this ability can be used right after a successful basic melee attack, becoming immune to the next Displacement abilities. 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.}} | | Grants the user {{#simple-tooltip: Bruiser Rampage |To become unstoppable, this ability can be used right after a successful basic melee attack, becoming immune to the next Displacement abilities. 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.}} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} |
Revision as of 00:57, 5 June 2023
Bruiser Point Buy is part of the Proficiency System. Bruiser Point Buy is specifically designed to allow a character to sacrifice all defensive capabilities in favor of superior offense, or people who just hate shields. As a result, Bruiser Point Buy only allows the use of a weapon (preferably a two-handed one), and bars the usage of any sort of Defensive or Tanking Abilities or mechanics. Bruiser Point Buy Abilities require the Stance Ability provided for free as soon as a single Point Buy Pack is purchased from this selection.
Stance Ability
The Bruiser Stance Stance Ability is required for all Bruiser Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Bruiser Point Buy Pack has been purchased. This Ability does not do much besides enable further Bruiser Abilities. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, or interrupted in any way.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Bruiser Stance | Stance Technique | Self | Grants the user Bruiser Stance |
Bruiser Point Buy Packs
Bruiser Slam Pack
The Bruiser Slam Pack is for performing a heavy leaping charge attack. This Ability includes a Brittle Mechanic.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Bruiser Slam | Active Technique | 10 Blocks | Grants the user Bruiser Slam |
Bruiser Flurry Pack
The Bruiser Flurry Pack is for a 360 swing when surrounded on all sides. This Ability includes a Brittle Mechanic.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Bruiser Flurry | Active Technique | Melee Range | Grants the user Bruiser Flurry |
Bruiser Parry Pack
The Bruiser Parry is really the core of the Bruiser Packs, deflecting incoming ranged attacks.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Bruiser Parry | Counter Technique | Self | Grants the user Bruiser Parry |
Bruiser Feint Pack
The Bruiser Feint Pack is for temporarily stealing a foe's Constitution while Staggering them.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Bruiser Feint | Counter Technique | Melee Range | Grants the user Bruiser Feint |
Bruiser Agony Pack
The Bruiser Agony Pack is for continuing to fight, even when on your last legs.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Bruiser Agony | Passive Technique | Self | Grants the user Bruiser Agony |
Bruiser Tackle Pack
The Bruiser Tackle Pack is for getting into a crowd of people and tearing into them.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Bruiser Tackle | Active Technique | 5 Blocks | Grants the user Bruiser Tackle |
Bruiser Ruin Pack
The Bruiser Ruin Pack is for taking a momentary delay for a greater payoff.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Bruiser Ruin | Active Technique | Melee Range | Grants the user Bruiser Ruin |
Bruiser Rampage Pack
The Bruiser Rampage Pack is for staying in the frontlines despite the efforts of others.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Bruiser Rampage | Active Technique | Self | Grants the user Bruiser Rampage |
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