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| Medical Revive | | Medical Revive | ||
| | | 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.}} | | {{#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 ability requires Medical Stance to be active. To bring back a fallen ally, use this Ability to try and bring them back into fighting shape. The user creates a Link Power between themselves and a downed target within range, remaining in that state for 5 minutes. If left unbroken, the target is immediately brought back on their last legs (or 2 HP in the Optional System), and their Main Combat Stat reduced by 2 for the next 30 minutes. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Medical Revive has a 4 hour cooldown, regardless of if successful or not. | | This ability requires Medical Stance to be active. To bring back a fallen ally, use this Ability to try and bring them back into fighting shape. The user creates a Link Power between themselves and a downed target within range, remaining in that state for 5 minutes. If left unbroken, the target is immediately brought back on their last legs (or 2 HP in the Optional System), and their Main Combat Stat reduced by 2 for the next 30 minutes. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Medical Revive has a 4 hour cooldown, regardless of if successful or not. | ||
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| Radiant Revive | | Radiant Revive | ||
| | | Active Power | ||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | | {{#simple-tooltip: Emote Range | Emote Range means 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 4 HP and half (rounded down) Main Combat Stat, or give another Ally 1 Block Token, and give them half (rounded down) Main Combat Stat (breaking cap until 11) until that Block Token is removed. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Radiant Revive has a 2 Hour Cooldown. | | To empower an Ally, Target them with this Ability. If the Ally reaches 0 HP, they are given a choice: Revive with 4 HP and half (rounded down) Main Combat Stat, or give another Ally 1 Block Token, and give them half (rounded down) Main Combat Stat (breaking cap until 11) until that Block Token is removed. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Radiant Revive has a 2 Hour Cooldown. |
Revision as of 04:40, 4 December 2023
The Ability and Proficiency System | |
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This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page. |
Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. Aesthetics are fairly free to determine unless otherwise specified. For example, if an Ability states that it has only a limited number of Aesthetics mentioned by name, options are limited. If however no specific aesthetics are mentioned, or they are left open-ended, then player has complete freedom. Minor, non combat, non functional or useable aesthetic additions to abilities are also fine: as long as they do nothing but look cool or fun. When Emoting an Ability, the Emote should always start with the exact Ability name, only then followed by an aesthetic description to the player for what it looks like. Aesthetic descriptions may also be ignored altogether, and a Player may simply Emote "Bob uses Dark Curse on Harry, giving him a Target Curse". If the player asks for an explanation of the Ability, you may give it, or redirect them to this page. It is important to note that Modifiers for Abilities will change depending on where the Ability is sourced from (say, an Ability gained from Vampirism might have a different modifier than an ability gained from Undead-ism). Modifiers are never optional, and must always be applied, but on this page there are multiple modifiers for multiple ability sources. Only one of those Modifiers will apply, depending on where the Ability is gained from (such as magic, or an affliction.)
Passive Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Divine Aura | Passive Power | Emote Range | To reinforce other Paladins, Divine Aura is a constant effect radiating Holy energy around the user. Anyone within range who has Divine Defense active gains +1 Faith Proficiency (breaking cap up to 11). This does not affect the user themselves, but if the user also has Divine Defense active, they can gain the benefit from other Paladins using Divine Aura. Divine Aura can stack twice on any Paladin, meaning they can never gain more than +2 Faith regardless of how many Divine Auras are present. Divine Aura has no Critical Strike effect, and no Cooldown. | N/A |
Divine Synergy | Passive Power | Self | To utilize otherwise unusable point buy packs in a stance, use this ability to grant access to Tanking Point Buy packs the user has purchased. When using Divine Defense, the user can use abilities from Tank Point Buy as if they had Tank Stance active, but they do not gain any of the passive benefits or restrictions from Tank Stance, but still requires a shield. Additionally, they cannot use Melee Weapon Point Buy Abilities while in Divine Defense. Divine Synergy can only be used when Divine Defense is active, but has no cooldown. | N/A |
Enchant Oceana | Passive Power | 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 |
Hex Aura | Passive Power | Emote Range | To reinforce other Theurgists, Hex Aura is a constant effect radiating energy around the user. Anyone within range who has Hex Defense active, gains +1 Faith Proficiency (breaking cap up to 9) This does not affect the user themselves, but if the user also has Hex Defense active, they can gain the benefit from other Theurgists using Hex Aura. Hex Aura can stack twice on any Theurgist, meaning they can never gain more than +2 Faith regardless of how many Hex Auras are present. If Ritual Offering is used on this Ability, it does not reset the Cooldown as it has none, but instead allows the Theurgist to target one Spirit or Spirit Possessed person, and grant them the benefits from Hex Aura, but with +1 Main Defense Stat, instead of Faith. Hex Aura has no cooldown. | N/A |
Hex Plot | Passive Power | Self | To use Ritual Offering more often, this Ability activates automatically when the user has used Ritual Offering three times, healing the user by 4 HP. Hex Plot can trigger multiple times. Hex Plot has no cooldown, and Ritual Offering has no effect on it. | N/A |
Hex Synergy | Passive Power | Self | To utilize otherwise unusable point buy packs in a stance, use this ability to grant access to Cutthroat Point Buy packs the user has purchased. When using Hex Defense, the user can use abilities from Cutthroat Point Buy as if they had Cutthroat Stance active, but they do not gain any of the passive benefits or restrictions from Cutthroat Stance. Additionally, they cannot use Melee Weapon Point Buy Abilities or Shield Point Buy Abilities while in Hex Defense, and must have a melee weapon equipped, but can use Dexterity as their Main Combat Stat for melee attacks. Hex Synergy can only be used when Hex Defense is active, but has no cooldown. | N/A |
Shaman Aura | Passive Power | Emote Range | To reinforce Shamans, Shaman Aura is a constant effect radiating energy around the user. For every enemy Spirit or person possessed by a Spirit in Range, the user gains +1 Faith applied only when defending against attacks from Spirits or persons possessed by Spirits (breaking cap up to 11). If there are no Spirits, Shaman Aura grants a flat +1 Faith instead. For every 2 KO enemies in a Combat Scene, the user can apply -1 Main Combat Stat Debuff as part of Corpse Count onto any enemy that lasts until KO'd or the end of combat, which can stack from subsequent Corpse Counts or from other Shamans, but only up to -2 Main Combat Stat. Shaman Aura has no Cooldown. | N/A |
Shaman Synergy | Passive Power | Self | To utilize otherwise unusable point buy packs in a stance, use this ability to grant access to Bruiser Point Buy packs the user has purchased. When using Shaman Defense, the user can use abilities from Bruiser Point Buy as if they had Bruiser Stance active, but they do not gain any of the passive benefits or restrictions from Bruiser Stance. Additionally, they cannot use Shielding Point Buy Abilities while in Shaman Defense, and the user must have a melee weapon equipped. Shaman Synergy can only be used when Shaman Defense is active, but has no cooldown. | N/A |
