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| N/A | | N/A | ||
|- | |- | ||
| Sinistral Execute | |||
| Passive Power | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| This Ability is not activated, but applies an indefinite enchant to the user that is activated when they next apply damage to someone who is at 1 HP before damage. If they KO the Target, they can immediately Emote an Attack before anyone else can Emote. If this second Emote also KO's someone, they can immediately Emote an Attack again before anyone else, on repeat so long as they keep KOing enemies. If their second Emote did not KO anyone, this Ability goes on cooldown. Sinistral Execute can be used once per Server Restart. | |||
| N/A | |||
|- | |||
|} | |} | ||
==Counter Powers== | ==Counter Powers== | ||
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! Ability Description | ! Ability Description | ||
! Possible Ability Modifiers | ! Possible Ability Modifiers | ||
|- | |||
| Arcana Revenge | |||
| Counter Power | |||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | |||
| If the user reaches 0 HP, they are allowed one final emote to use any Magic Ability (Arcana, 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 Arcana Revenge, it goes on Cooldown until Server Restart, even if the user is Revived in Combat. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |- | ||
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! Ability Description | ! Ability Description | ||
! Possible Ability Modifiers | ! Possible Ability Modifiers | ||
|- | |||
| Arcana Mimic | |||
| Instant Power | |||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | |||
| 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. Arcana Mimic has no Cooldown, but the Mimic Kit remains active until the Combat Roleplay Scene ends. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Arcana Strategy | |||
| Instant Power | |||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | |||
| The user is able to move around Block Tokens and HP between any Ally (including themselves) at will and without their consent. Any number of Block Token and HP can be moved, but the user cannot do anything else when using this Ability, so all re-allocation should be done at the same time to not waste time. Allies cannot be reduced below 1 HP with this Ability, and this Ability cannot be used as reaction to a person taking Damage (to buffer the damage for example) or having an Ability used on them, but it can be used immediately after. The same person cannot be affected by Arcana Strategy more than once per hour. Arcana Strategy has a 30 minute Cooldown. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |- | ||
| Destined Familiar | | Destined Familiar | ||
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| N/A | | N/A | ||
|- | |- | ||
| Radiant Bolster | |||
| Instant Power | |||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | |||
| 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. | |||
| N/A | |||
|- | |||
| Radiant Push | |||
| Instant Power | |||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | |||
| 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. | |||
| N/A | |||
|- | |||
| Radiant Relocate | |||
| Instant Power | |||
| {{#simple-tooltip: 15 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}} | |||
| To move an ally, use this Ability to relocate them forcibly anywhere else in range, even on higher ledges or on building rooftops. 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. | |||
| N/A | |||
|- | |||
| Radiant Shield | |||
| Instant Power | |||
| {{#simple-tooltip: Viewing Distance | Viewing Distance means range does not matter so long as the user can see the Target(s).}} | |||
| 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. | |||
| N/A | |||
|- | |||
| Sinistral Break | |||
| Instant Power | |||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | |||
| This Ability allows the user to choose between three functions. The user can either break down a door or some type of gatehouse gate or fence, or the user can damage an enemy with the Brittle Debuff and remove it, or the user can damage an enemy's Shield and prevent them from using Shield Cover with that shield for 20 minutes, but granting the enemy +1 Block Token. If any function is used, Sinistral Break has a 2 Hour Cooldown. | |||
| N/A | |||
|- | |||
| Sinistral Implode | |||
| Instant Power | |||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | |||
| To mitigate enemy protections, this Ability can only be used on a Target with at least 1 Block Token, but when used destroys a Block Token and immediately applies the Brittle Debuff to the same Target. Sinistral Implode has a 1 Hour Cooldown, and only works on Block Tokens that were granted by the target or the target's allies. | |||
| N/A | |||
|- | |||
| Sinistral Puppet | |||
| Instant Power | |||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | |||
| 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. | |||
| N/A | |||
|- | |||
| Sinistral Rage | |||
| Instant Power | |||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | |||
| This Ability must immediately be followed up with an Attack Emote. If the attack hits the Enemy, the target has -1 Constitution until the end of Combat. If the attack fails, the user has +1 Main Combat Stat that can break cap up to 10 until the end of Combat. This Ability cannot Stack on either the Target or user. Sinistral Rage has a 1 Hour Cooldown. | |||
|- | |||
| Sinistral Sever | |||
| Instant Power | |||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | |||
| To remove a Link Power on someone, target them with this Ability and any Link Powers 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. | |||
| N/A | |||
|- | |||