Shaman Exchange | Passive Power | Emote Range | The user can, at any point during a fight (even not during the user's action or turn) transfer any Block Tokens from themselves to allies, even in response to attack Emotes hitting them, thus consuming the Block Token and preventing damage. Additionally, any Faith Proficiency (base and buffs) can be granted from themselves to an Ally instead, granting them Main Defense Stat, but this does not break cap. Block Tokens and Stats handed away cannot be taken back until end of Combat. Shaman Exchange has no Cooldown. | N/A |
Sinistral Explode | Passive Power | Self | To get the maximum value out of downing a foe, use this ability when within Melee Range of a target. When downing an enemy with melee range, the user can choose to activate this ability. Upon activation, the user heals 1HP, and additionally Knocks Down all enemies within 3 blocks of the downed target. If an enemy is Brittled, they additionally take 2HP of damage, which can additionally trigger instances of Sinistral Explode if able. Sinistral Explode has a 2 Hour cooldown. | N/A |
Counter Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Enchant Revenge | Counter Power | Emote Range | If the user reaches 0 HP, they are allowed one final emote to use any Magic Ability (Enchant, Sinistral, Radiant), or Magic Attack Emote (ignoring range even in Melee), but can only Target the person that reduced their HP to 0. After using Enchant Revenge, it goes on Cooldown until Server Restart, even if the user is Revived in Combat. | |
Divine Wrath | Counter Power | Emote Range | To Counter Dark Magic, this Ability can be used to react and Counter a Sinistral Point Buy, or Theurgy Point Buy Ability targeting the user or one of their Allies. If Divine Wrath triggers Critical Strike, the Ability is instead redirected, not countered, and the original user of that ability suffers all the effects of it instead. Divine Wrath has a 2 Hour Cooldown. | N/A |
Exorcism | Counter Power | Emote Range | To protect against Afflicted Abilities, use this Ability to Counter any Instant, Link, or Movement Power used by a Character that is Afflicted that targets the user or an ally. This only applies to Abilities from the Arcane Proficiency Category, and Enchant Point Buy. Additionally, outside of combat, the user can perform general Exorcisms, but they do not have a guaranteed effect, and require negotiation with Spirit Players, or Event DMs. If the user is Afflicted themselves, this Ability is Disabled. Exorcism has no cooldown for Curing or general Exorcisms, but its Counter function has a 4 Hour Cooldown, and a 30 Minute Internal Cooldown. | N/A |
Martyrdom | Counter Power | Emote Range | The user can only activate this Ability when an Ally within Range would take damage from an attack or Ability. The user instantly dashes to intercept the hit, taking the damage for the ally instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would knock out, or defeat, the user, the ally gains +2 Main Combat Stat and +2 Constitution, which breaks caps, and cleanses any Debuffs currently applied to them. If the user is revived in any way, the bonuses from Martyrdom end. Martyrdom can be used once per Server Restart. | N/A |
Rebuke Faith | Counter Power | Emote Range | The user can Counter any Power from Cleric Point Buy, but only if it is from a different Religion than the user's, cancelling its activation and putting it on a 30 minute Cooldown, regardless of its original cooldown. Rebuke Faith has a 3 hour cooldown. | Theurgy |
Sacred Rebuke | Counter Power | Emote Range | To interfere with an enemy, the user can, as a reaction to an enemy from another Religion using a Power from Cleric Point Buy, immediately apply the Brittle Debuff to them. The target also suffers a -1 Main Defense Stat reduction for the next 20 minutes. Sacred Rebuke has a 2 hour cooldown, and does not Stack. | N/A |
Sacred Martyr | Counter Power | Emote Range | To protect an ally from harm, use this ability when an Ally within Range would take damage. The user instantly dashes to the ally, taking the damage instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would KO the user, the ally gains +1 Main Combat Stat and +1 Main Defense Stat, which breaks caps, and cleanses any Debuffs currently applied to them. If the user is revived in any way, the bonuses from Sacred Martyr end. Sacred Martyr has a cooldown of 4 hours, and does not Stack. | N/A |
Strength Snare | Counter Power | Emote Range | Strength Snare is able to be used as a reaction to another character being targeted with a Buff Power from any Point Buy Category. The user immediately becomes the target of the ability being used instead of the person originally being targeted. If this benefit is indefinite, the user of Strength Snare must benefit from it positively once, before it can be ended early or changed to a different target. Once used, this ability has a 1 hour cooldown. | N/A |
Instant Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Enchant Mimic | Instant Power | Emote Range | To mimic anyone, copy their Abilities, Heritage Traits and Proficiencies exactly, while discarding your own. The user is now able to use this "kit" exactly like the source, but a Custom Kit cannot be copied. Enchant Mimic has no Cooldown, but the Mimic Kit remains active until the Combat Roleplay Scene ends. Additionally, the user can choose to copy the appearance of the target, but this does not count as a disguise mechanic. | |
Divine Aggro | Instant Power | Melee Range | To draw aggression from allies, use this Ability to target an ally within range. The first time an Enemy attacks that target, the user can grant that ally 1 Block Token. If an enemy attacks the user instead, this ability ends, and the user gains +2 Main Defense Stat (breaks cap up to 9) for that roll only. If Divine Aggro triggers a Critical Strike, it grants 2 Block Tokens, and instead of granting +2 Main Defense Stat, the Paladin gains +2 HP. Divine Aggro has a 2 Hour Cooldown. | N/A |
Divine Blessing | Instant Power | Self | To increase Critical Strike chances, use this Ability to guarantee a Critical Strike on the next Ability (thus not needing to Dice Roll). This Ability consumes the user's action and does nothing else. If Divine Blessing triggers a Critical Strike, the next Ability is guaranteed to Critical Strike, and Divine Blessing immediately goes off Cooldown. Divine Blessing has a 4 Hour Cooldown. | N/A |
Divine Smite | Instant Power | Emote Range | To cast away foes, use this Ability on a Target that is either a Spirit, possessed by a Spirit, Undead, a Vampire, or a Geist. The Target is Knocked Back by 5 Blocks, and has the Brittle Debuff applied to them. If this Ability triggers a Critical Strike, the Target also suffers a guaranteed hit. Divine Smite has a 2 Hour Cooldown, does not Stack, and has an internal cooldown of 30 minutes. | N/A |
Group Cleanse | Instant Power | 3 Blocks | The user cleanses all Debuffs on every character within Range of them, including themselves. Group Cleanse has a 2 hour cooldown. | N/A |
Hex Choice | Instant Power | Emote Range | To curse an enemy and force them to pick between two bad options, the user can apply both the Brittle and the Threatened debuff to an enemy within range. If the target Cleanses the Brittle debuff, the Threatened debuff triggers, and knocks the target down. If the Brittle debuff triggers normally, the Threatened debuff ends. Hex Choice has a 4 hour cooldown. | N/A |
Hex Parasite | Instant Power | Emote Range | To steal benefits from an enemy, this Ability can only be used in response to an Enemy using a Buff Power from Point Buy. The user counts as one extra target for that Buff Power, gaining any benefits it might grant, while ignoring targeting limitations. If the Buff Power was also a Link Power, the Link cannot be willingly ended prematurely. Once ended, Hex Parasite has a 4 hour cooldown. | N/A |