|} | |} | ||
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! Ability Description | ! Ability Description | ||
! Possible Ability Modifiers | ! Possible Ability Modifiers | ||
|- | |||
| Arcana Bolts | |||
| Skill Power | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| 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 and taking 2 actions). Arcana Bolts has no cooldown, but the user cannot quickly swap between Melee and Ranged, and must spend two emotes 'swapping' before they can Attack or use an Ability again. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |- | ||
| Arcane Ranged | | Arcane Ranged | ||
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| {{#simple-tooltip: Yanar | If a Yanar's arm or leg is removed, they can still use Floral-Shift to turn it into a weapon, and then use it as if it was Weapon-Summoned. They can also remove their own limbs voluntarily for this without any pain.}} | | {{#simple-tooltip: Yanar | If a Yanar's arm or leg is removed, they can still use Floral-Shift to turn it into a weapon, and then use it as if it was Weapon-Summoned. They can also remove their own limbs voluntarily for this without any pain.}} | ||
|- | |- | ||
| Radiant Revive | |||
| 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).}} | |||
| To empower an Ally, Target them with this Ability. If the Ally reaches 0 HP, they are given a choice: Revive with 2 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 Chem Revive and vice versa. Radiant Revive has a 2 Hour Cooldown. | |||
| N/A | |||
|- | |||
|} | |} | ||
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! Possible Ability Modifiers | ! Possible Ability Modifiers | ||
|- | |- | ||
| Arcana Protect | |||
| Buff 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 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. Arcana Protect has no Cooldown, but it cannot be re-used while a set of Armor is active. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| style="background-color:#f5d5f7;" | Radiant Barrier | |||
| Buff 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).}} | |||
| Grants the user {{#simple-tooltip: Radiant Barrier| To protect an ally from Ranged Attacks, use this Ability to make them immune to Mundane Ranged, Magical Ranged and Firearms 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 1 Hour Cooldown. | |||
}} | |||
| N/A | |||
|- | |||
| Radiant Feather | |||
| Buff 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 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, and additionally, the user is immune to any Knockback applied if the Ability is from Radiant, Arcana, or Sinistral Point Buy. Radiant Feather has no Cooldowns. | |||
| N/A | |||
|- | |||
|} | |} | ||
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! Possible Ability Modifiers | ! Possible Ability Modifiers | ||
|- | |- | ||
| Sinistral Leap | |||
| Movement Power | |||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | |||
| 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. | |||
| N/A | |||
|- | |||
|} | |} | ||
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| {{#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.}} | ||
| 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. | | 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. | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
|- | |- | ||
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| {{#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 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.}} | ||
| 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. | | 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. | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
|- | |- | ||
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| {{#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 what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}} | ||
| This 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 but not causing them any harm. 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. | | 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 but not causing them any harm. 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. | ||
| N/A | |||
|- | |||
| Chem Berserk | |||
| 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 become a glass cannon in combat, use this Ability to add Main Defense Stat on top of Main Combat Stat (breaking cap up to 14), but the user can no longer perform Defense Dice Rolls, and needs to take all hits until end of Combat. Using Chem Berserk overrides Chem Enrage and Chem Endure, and removes their effects. Chem Berserk cannot be re-used until the effect has ended. | |||
| N/A | |||
|- | |||
| Chem Cleanse | |||
| 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 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. | |||
| N/A | |||
|- | |||
| Chem Endure | |||
| 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 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. | |||
| N/A | |||
|- | |||
| Chem Enrage | |||
| 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 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. | |||
| N/A | |||
|- | |||
| Chem Experiment | |||
| Passive Technique | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| To help in a fight, Target an enemy in Emote Range with a Ranged Attack Emote, and perform the necessary rolls. If the attack succeeds, the Target has a -1 Main Defense Stat (can go into minus) for the rest of Combat. If the attack failed, 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. | |||
| N/A | |||
|- | |||
| Chem Revive | |||
| 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 empower an Ally, Target them with this Ability. If the Ally reaches 0 HP, they are instead revived with 1 temporary HP, and given 2 more Attack Emotes. If either of these Attack Emotes was able to put an enemy down to 0 HP, the 1 temporary HP is converted to permanent 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 Radiant Revive and vice versa. Chem Revive has a 2 Hour Cooldown. | |||
| N/A | | N/A | ||
|- | |- | ||
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| 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 the caster of a Link Power, this Technique counts as a guaranteed hit, and ends the most recent Link Power they used. Concussive Blow has a 1 Hour Cooldown. | | 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 the caster of a Link Power, this Technique counts as a guaranteed hit, and ends the most recent Link Power they used. Concussive Blow has a 1 Hour Cooldown. | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
|- | |||
| Debuff Endurance | |||
| Active 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 can choose to cleanse a single debuff currently affecting them, additionally granting them a +2 boost to Constitution for 30 minutes after the debuff is cleansed. Once used, Debuff Endurance goes on a 2 hour cooldown. | |||
| N/A | |||
|- | |- | ||
| Diving Tackle | | Diving Tackle | ||
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| 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. | | 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. | ||
| N/A | | N/A | ||
|- | |||
| Knockback Sweep | |||
| Active 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.}} | |||
| 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 is unable to be moved back the full 5 blocks (by hitting a wall, for example) or is incapable of currently moving, this ability deals a guaranteed hit. Knockback Sweep has a 30 minute cooldown. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |- | ||
| Pinning Throw | | Pinning Throw | ||
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| N/A | | N/A | ||
|- | |- | ||
| | | Second Wind | ||
| Active Technique | | Active 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 | | {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | ||
| The user | | During combat, the user activates this technique to gain a second wind. For the next 10 minutes that this technique remains active, the user is able to passively heal a single wound every five minutes. Once ended or if the user is Weakened, Second Wind is put on a 4 hour cooldown. Once Second Wind is active, the user cannot be healed from any other source for the next hour. | ||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Shield Bunker | |||
| Active Technique | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Shield Phalanx | |||
| Active 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.}} | |||
| 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Shield Slam | |||
| Active 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.}} | |||
| In order to close short distances and repel an opponent, use this ability to charge up to 5 blocks in a chosen direction. Upon hitting an enemy while charging, the user immediately stops in place and instead knocks the target back 5 blocks, and also Staggers them. Shield Slam counts as a Movement Power. Shield Slam has a 2 hour cooldown. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Shield Taunt | |||
| Active 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.}} | |||
| 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 with 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Shield Wall | |||
| Active 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 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Tank Charge | |||
| 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.}} | |||
| 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Tank Hero | |||
| 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 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Tank Rally | |||
| 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.}} | |||
| 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Tank Rush | |||
| 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 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Tank Slam | |||
| Active 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.}} | |||
| 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Tank Switch | |||
| Active 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 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Tank Tremor | |||
| Active 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.}} | |||
| 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Tank Watch | |||
| 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 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. | |||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
|- | |- | ||
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! Ability Description | ! Ability Description | ||
! Possible Ability Modifiers | ! Possible Ability Modifiers | ||
|- | |||
| Bruiser Feint | |||
| 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.}} | |||
| 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Bruiser Parry | |||
| Counter Technique | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |- | ||
| Cheap Shot | | Cheap Shot | ||
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| {{#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 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.}} | ||
|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. | |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. | ||
| N/A | |||
|- | |||
| Chem Bang | |||
| Counter Technique | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| 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 cannot use Abilities for 10 Minutes. Chem Bang has a 3 Hour Cooldown, and cannot Stack. | |||