Hex Guide | Instant Power | Emote Range | To help an ally in a fight, use this ability as a reaction to an ally missing a basic attack roll. For their next two basic attack rolls, grant the ally +2 Main Combat Stat that breaks cap up to 11. Hex Guide has a 1 hour cooldown, and does not Stack. | 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 | Movement Power | 15 Blocks | To move an ally, use this Ability to relocate them forcibly anywhere else in range, even on higher ledges up to 5 blocks in height. This Ability can also be used by the user themselves, but can never be used to circumvent fortifications like castle walls and a gatehouse, or teleporting through walls. This cannot be used on an KO'd ally. Radiant Relocate has a 1 Hour Cooldown. | 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 |
Saving Grace | Instant Power | 10 Blocks | The user targets an ally within range, removing all current debuffs on them and pulling them to any block adjacent to the user. Saving Grace cannot cleanse debuffs from Artifacts. Saving Grace has a 2 hour cooldown. | N/A |
Shaman Earth | Instant Power | Emote Range | To protect an ally, this Ability can be used to grant an ally within range +1 Block Token. This Ability can be used as a reaction to an ally being attacked, allowing them to instantly use the Block Token to protect themselves. After 2 enemies are KO'd in a Combat Scene, the user becomes immune to the Brittle Debuff as part of Corpse Count (this constant effect applies even while the Ability is on Cooldown). Shaman Earth has a 2 Hour Cooldown. | N/A |
Shaman Puppet | Instant Power | Emote Range | To meddle with enemies, target an opponent and read/ask for their Character App to read their Abilities. Choose one Ability from Point Buy (regardless if it is on Cooldown), and use a copy of it from the target's location, but as if it was being used by the user instead (meaning it can harm the target's allies, and benefit the user's allies, but not vice versa). If the Ability involves any sort of resources, it must use the user's resources, not the target's. This does not consume the next turn for the Target. For every 2 KO enemies in a Combat Scene, the Cooldown of this Ability is reduced by 30 Minutes as part of Corpse Count. Shaman Puppet has a 2 Hour Cooldown, and does not stack. | N/A |
Sinistral Corrode | Instant Power | Emote Range | In order to debilitate an opponent, use this ability to corrode the defenses of a target character within Emote Range. The target suffers a -1 Main Defense Stat. If the target would be healed, that healing is reduced by 1 (even to 0), and if the target would gain a Block Token, they are additionally Marked. Sinistral Corrode ends when either one of these conditional effects are triggered, but they cannot both activate at the same time. Sinistral Corrode has a 2 Hour Cooldown, a 30 Minute Internal Cooldown, and does not Stack. | N/A |
Sinistral Implode | Instant Power | Emote Range | To mitigate enemy protections, use this Ability as a reaction to a character gaining a Block Token from an Ability. When used, the Target loses all Block Tokens they would have gained, and are additionally given the Brittle Debuff. Sinistral Implode has a 2 hour cooldown, and a 30 minute internal cooldown. | 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 | To mark a target as your enemy, use this ability to apply the Threatened Debuff for the next 10 minutes. While Threatened, if the target willingly leaves the Attack Range of the user, they suffer a guaranteed hit. If the target remains within Attack Range of the user, the user gains +2 Main Combat Stat (breaking cap up to 11) for attacks made against the Target for the duration. Sinistral Rage has a 2 hour cooldown, does not Stack, and a 1 hour Internal cooldown. | N/A |
Sinistral Sever | Instant Power | Emote Range | To remove a Link Power on someone, target them with this Ability and a Link Power of choice that is active on them will immediately be ended. Any Link Powers they are using will be forced to go on Cooldown. Additionally, the Target cannot be targeted by Link Powers or Abilities defined as Link Powers for the next 20 Minutes. Sinistral Sever has a 2 Hour Cooldown. | N/A |
Summon Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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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. | N/A |
Hex Revive | Summon Power | 5 Blocks | To bring back an ally as a pseudo ghost, use this Ability as a reaction to an ally being KO'd. The ally attaches to the user, meaning the ally can no longer take damage or be targeted by Abilities by enemies, but the ally cannot use Abilities of their own. The user cannot make attack and defense rolls or emotes afterwards, but the ally can for them using the Ally's stats instead. The first time an ally is attached, the user gains 1 Block Token. When the user is KO'd, Hex Revive ends and the ally returns to being KO'd. If Hex Revive is used multiple times on multiple allies, the first ally gains +2 Main Combat and Main Defense Stat per ally added, breaking cap up to 14. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Hex Revive has a 2 hour cooldown. | N/A |
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. | N/A |
Skill Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Enchant 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). Enchant Bolts has no cooldown, but the user cannot quickly swap between Melee and Ranged, and must spend an emote 'swapping' before they can Attack or use an Ability again. | |
Enchant Defense | Skill Power | Self | To change the rules of combat, when the user enters combat, Wisdom Proficiency will apply for Main Defense Stat (instead of for example Constitution), and the user gains +1 Block Counter, but can no longer use a Shield. This Ability does not consume an Action, and can be used reactively to prevent damage from applying. This ability does not work if the user is wearing armor, does not apply if the user puts on armor afterwards, and does not refresh Block Counters associated with Armor. Enchant Defense has no Cooldown, but automatically activates, and cannot be removed. | N/A |
Shaman Ancestor | Skill Power | Self | This Ability summons the Spirit of an Ancestor, as well as a weapon in their hand, allowing their ancestor to guide them in combat. If Shaman Defense is not active, this gives the user +2 Main Combat Stat (breaking cap up to 11) and -2 Main Defense Stat. If Shaman Defense is active, the user loses access to all other Abilities, sets their Main Combat Stat to 11, but can use Abilities from Shaman Point Buy. Shaman Ancestor lasts until the end of Combat and has no Cooldown. | N/A |
Healing Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Medical Revive | Active Technique | Melee Range | This ability requires Medical Stance to be active. To bring back a fallen ally, use this Ability to try and bring them back into fighting shape. The user creates a Link Power between themselves and a downed target within range, remaining in that state for 5 minutes. If left unbroken, the target is immediately brought back on their last legs (or 2 HP in the Optional System), and their Main Combat Stat reduced by 2 for the next 30 minutes. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Medical Revive has a 4 hour cooldown, regardless of if successful or not. | N/A |
Radiant Revive | Active 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 4 HP and half (rounded down) Main Combat Stat, or give another Ally 1 Block Token, and give them half (rounded down) Main Combat Stat (breaking cap until 11) until that Block Token is removed. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Radiant Revive has a 2 Hour Cooldown. | N/A |
Timed Healing | Healing Power | Emote Range | The user applies a Link Power to a target within Range. For as long as the Link is active, the target heals their most recent wound every 10 minutes. This healing occurs at the end of the 10 minute timer. Timed Healing can only be active on one target at a time, and the same person can only be affected by one instance of Timed Healing at a time. Timed Healing has a 2 hour cooldown. | N/A |
Buff Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Enchant 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. Enchant Protect has no Cooldown, but it cannot be re-used while a set of Armor is active. | |