| N/A | |||
|- | |||
| Chem Slip | |||
| 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).}} | |||
| 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. | |||
| N/A | | N/A | ||
|- | |- | ||
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| 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. | | 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. | ||
| N/A | | N/A | ||
|- | |||
| Interception | |||
| 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.}} | |||
| 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Rage Counter | |||
| 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.}} | |||
| 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Shield Block | |||
| Counter Technique | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Shield Brace | |||
| Counter Technique | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |||
| Shield Cover | |||
| Counter 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 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |- | ||
| Steady Body | | Steady Body | ||
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| This Stance can be active at the same time as Point-Buy Stances (like Tanking or Bruising Stance). This stance cannot be active at the same time as other Stances derived from the Sihai Racial Traits. While this Stance is active, Sihai can run up vertical walls defying gravity. This does not however grant immunity to fall-damage. Enderpearls may be needed to move around with Qilin Stance. Activating This Stance puts all other Stances in Sihai Racial Traits on a 1 Hour Cooldown. | | This Stance can be active at the same time as Point-Buy Stances (like Tanking or Bruising Stance). This stance cannot be active at the same time as other Stances derived from the Sihai Racial Traits. While this Stance is active, Sihai can run up vertical walls defying gravity. This does not however grant immunity to fall-damage. Enderpearls may be needed to move around with Qilin Stance. Activating This Stance puts all other Stances in Sihai Racial Traits on a 1 Hour Cooldown. | ||
| N/A | | N/A | ||
|- | |||
| Tank Stance | |||
| Stance 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 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 while 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. | |||
| {{#simple-tooltip: N/A }} | |||
|- | |- | ||
| Turu Stance | | Turu Stance |
Revision as of 21:21, 5 June 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 |
---|---|---|---|---|
Arcana Oceana | Passive Power | Self | 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 |
Arcane Attacks | Passive Power | Self | The user can choose to use Arcane Attacks whenever they are wielding a melee weapon. When making a basic melee attack, they can, instead of striking someone within Melee Range, instead strike someone within Emote Range. This extension respects line of sight, meaning anyone or anything in-between is struck instead, and respects positioning, meaning the user cannot attack behind them or to places they cannot see. The attack counts as both a Melee and Ranged attack for the purpose of counters. This is not a guaranteed hit, the Target can still defend themselves with deflect emotes, and Abilities that block Melee or Ranged attacks. | 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 |
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 |
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 |
Knockout Immune | Passive Power | Self | With this Ability, the Character is immune to being Knocked Out, losing consciousness, or involuntarily being put to sleep, either through Abilities, Mechanics, or Talents. The only way to disable this Character is by restraining them with blindfolds/shackles/bindings. They can still be defeated in combat, however, which allows them to be restrained. | 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 |
Sinistral Execute | Passive Power | Self | This Ability is not activated, but applies an indefinite enchant to the user that is activated when they next apply damage to someone who is at 1 HP before damage. If they KO the Target, they can immediately Emote an Attack before anyone else can Emote. If this second Emote also KO's someone, they can immediately Emote an Attack again before anyone else, on repeat so long as they keep KOing enemies. If their second Emote did not KO anyone, this Ability goes on cooldown. Sinistral Execute can be used once per Server Restart. | N/A |
Counter Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Arcana Revenge | Counter Power | Emote Range | If the user reaches 0 HP, they are allowed one final emote to use any Magic Ability (Arcana, 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 Arcana Revenge, it goes on Cooldown until Server Restart, even if the user is Revived in Combat. |
Instant Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Arcana Mimic | Instant Power | Emote Range | 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. Arcana Mimic has no Cooldown, but the Mimic Kit remains active until the Combat Roleplay Scene ends. | |
Arcana Strategy | Instant Power | Emote Range | The user is able to move around Block Tokens and HP between any Ally (including themselves) at will and without their consent. Any number of Block Token and HP can be moved, but the user cannot do anything else when using this Ability, so all re-allocation should be done at the same time to not waste time. Allies cannot be reduced below 1 HP with this Ability, and this Ability cannot be used as reaction to a person taking Damage (to buffer the damage for example) or having an Ability used on them, but it can be used immediately after. The same person cannot be affected by Arcana Strategy more than once per hour. Arcana Strategy has a 30 minute Cooldown. | |