Divine Savior | Buff Power | Emote Range | To protect an Ally, use this Ability to shield them. Upon targeting an Ally, this Ally is removed from active combat by being encased in holy light, making them unable to move or perform any actions for 5 minutes (but Cooldowns continue ticking). After the 5 minutes have passed, if the Paladin using this Ability is still alive, they can reposition their encased ally to anywhere in range, and the Target Ally gains +1 HP (if the Paladin is KO'd, Divine Savior does nothing). Also, they gain +1 Main Combat Stat (breaks cap up to 11) for their first attack after being freed. If Divine Savior triggers Critical Strike, the 5-minute timer is skipped and the target instead instantly gains +3 HP. Divine Savior has a 4 Hour Cooldown, and does not Stack. | N/A |
Gear Boon | Buff Power | 5 Blocks | The user blesses the equipment of up to 5 allies within range, including their armor, weapons, shields, etc. The targets gain +1 Constitution, that breaks cap, and can optionally have their gear emit bright light, that dispels mundane darkness around them. The same person can only be affected by one instance of Gear Boon at a time. Gear Boon lasts for 1 hour, and has a 3 hour Cooldown. | N/A |
Medical Buff | Buff Power | Emote Range | This ability requires Medical Stance to be active. To protect an ally's strength, use this Ability on a chosen ally within range. If the target has their proficiencies reduced in any way, this effect is immediately ended and the target is returned to full strength. Additionally, the user gains a Block Token if successful. Medical Buff has a 2 Hour Cooldown. | N/A |
Medical Bolster | Buff Power | 10 Blocks | This ability requires Medical Stance to be active. To protect an ally from harm, use this Ability to grant them 1 Block Token. While under the effects of this Block Token, the target’s Main Defense Stat is raised by 2, up to a maximum of 9. Medical Bolster has a 2 hour cooldown, and does not stack. | N/A |
Medical Canteen | Buff Power | 5 Blocks | This ability requires Medical Stance to be active. To share bonuses with an ally, use this Ability when targeted with a Buff Power that is not Medical Canteen. Targeting an Ally within range, the user immediately grants a copy of the Buff Power they received to the target. This effect lasts for up to 30 minutes, after which Medical Canteen goes on a 1 hour cooldown. | N/A |
Medical Resist | Buff Power | 10 Blocks | This ability requires Medical Stance to be active. To reduce the harm an ally receives for a set amount of time, use this Ability on an Ally within range. For the next 10 minutes, the target only suffers minor wounds from any incoming damage that would affect them, or is reduced by 1 HP (but never to 0) in the Optional Combat System. Once ended, Medical Resist has a 2 hour cooldown, and does not stack. | N/A |
Radiant Barrier | Buff Power | Emote Range | To protect an ally from Ranged Attacks, use this Ability to make them immune to Mundane Ranged, Magical Ranged, Firearms, and Archery Attack Emotes. This Ability is a Link Power, and remains active for as long as the Link Power is active. If the Link Power is broken or removed, Radiant Barrier has a 2 Hour Cooldown. | 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. Radiant Feather has no Cooldowns. | N/A |
Sacred Buff | Buff Power | Emote Range | To protect an ally from stat reductions, apply a Link Power to an ally within Range. For as long as the Link is active, if the Target's stats would be reduced in any way, this Stat Reduction is nullified, and the Stat that would be reduced instead gains +1. This ability can be used as a reaction to an ally's stats being reduced, applying its effect, but can only ever boost one stat. Sacred Buff can last for a maximum of 30 minutes, once ended has a 2 hour cooldown, and does not Stack. | N/A |
Sacred Feather | Buff Power | Viewing Distance | To protect an ally falling from a great height, use this Ability to negate any falling damage the ally would take, and grant them immunity to Knockdowns for the next 10 minutes. If multiple allies are falling at the same time, the user can protect them from falling, but only one is granted the Knockdown immunity. Sacred Feather has a 2 hour cooldown. | N/A |
Sacred Gear | Buff Power | 5 Blocks | To bless the equipment and enhance the defenses of allies, the user targets up to 3 allies within range. The targets gain +1 Main Defense Stat, that breaks cap up to 9. If the ally worships the same religion as the user, they also gain +1 Main Combat Stat that breaks cap up to 11. Sacred Gear lasts for 30 minutes, has a 4 hour cooldown, and does not Stack. | N/A |
Sacred Healing | Buff Power | Emote Range | To heal allies over time, the user applies a Link Power to an ally within Range. For as long as the Link is active, the target heals 2 HP every 10 minutes. This healing occurs at the end of the 10 minute timer. Sacred Healing can only be upheld for a maximum of 20 Minutes, but if the user deals damage through any means while it is active, it instantly ends and any healing done is reverted. Once ended, Sacred Healing goes on a 2 hour cooldown, and does not Stack. | N/A |
Sacred Revive | Buff Power | Self | To revive an ally that is currently KO'd, the user can sacrifice 1 HP of their own, which cannot be blocked or reduced in any way, to revive that ally with 2 HP. Sacred Revive has no cooldown, and can be used as much as the user has HP, but the same person cannot be affected by more than one Revive Ability (Sacred Revive, Chem Revive, etc) per Combat scene. | N/A |
Stability Boon | Buff Power | Self | The user enhances themselves, and up to one ally within Range, granting them immunity to Displacements for 15 minutes. Stability Boon has a 2 hour cooldown. | N/A |
Movement Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Shaman Darkness | Movement Power | 10 Blocks | This Ability can only be used if one or more enemies are within 3 Blocks of the user. When used, the user can choose anywhere within range (on a horizontal surface) to relocate to. Additionally, any enemies within 3 Blocks of the position they relocate from, have the Blindness Debuff applied to them. For every 2 KO enemies in a Combat Scene, the remaining Cooldown of this Ability is reduced by 30 Minutes as part of Corpse Count. Shaman Darkness has a 2 Hour Cooldown. | N/A |
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 |
Link Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Hex Sapper | Link Power | Emote Range | To tire one's enemies, the user can target up to 3 enemies to divide 4 total Main Combat Stat reduction between them. This means they can spread it evenly one each, but can only put a maximum of -3 on one enemy. For every enemy Targeted, a Link is established. Once all Links are Broken or removed, Hex Sapper goes on a 2 Hour Cooldown, and does not stack. It is not possible to re-distribute the Stats without going on Cooldown first. | N/A |
Weakening Ward | Link Power | Emote Range | The user applies a Link Power to an enemy within Range, and also chooses one ally. For as long as the Link is upheld, if the target attacks or targets the chosen ally, they receive a -2 Main Combat Stat reduction, but only while they are targeting or attacking the chosen ally. Once the target and ally are chosen, they cannot be changed for the duration of the Link Power. Weakening Ward has a 1 hour cooldown. | N/A |
Passive Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
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 2 HP or less. The next basic attack that successfully strikes an enemy heals the user for 2 HP worth of wounds. If the target has the Brittle Debuff, then this ability instead heals the user for 4 HP worth of wounds. Bruiser Agony has a 2 hour cooldown, and begins after the effect has been successfully used. Bruiser Agony requires the user to be in Bruiser Stance. | |
Dagger Expert | Passive Technique | Self | The user is proficient at wielding daggers and knives with great effect, able to wield them proficiently without any Strength investment. If the user wields a dagger or knife as a weapon, they are able to attack with the equivalent Strength of their Dexterity Proficiency (up to a maximum of 4). | N/A |
Debuff Endurance | Passive Technique | Self | When the user has a Debuff applied to them, they gain a +1 boost to Constitution for as long as the Debuff is applied to them. If the Debuff is cleansed or Removed, the +1 Constitution is also removed. Debuff Endurance has no Cooldown, and can activate and de-activate multiple times. | N/A |