Destined Familiar | Instant Power | Emote Range | 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. Once per day, the familiar can also be called to attack a target in range, applying the Brittle Debuff to them. Destined Familiar resets at Server Restart. | N/A |
Radiant Bolster | Instant Power | Emote Range | 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. | N/A |
Radiant Push | Instant Power | Emote Range | 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. | N/A |
Radiant Relocate | Instant Power | 15 Blocks | To move an ally, use this Ability to relocate them forcibly anywhere else in range, even on higher ledges or on building rooftops. 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. | N/A |
Radiant Shield | Instant Power | Viewing Distance | 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. | N/A |
Sinistral Break | Instant Power | Emote Range | This Ability allows the user to choose between three functions. The user can either break down a door or some type of gatehouse gate or fence, or the user can damage an enemy with the Brittle Debuff and remove it, or the user can damage an enemy's Shield and prevent them from using Shield Cover with that shield for 20 minutes, but granting the enemy +1 Block Token. If any function is used, Sinistral Break has a 2 Hour Cooldown. | N/A |
Sinistral Implode | Instant Power | Emote Range | To mitigate enemy protections, this Ability can only be used on a Target with at least 1 Block Token, but when used destroys a Block Token and immediately applies the Brittle Debuff to the same Target. Sinistral Implode has a 1 Hour Cooldown, and only works on Block Tokens that were granted by the target or the target's allies. | N/A |
Sinistral Puppet | Instant Power | Emote Range | 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. | N/A |
Sinistral Rage | Instant Power | Emote Range | This Ability must immediately be followed up with an Attack Emote. If the attack hits the Enemy, the target has -1 Constitution until the end of Combat. If the attack fails, the user has +1 Main Combat Stat that can break cap up to 10 until the end of Combat. This Ability cannot Stack on either the Target or user. Sinistral Rage has a 1 Hour Cooldown. | |
Sinistral Sever | Instant Power | Emote Range | To remove a Link Power on someone, target them with this Ability and any Link Powers 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. | 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. | Maraya |
Weapon Summon | Summon Power | Self | 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. | Mundane-Maraya |
Skill Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Arcana Bolts | Skill Power | Self | 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 and taking 2 actions). Arcana Bolts has no cooldown, but the user cannot quickly swap between Melee and Ranged, and must spend two emotes 'swapping' before they can Attack or use an Ability again. | |
Arcane Ranged | Skill Power | Self | The user can use any Archery 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. Arcane Ranged cannot be used when Stances gained from Point Buy are active. | N/A |
Farsight Scope | Skill Power | Self | When the user uses a Radiant Point Buy, Sinistral Point Buy, Firearms Point Buy, or Archery Point Buy Ability, they can change its range to Announce Emote, as long as its original range is Emote Range. Alternatively, they can fire a basic ranged attack from Firearms or Archery Point Buy from Announce Emote. Farsight Scope can be used once per server restart. | N/A |
Mage Breaker | Skill Power | Self | When using Magical Attack Emotes (Melee only) against a Target that is using Wisdom as their Main Defense Stat when derived from Magic Combat (not Tech Combat), their Main Defense Stat is halved when defending against these Magical Attack Emotes from the user (rounded up). If the Target has the Ability Mage Breaker, this does not apply to them. | N/A |
Tech Breaker | Skill Power | Self | When using Gadget Combat Attack Emotes (Melee only) against a Target that is using Wisdom as their Main Defense Stat when derived from Tech Point Buy(not Magic Combat), their Main Defense Stat is halved when defending against these Magical Attack Emotes from the user (rounded up). If the Target has the Ability Tech Breaker, this does not apply to them. | N/A |
Healing Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
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 24 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. | Yanar |
Radiant Revive | Healing Power | Emote Range | To empower an Ally, Target them with this Ability. If the Ally reaches 0 HP, they are given a choice: Revive with 2 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 Chem Revive and vice versa. Radiant Revive has a 2 Hour Cooldown. | N/A |
Buff Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Arcana Protect | Buff Power | Emote Range | 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. Arcana Protect has no Cooldown, but it cannot be re-used while a set of Armor is active. | |
Radiant Barrier | Buff Power | Emote Range | Grants the user Radiant Barrier | N/A |
Radiant Feather | Buff Power | Emote Range | 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, and additionally, the user is immune to any Knockback applied if the Ability is from Radiant, Arcana, or Sinistral Point Buy. Radiant Feather has no Cooldowns. | N/A |
Movement Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Sinistral Leap | Movement Power | Emote Range | 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. | N/A |
Morph Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
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. | - |