Focus Command | Passive Technique | Self | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. This Ability has two functions to prevent a Commander from being Countered a lot. Firstly, the user is immune to Link Break Abilities, though any Targets they have with Links on them are not. Secondly, if any of their Links are broken by a Link Break Ability, their Link Targets cannot have a Link Break Ability used on them for the next 15 Minutes. | |
Last Stand | Passive Technique | Self | To fight past the point of defeat, when the user would be reduced to 0 HP in combat, this ability immediately activates. The user heals 3HP, but can no longer gain Block Tokens for the duration of the fight. If the user already has a Revive Ability applied to them, Last Stand does not activate during the same combat scene, and that ability is used instead. Last Stand can only be used once per combat scene. | |
Rebound | Passive Technique | Self | To get back on your feet, this ability passively activates on the first Knocked Down Debuff applied to the user. The user is able to instantly stand back up without using their action or turn (but this does not make them immune to the Knockdown). After Rebound is used, it goes on a 3 hour cooldown. | |
Shield Command | Passive Technique | Emote Range | This ability requires Command Stance to be active. If the user takes any damage, they can choose any Ally's Block Token, as long as they are within range, and remove that Block Token to block damage applied to themselves, however as damage is prevented on them, they cannot use the relocation mechanic of Command Stance. Shield Command has no Cooldown and can be used in rapid succession, until there are no Block Tokens left that are held by allies, in which case it does nothing. | |
Soft Landing | Passive Technique | Self | To avoid falling damage, this ability activates when the user takes damage from falling off of something. They instead brace themself before they hit the ground, breaking their fall and ignoring the damage. Soft Landing has no cooldown. | N/A |
Tech Armory | Passive Technique | Self | To protect oneself, this Ability grants the user a passive +1 Block Token that is always active, even outside of combat, and refreshes if removed at the end of Combat. However, the user can no longer wear conventional armor. If the user has the Ability Tech Defense, Tech Armory no longer grants 1 Block Token, but instead grants +2 Main Defense Stat (breaks cap up to 9) for as long as the user has the Block Token gained from Tech Defense. When that Block Token is lost, this bonus is lost as well. Tech Armory has no Cooldown. | 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 |
---|---|---|---|---|
Agonizing Shot | Active Technique | Emote Range | The user fires their weapon at a target in range that is currently affected by Brittle. This shot deals a guaranteed hit to the target, triggering the Brittle effect and additionally causing the target to be knocked down once hit. After being used, Agonizing Shot goes on a 4 hour cooldown. | |
Aquatic Command | Active Technique | Emote Range | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. This Link Ability can Target two Allies at once, but does not go on Cooldown until both Links are broken or removed. The Target Allies gain Enchant Oceana, meaning they can breathe underwater, see underwater, speak underwater, and move unhindered while swimming underwater. Additionally, they can use Abilities and Attack Emotes as if they were on dry land, targeting those inside and outside the water. Aquatic Command has a 2 Hour Cooldown. | |
Attack Command | Active Technique | Emote Range | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user can target up to 3 Allies to divide 3 total Main Combat Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 3 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, Attack Command goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first. | |
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 |
Belt Shot | Active Technique | 5 Blocks | The user rapidly loads and fires the weapon from the hip, causing a quick blow-out in short to medium range. Anyone in front of the user within range is knocked back 5 Blocks. If a target is unable to dodge back the full 5 blocks (hitting a wall, for example) or are incapable of moving, this ability does a guaranteed hit. Belt Shot has a 30 Minute Cooldown. | |
Brawl Stampede | Active Technique | 10 Blocks | To drag an enemy with you, use this ability to grab ahold of an enemy within melee range. Stampeding forward by 10 blocks, both the user and the target are forcibly moved the full range. The user cannot use Movement Powers for 10 minutes after using Brawl Stampede. Brawl Stampede counts as both a Movement Power and Displacement in the case of Ability counters, and has a 3 hour cooldown. | N/A |
Break Down | Active Technique | Melee Range | To tear down enemy barricades, use this ability to target any 1 block thick stone or wood wall, gate, or doorway. Physically smashing through, the user additionally staggers any character within 2 blocks in front of them. Break Down has a 2 hour cooldown. | N/A |
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 down. 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 4 HP worth of damage. If the target has the Brittle Debuff, it instead does damage equal to 6 HP. If it ends early, Bruiser Ruin goes on a 30 minute cooldown, otherwise Bruiser Ruin has a 4 hour cooldown. Once this timer is completed, Bruiser Ruin cannot be canceled by any effect. | |
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 | Melee Range | To use an enemy as a weapon, use this ability to tackle an enemy within range, knock them back 5 blocks and apply the Brittle Debuff to the target. If the target hits another character before being moved the full distance, the Displacement effect ends and the other character also has the Brittle Debuff applied. If the target already has the Brittle Debuff, they take a guaranteed hit and are knocked back 10 blocks, following the same rules for hitting another character as before. Bruiser Tackle has a 2 hour cooldown. Bruiser Tackle requires the user to be in Bruiser Stance. | |
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. Building Scale has a 3 Hour Cooldown, and counts as a Movement Power in the context of counters. | N/A |
Champion Command | Active Technique | 10 Blocks | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user Targets a single Ally. While this Link is active, the Ally's Main Defense Stat and Main Combat Stat limits are completely removed, even if they are imposed by other Abilities. Once broken or removed, Champion Command goes on a 2 Hour Cooldown. If a Target is affected by Overwhelm Command, Champion Command does nothing. | |
Chase Command | Active Technique | Emote Range | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. First establish a Link Power onto an Ally. Then, establish a Link Power between that Ally and another Ally, or an Enemy. The first targeted Ally now duplicates all Movement Powers used by the second Target, landing on the same destination, though not benefitting from additional mechanics in such Movement Powers (like attack Emotes, or Knockback effects). Once broken or removed, Chase Command has a 30 Minute Cooldown. | |
Chem Berserk | Active Technique | Self | To become a glass cannon in combat, use this Ability to add an additional 1 HP of damage to your Melee Basic Attacks, but the user also takes an additional 1 HP of damage from Basic Attacks targeting them in turn. Using Chem Berserk overrides Chem Enrage and Chem Endure, and removes their effects. Chem Berserk cannot be re-used until the effect has ended. | 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 | Active Technique | Emote Range | To help in a fight, Target an enemy in Range with a Ranged Attack Emote, and perform the necessary rolls using Main Combat Stat. If the attack succeeds, the Target has a -1 Main Defense Stat (can go into minus) for the rest of Combat but is not damaged. If the attack fails, the user gains +1 Main Combat Stat (does not break cap) for the rest of Combat. Chem Experiment has a 2 Hour Cooldown, and cannot Stack. | 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 2 temporary HP, and given 4 more Attack Emotes. If any of these Attack Emotes was able to put an enemy down to 0 HP, the 2 temporary HP is converted to permanent HP, and they heal an additional 1 HP. If they fail to put an enemy to 0 HP, the temporary HP is removed, and they KO properly. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Chem Revive has a 2 Hour Cooldown. | Undead |
Concussive Blow | Active Technique | Melee Range | The user swings their weapon at a target, Confusing them for 10 minutes, and ending the last two Link Powers they are using or affected by. Additionally, if the target is currently the caster of a Link Power, this Technique counts as a guaranteed hit. Concussive Blow has a 1 Hour Cooldown. | |
Covering Fire | Active Technique | Emote Range | The user fires a constant stream of inaccurate but intimidating shots to provide safety for their allies. As a reaction to an allies movement, the user is able to activate this Technique in order to ensure they are not attacked for as long as they need to reposition in one emote. Additionally, the ally gains a +2 Main Combat Stat (breaks cap up to 11) bonus to the first attack they make after re-positioning. Covering Fire ends the moment the user’s ally stops moving to attack, and has a 2 hour cooldown. | |
Cutthroat Backstab | Active Technique | Melee Range | This ability requires Cutthroat Stance to be active. The user makes a quick attack on a target that currently has a Debuff applied to them, dealing a guaranteed hit and cleansing the debuff that is affecting them. If this Debuff cannot be cleansed, this Ability fails. Cutthroat Backstab has a 1 hour cooldown. | |
Cutthroat Dodge | Active Technique | Self | This ability requires Cutthroat Stance to be active. As a reaction to being hit by a basic attack or Ability from Melee Point Buy, the user can quickly dodge to negate any damage they would have suffered, but still be affected by secondary effects. Additionally, the user is able to immediately move up to 5 blocks horizontally in any direction. Cutthroat Dodge has a 2 hour cooldown, and counts as a Movement Power in the context of counters. | |
Cutthroat Evasion | Active Technique | Self | This ability requires Cutthroat Stance to be active. The user boosts their adrenaline, allowing them to temporarily improve their ability to avoid harm. For the next 15 minutes, the user gains 2 Constitution that can break the proficiency cap up to a limit of 8. Once ended, Cutthroat Evasion goes on a 2 hour cooldown. | |
Cutthroat Flank | Active Technique | Melee Range | This ability requires Cutthroat Stance to be active. The user strikes at a target that is currently surrounded by two or more enemies, which can include the user. This attack does no damage, but causes the target to be Knocked Down as they’re tripped up by the user. If the target is already Knocked Down, this instead deals a guaranteed hit. Cutthroat Flank has a 2 hour cooldown, and a 30 minute internal cooldown. | |
Cutthroat Target | Active Technique | 10 Blocks | This ability requires Cutthroat Stance to be active. The user throws a harmless projectile onto the target, dealing no damage to them but applying the Marked Debuff to them for the next ten minutes. Cutthroat Target has a 1 hour cooldown. | |
Cutthroat Tears | Active Technique | Melee Range | This ability requires Cutthroat Stance to be active. Upon being hit by a Basic Attack, the user can fall prone and perfectly feign defeat. At any time afterward, or as a reaction to them being attacked or targeted by an Ability, they are able to stagger any characters within range and immediately move 10 blocks horizontally in any direction. Once used, Cutthroat Tears goes on a 4 hour cooldown, and counts as a Movement Power in the context of counters. | |
Cutthroat Timer | Active Technique | 10 Block Range | This ability requires Cutthroat Stance to be active. The user applies a Link Power to a target within range, which can be upheld for up to 20 minutes and can be broken at any time. Once ended or broken, the target and any character within 1 blocks of them are immediately Staggered and Rooted for 10 minutes, or until an emote is spent cutting themselves free. Once ended, Cutthroat Timer goes on a 2 hour cooldown. | |
Defend Command | Active Technique | Emote Range | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user can target up to 3 Allies to divide 3 total Main Defense Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 3 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, Defend Command goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first. | |
Dismount Shot | Active Technique | Emote Range | The user attaches a loud, yet harmless, explosive to a projectile and fires it at a Mounted enemy, exploding on contact and creating a very loud sound. This startles the mount and causes it to run away, dismounting the target and causing them to be Knocked Down. Dismount Shot has a 1 hour cooldown. | |
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, and counts as a Movement Power in the context of counters. | N/A |
Dye Shot | Active Technique | Emote Range | The user fires an ink-stained projectile at a target. This projectile does no damage, but stains them with a chosen color. While stained, the target is Blinded until they spend 10 seconds wiping their eyes. The target can still defend themselves, but cannot actively attack other characters. Dye Shot has a 2 hour cooldown, and an Internal Cooldown of 20 minutes. | |
Escape Artist | Active Technique | Self | The user is able to, whilst restrained, slip out of ropes, chains, handcuffs and other mundane restraints used to hold a player down. This allows them to instantly Cleanse a Root they are currently affected by. Additionally, they are also able to escape from any mundane holding cell or prison by picking the lock to the door in. This is never noticed by the captors until the user begins to move, attack or do any other action. Remember, resisting arrest or breaking out of Prison is highly illegal in Regalia, and can lead to worse punishment! Escape Artist has a 4 hour cooldown. | N/A |
Evading Dash | Active Technique | 10 Block | The user rushes from one point to another. Choosing an unoccupied place within range that they can see, the user sprints in a straight line. While sprinting, the user is unable to be targeted, but also cannot attack or do anything but sprint. Evading Dash has a 2 hour cooldown, and counts as a Movement Power in the context of counters. | |
Familiar Disrupt | Active Technique | Melee 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. To hinder an enemy, the user targets one enemy within range, and knocks them Prone with their Familiar. Familiar Disrupt has a 4 Hour Cooldown. | |
Force Toss | Active Technique | Melee Range | In order to forcibly move a target, use this ability to grapple a character within range and instantly hurl them anywhere within a 10 block range. If the target is an ally, the user can additionally throw them up to 5 blocks vertically to a higher ledge. The target doesn’t take damage from this, but is Knocked Down upon landing. Force Toss has a 1 Hour Cooldown. | N/A |
Hook Shot | Active Technique | Emote Range | The user fires a grappling hook attached to a projectile, leaving behind a sturdy rope. This can be shot upwards whilst directly beneath a block, allowing the user to climb to the top of it. Additionally, this can be shot across a horizontal gap to establish a zip-line that can be slid down to cross to the other side, but the use of this ability must always be fired downwards by at least a single block. The rope is only strong enough to support one person at a time. Hook Shot has a 4 hour cooldown and counts as a Movement Power in the context of counters. | |
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 hits a wall, is Rooted, or Knocked Down, this knockback also deals a guaranteed hit. Knockback Sweep has a 2 hour cooldown. | |
Knocking Shot | Active Technique | Emote Range | To create distance, the user fires a non-harming shot against a target within range that Knocks them back by 10 blocks. This does not interrupt any ongoing actions, knocking them back after their action completes. Knocking Shot has a 20 minute Cooldown, and a 20 minute internal cooldown. | |
Marking Shot | Active Technique | Emote Range | The user fires a non-damaging projectile at a target that they can see, applying the Marked Debuff for the next 30 minutes. Marking Shot has a 20 minute cooldown. | |