Link Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Passive Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Body Adaptability | Passive 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 |
Climate Expert | Passive 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 |
Swimming Expert | Passive Technique | Self | 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. | N/A |
Unarmed Expert | Passive 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 Techniques from Melee Point Buy and Bruiser Point Buy without a weapon. | N/A |
Active Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Ally Throw | Active Technique | Melee Range | Ally Throw 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 Technique, but are Knocked Over on landing. Ally Throw has a 1 Hour Cooldown. | N/A |
Battle Flurry | Active Technique | 1 Block | 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. | N/A |
Bouncer Throw | Active Technique | Melee Range | Bouncer Throw 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. Bouncer Throw has a 1 Hour Cooldown. | N/A |
Brawl Stampede | Active 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. Brawl Stampede has a 3 Hour Cooldown, and counts as a Movement Power in the context of counters. | N/A |
Bruiser Agony | Passive Technique | Self | 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. | |
Bruiser Flurry | Active Technique | Melee Range | 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. | |
Bruiser Rampage | Active Technique | Self | 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. | |
Bruiser Ruin | Active Technique | Melee Range | 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. | |
Bruiser Slam | Active Technique | 10 Blocks | 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. | |
Bruiser Tackle | Active Technique | 5 Blocks | 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. | |
Building Scale | Active 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 1 Hour Cooldown. | N/A |
Building Smash | Active Technique | Melee Range | This Technique can be used on a building, so long as another person is standing on its roof, or on some higher ledge like a roof trim or balcony or top of a tower. When used, the user smashes into a selected building causing it to shake and destabilize all characters standing on top of it. Anyone standing on a higher ledge of such a building will fall off the building, forward towards the user but not causing them any harm. 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. | N/A |
Chem Berserk | Active Technique | Self | To become a glass cannon in combat, use this Ability to add Main Defense Stat on top of Main Combat Stat (breaking cap up to 14), but the user can no longer perform Defense Dice Rolls, and needs to take all hits until end of Combat. Using Chem Berserk overrides Chem Enrage and Chem Endure, and removes their effects. Chem Berserk cannot be re-used until the effect has ended. | N/A |
Chem Cleanse | Active Technique | Self | 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. | N/A |
Chem Endure | Active Technique | Self | 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. | N/A |
Chem Enrage | Active Technique | Self | 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. | N/A |
Chem Experiment | Passive Technique | Self | To help in a fight, Target an enemy in Emote Range with a Ranged Attack Emote, and perform the necessary rolls. If the attack succeeds, the Target has a -1 Main Defense Stat (can go into minus) for the rest of Combat. If the attack failed, 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. | N/A |
Chem Revive | Active Technique | Emote Range | To empower an Ally, Target them with this Ability. If the Ally reaches 0 HP, they are instead revived with 1 temporary HP, and given 2 more Attack Emotes. If either of these Attack Emotes was able to put an enemy down to 0 HP, the 1 temporary HP is converted to permanent 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 Radiant Revive and vice versa. Chem Revive has a 2 Hour Cooldown. | N/A |
Concussive Blow | Active 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 the caster of a Link Power, this Technique counts as a guaranteed hit, and ends the most recent Link Power they used. Concussive Blow has a 1 Hour Cooldown. | |
Debuff Endurance | Active Technique | Self | The user can choose to cleanse a single debuff currently affecting them, additionally granting them a +2 boost to Constitution for 30 minutes after the debuff is cleansed. Once used, Debuff Endurance goes on a 2 hour cooldown. | N/A |
Diving Tackle | Active Technique | 10 Blocks | 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. | N/A |
Knockback Sweep | Active Technique | Melee Range | 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 is unable to be moved back the full 5 blocks (by hitting a wall, for example) or is incapable of currently moving, this ability deals a guaranteed hit. Knockback Sweep has a 30 minute cooldown. | |
Pinning Throw | Active Technique | Emote Range | 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, or if the target spends an emote to freely cleanse the Root, this effect ends early. Pinning Throw has a 30 minute cooldown. Pinning Throw does not Stack. | N/A |
Second Wind | Active Technique | Self | During combat, the user activates this technique to gain a second wind. For the next 10 minutes that this technique remains active, the user is able to passively heal a single wound every five minutes. Once ended or if the user is Weakened, Second Wind is put on a 4 hour cooldown. Once Second Wind is active, the user cannot be healed from any other source for the next hour. | |
Shield Bunker | Active Technique | Self | 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. | |
Shield Phalanx | Active Technique | 1 Block | 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. | |
Shield Slam | Active Technique | 5 Blocks | In order to close short distances and repel an opponent, use this ability to charge up to 5 blocks in a chosen direction. Upon hitting an enemy while charging, the user immediately stops in place and instead knocks the target back 5 blocks, and also Staggers them. Shield Slam counts as a Movement Power. Shield Slam has a 2 hour cooldown. | |
Shield Taunt | Active Technique | 2 Blocks | 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 with 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. | |
Shield Wall | Active Technique | Self | 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. | |
Tank Charge | Active Technique | 5 Blocks | 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. | |
Tank Hero | Active Technique | 10 Blocks | 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. | |
Tank Rally | Active Technique | 5 Blocks | 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. | |
Tank Rush | Active Technique | 10 Blocks | 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. | |
Tank Slam | Active Technique | 3 Blocks | 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. | |
Tank Switch | Active Technique | Melee Range | 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. | |
Tank Tremor | Active Technique | 3 Blocks | 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. | |
Tank Watch | Active Technique | Self | 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. | |
Weapon Throw | Active Technique | Emote Range | 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 2. Weapon Throw has a 1 hour cooldown. | N/A |
Counter Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Bruiser Feint | Counter Technique | Melee Range | 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. | |
Bruiser Parry | Counter Technique | Self | 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. | |
Cheap Shot | Counter Technique | Melee Range | 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. | N/A |
Chem Bang | Counter Technique | Self | 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 cannot use Abilities for 10 Minutes. Chem Bang has a 3 Hour Cooldown, and cannot Stack. | N/A |
Chem Slip | Counter Technique | Emote Range | 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. | N/A |
Dismount | Counter Technique | Melee Range | 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. | N/A |
Interception | Counter Technique | 3 Blocks | 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. | |
Rage Counter | Counter Technique | Melee Range | 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. | |
Shield Block | Counter Technique | Self | 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. | |
Shield Brace | Counter Technique | Self | 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. | |
Shield Cover | Counter Technique | Self | 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. | |
Steady Body | Counter Technique | Self | 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 can only be used once per server restart. |
N/A |
Technique Parry | Counter Technique | Melee Range | To defend against an Attack, use this Ability to Counter an Active Technique used on the user. Additionally, the user may choose to move up to 3 Blocks immediately after, but this is optional. Technique Parry has a 2 Hour Cooldown. |
Mount Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Stance Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Bruiser Stance | Stance Technique | Self | 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. | |
Garas Stance | Stance Technique | Self | This Stance can be active at the same time as Point-Buy Stances (like Tanking or Bruising Stance). This stance cannot be active at the same time as other Stances derived from the Sihai Racial Traits. While this Stance is active, the Sihai is immune to any Abilities that would negatively affect their Proficiencies (but can still be affected by positive Proficiency changes). Activating This Stance puts all other Stances in Sihai Racial Traits on a 1 Hour Cooldown. | N/A |
Lalang Stance | Stance Technique | Self | This Stance can be active at the same time as Point-Buy Stances (like Tanking or Bruising Stance). This stance cannot be active at the same time as other Stances derived from the Sihai Racial Traits. While this Stance is active, the Sihai gains +1 Main Combat Stat, though only while attacking someone who is Occult. Activating This Stance puts all other Stances in Sihai Racial Traits on a 1 Hour Cooldown. | N/A |
Qilin Stance | Stance Technique | Self | This Stance can be active at the same time as Point-Buy Stances (like Tanking or Bruising Stance). This stance cannot be active at the same time as other Stances derived from the Sihai Racial Traits. While this Stance is active, Sihai can run up vertical walls defying gravity. This does not however grant immunity to fall-damage. Enderpearls may be needed to move around with Qilin Stance. Activating This Stance puts all other Stances in Sihai Racial Traits on a 1 Hour Cooldown. | N/A |
Tank Stance | Stance Technique | Self | 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 while 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. | |
Turu Stance | Stance Technique | Self | This Stance can be active at the same time as Point-Buy Stances (like Tanking or Bruising Stance). This stance cannot be active at the same time as other Stances derived from the Sihai Racial Traits. While this Stance is active, any Brittle Debuff that is applied to the Sihai, is duplicated onto the person who applied it to them. Activating This Stance puts all other Stances in Sihai Racial Traits on a 1 Hour Cooldown. | N/A |