Medical Barrier | Active Technique | Self | This ability requires Medical Stance to be active. To protect allies, use this Ability to create a temporary shield from danger. The user creates a mobile barrier, protecting themselves and any character within 2 blocks behind them from Abilities or Basic Attacks targeting them from the front. While active, the user can’t use other Abilities or perform Basic Attacks, but is able to move while Medical Barrier is in use. Medical Barrier can be held for a maximum of 20 minutes, and once ended is put on a 30 minute cooldown. | |
Medical Rescue | Active Technique | 10 Blocks | This ability requires Medical Stance to be active. To pull a target back to safety, use this Ability on an ally within range. Pulling the target to any block adjacent to the user, the target is granted 1 Block Token. Medical Rescue cannot be used as a reaction to an incoming attack, and has a cooldown of 2 hours. | |
Overwhelm Command | Active Technique | 10 Blocks | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user Targets a single Ally. While this Link is active, the Ally can use two Melee Attack Emotes per Turn or Action (not Abilities, or Ranged Attack Emotes), however, the second attack cannot target the same Enemy, and the second attack must still respect Melee Attack Emote Range (2 Blocks). Once broken or removed, Overwhelm Command goes on a 2 Hour Cooldown. If a Target is affected by Champion Command, Overwhelm Command does nothing. | |
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, this Debuff ends early. Pinning Throw has a 30 minute cooldown, and does not Stack. | N/A |
Pure Barrage | Active Technique | Emote Range | To overwhelm an enemy, use this ability to target an enemy with a Link Power, instantly applying the Rooted Debuff to both the user and the target. The target is hit by a barrage of Puretek blasts in a constant stream, having the Silenced and Confused debuffs applied to them for the duration of the Link Power, whilst the user is unable to use other Abilities or Attacks for the duration of the ability. Any Debuffs applied by this ability cannot be removed or cleansed by typical cleansing abilities or mechanics and instead require the Link Power to be broken (or by the user voluntarily ending the ability). This ability cannot be used if the Target is the only enemy (that is not defeated) in combat or in a duel. Pure Barrage can be upheld indefinitely, going on a 2 hour cooldown as soon as the effect is ended, does not Stack, and has a 1 hour Internal Cooldown. Pure Barrage requires the user to be Puretek Stance. | |
Pure Overcharge | Active Technique | Self | To drastically increase firepower from Faith, use this ability to add all Faith Proficiency investment to the user's Main Combat stat, breaking the cap up to 14, whenever they use a basic attack from Firearms Point buy. However, the user's Main Defence stat is set to 0. This ability can be used at any time in the fight, not consuming the user's action, even right before attempting an attack or Optional Combat system dice roll. This effect remains active for the duration of Combat. Pure Overcharge requires the user to be in Puretek Stance. | |
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. If the user moves the 5 full blocks, they also knock the target back 5 blocks, Staggering them. Shield Slam counts as a Movement Power. Shield Slam has a 2 hour cooldown. | |
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 as if they had a -2 to their Main Combat Stat. Shield Taunt lasts for up to 30 minutes, after which it goes on a 2 hour cooldown. Shield Taunt cannot stack. | |
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. | |
Shearing Shot | Active Technique | Emote Range | The user targets a character within range that currently is affected by a Link Power, firing a projectile at them. While doing no damage, the User immediately ends a single Link Power affecting the target. Shearing Shot has a 30 minute cooldown. | |
Splash Shot | Active Technique | 10 Blocks | The user fires a bursting projectile of some kind at any character within range, affecting them and any other characters within 2 blocks of the target. Anyone caught within range of this technique is hit with a concussive force, causing them to be knocked over. Splash Shot has a 45 minute cooldown. | |
Spray and Pray | Active Technique | 5 Blocks | The user rapidly loads and unloads their weapon, releasing a flurry of inaccurate shots on anyone within range. The user performs a /dice roll with a number for every character within range of this technique, and hits as many of them based on the number rolled, with a minimum of zero (ex. 3 people in range is /dice 0 3). They can choose who gets hit or not, but this technique cannot be used if only one target is in range. Spray and Pray can only be used once per day, with the single charge refreshing on server restart. | |
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. | |
Tech Defense | Active Technique | Self | To change the rules of combat, use this Ability to activate a Tech Suit (think Iron Man) for the user. Upon activating this Ability, Wisdom Proficiency will apply for Main Defense Stat (instead of for example Constitution), and the user gains +1 Block Counter, but can no longer use a Shield. This Ability does not consume an Action, and can be used reactively to prevent damage from applying. This ability does not work if the user is wearing armor, does not apply if the user puts on armor afterwards, does not refresh Block Counters associated with Armor, but Tech Armory works as written. Tech Defense has no Cooldown, but when it is activated, it cannot be removed until the end of Combat. | N/A |
Tech Gravity | Active Technique | 5 Blocks | To change enemy distance, this Ability has two optional functions. Either pull everyone in range (including allies) towards the user, landing 1 Block away from them, or push everyone in range away from the user by 10 Blocks. In both instances, this counted as Knockback. Tech Gravity has a 1 Hour Cooldown. | N/A |
Tech Lasso | Active Technique | 5 Blocks | To drag someone closer, use this ability to pull a character within range onto the block in front of the character. If they are on a different verticality (like on a roof), this ability’s range becomes emote range and they are pulled off the nearest ledge and take 1 HP falling damage if they fall more than 6 Blocks, unless they have Fall Damage Immunity. This secondary effect can target any character within Emote Range. Tech Lasso has a 1 Hour Cooldown. | N/A |
Tech Rockets | Active Technique | 10 Blocks | To discourage enemy abilities, use this ability to to garget 3 enemies within range. For the next 30 minutes, if they are affected by a Link Power by one of their allies, they gain the Brittle Debuff without breaking or countering the Link Power. This effect cannot stack more than once on the same person. Tech Rockets as a 2 Hour Cooldown. | N/A |
Tech Sanction | Active Technique | Emote Range | To protect an ally, Target an ally and give them +1 Block Token, then, pull the Target ally towards the user, causing them to land next to the user (on either side). Tech Sanction can also be used on Allies that are up on roofs, as it ignores fall damage. Tech Sanction has a 3 hour cooldown. | N/A |
Tech Stim | Active Technique | Emote Range | To buff an ally, use this Ability to target them with a Link Power. Choose to apply either +2 Main Combat Stat (break cap up to 11) or +2 Main Defense Stat (break cap up to 9) for as long as the Link Power lasts. Tech Stim has a 2 Hour Cooldown, that is activated when the Link Power is Broken, not when it is first used. | N/A |
Unyielding Strike | Active Technique | Self | To cleanse a Debuff with Anger alone, use this Ability to instantly cleanse one Debuff applied to the user. Optionally, the user can immediately make a melee attack against an enemy, which has +1 Main Combat Stat (breaks cap up to 11) added to that single attack only. Unyielding Strike has a 3 Hour Cooldown. | N/A |
Volley Assist | Active Technique | Emote Range | The user kneels down and fires a rapid volley into the air above a target enemy, raining down projectiles. These do no damage, but the target and anyone within 2 blocks of them is rooted to the ground for 5 minutes, until they are attacked or take damage from an ability. Volley Assist has a 45 minute cooldown. | |
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 1. Weapon Throw has a 30 minute cooldown. | N/A |
Counter Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
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 targeting self. The user then increases their Constitution by 3, breaking the cap up to 9, for the next 2 attack emotes against the user. If the target has the Brittle Debuff, then this ability instead increases the user’s Constitution by 3, breaking the cap up to 9, for the next 4 attack emotes. Bruiser Feint has a 2 hour Cooldown. Bruiser Feint requires the user to be in Bruiser Stance. | |
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 Archery Active Technique. If the user of the countered ability currently has the Brittle Debuff, the effects of this attack or technique are reflected back at the target. Bruiser Parry has a 1 hour cooldown. Bruiser Parry requires the user to be in Bruiser Stance. | |
Building Smash | Counter 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 and causing 1HP of damage unless the user is immune to fall damage. All targets additionally are unable to use a Movement Power for 10 minutes after landing. Building Smash has a 1 hour cooldown and ignores Displacement Immunity. | N/A |
Close Save | Counter Technique | Melee Range | To push an ally out of harm’s way, use Close Save as a reaction to an Archery or Firearms Point Buy attack or Active Technique. The ally is knocked back by 2 blocks, avoiding any damage, but not any extra effects. Close Save has a 4 hour cooldown. | N/A |
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 | 5 Blocks | To sabotage a foe, send an explosive charge at the Target. If the Target is Mounted (riding on a Mount), they are dismounted, and cannot re-Mount for 10 Minutes. If the Target was not Mounted, they are Weakened for 10 Minutes. Chem Bang has a 3 Hour Cooldown, cannot Stack, and has a 40 minute Internal Cooldown. | N/A |
Chem Slip | Counter Technique | 10 Blocks | 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 |
Critical Hit | Counter Technique | Emote Range | In order to focus on a target and deal a heavy amount of damage, use this ability to charge a guaranteed hit. The user picks a target that they can see within range, charging their weapon for 10 minutes whilst becoming entirey immobilized. If the user is targeted with any Ability or Basic attack, or the target leaves their range, this Ability is interrupted and put on a 15 minute cooldown. If left uninterrupted, the user fires a projectile that deals 6 HP worth of damage to the target. Critical Hit cannot be interrupted, Countered, Staggered, or avoided once completed, and has a cooldown of 2 hours. | |
Cutthroat Reversal | Counter Technique | Self | This ability requires Cutthroat Stance to be active. As a reaction to being displaced, the user can choose to change the direction they are moving to some other place. The user is still required to move the set distance, and cannot increase or decrease this distance outside of other Ability mechanics. Cutthroat Reversal has a 30 minute cooldown. | |
Dirty Fighter | Counter Technique | Melee Range | To quickly react with a hidden firearm after being attacked, use this ability to instantly Blind whoever attacked the user, as long as they are within range. Dirty Fighter has a 2 Hour Cooldown. Dirty Fighter does not Stack. | 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. | |
Pure Sanction | Counter Technique | Emote Range | To counteract magic, use this ability as a reaction to a non-Mundane character using a Power from Point Buy. The target has the Threatened Debuff applied for the next 10 Minutes. If the target uses another Power from Point Buy, the Threatened Debuff ends and they are instead Silenced for 10 additional minutes. Pure Sanction has a 2 Hour Cooldown, does not Stack, and has a 30 minute Internal Cooldown. This ability requires the user to be in Puretek Stance. | |
Pure Wrath | Counter Technique | Emote Range | As a reaction to being hit by a basic attack, the user immediately fires a quick-fire shot into the target's face after being hit and inflicting the Blinded Debuff to them for 10 minutes. Pure Wrath has a 1 hour cooldown, and a 20 Minute Internal Cooldown. Pure Wrath requires the user to be in Puretek Stance. | N/A |
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. | |
Resist Command | Counter Technique | Emote Range | This ability requires Command Stance to be active. Target an ally in Emote Range that has just lost an Attack Emote dice roll, or a Defensive dice roll. Then, force them and the person who was rolling with them to re-roll. If they fail a second time, they may be forced to roll a third time. If they fail the third roll, nothing happens. Resist Command has a 30 minute Cooldown. | |
Sharp Reflexes | Counter Technique | Self | To dodge a dangerous attack, this ability can be used as a reaction to an attack targeting the user. The user adds +2 to their final roll, but must declare this before rolling. Sharp Reflexes can only be used if the user has a Dexterity Stat of at least 6. Sharp Reflexes has a 1 hour cooldown. | N/A |
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 has a 3 hour cooldown. | N/A |
Pure Antimagi | Counter Technique | Emote Range | To negate Magic, use this Ability to Counter one Radiant or Sinistral Spell Point Buy Ability that targets an ally, including the user of Pure Antimagi. Pure Antimagi has a 1 Hour Cooldown, and a 30 Minute Internal Cooldown. | N/A |
Technique Parry | Counter Technique | Self Range | To defend against an attack, use this Ability to protect the user from the effects of an Active Technique from Melee, Bruiser, or Cutthroat Point Buy. Additionally, the user may choose to move up to 3 Blocks immediately after, but this is optional. Technique Parry has a 1 Hour Cooldown. |
Mount Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Cavalry Summon | Mount Technique | Self | The user may whistle or shoot a flare or other method of summoning, to call their Mount to them. The user may then use the Pets plugin to summon a pet, and mount it, as if their Mount has arrived on the scene and they are able to mount it. From this point onwards, the user is Mounted. While Mounted, the user moves at Asha Speed. This Ability has a 5 Minute Cooldown once dismounted. | N/A |
Carriage Summon | Mount Technique | Self | The user may hop onto a carriage and become the driver of it, "summoning" it through some contrivance of it being hidden or driven in by someone else. From this point onwards, the user is Mounted, and anyone else who hops into the carriage is also Mounted. If a Dismount Ability is used on the Carriage, the driver and anyone in it is dismounted, and they are Knocked Down. Carriage Summon has a 20 minute cooldown. | N/A |
Stance Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Bruiser Stance | Stance Technique | Self | The user must have a weapon equipped to switch to Bruiser Stance. The user cannot have a shield equipped, or use Shielding Point Buy Techniques. While in Bruiser Stance, the user cannot have their Strength Stat reduced by outside forces. Bruiser Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended, Bruiser Stance goes on a 20 Minute Cooldown. | |
Command Stance | Stance Technique | Self | To enter Command Stance, the user must have no Weapon or Shield equipped, but Armor is permitted. When entering Command Stance, the user cannot use any other Abilities except Command Point Buy Abilities, and any active Link Powers are broken. The user may also not perform Attack Emotes, but can defend against incoming attacks with Wisdom as Main Defense Stat. Additionally, once per combat, if the user fails a Defensive roll while being attacked (and takes damage), they can immediately relocate to anywhere they can walk to within 15 Blocks after taking damage. Finally, any Link Abilities used by the user while in Command Stance remain active so long as they remain in Viewing Range, rather than breaking when leaving Emote Range. Command Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Command Stance goes on a 20 Minute Cooldown. If the user was Mounted, they remain Mounted while in Command Stance, but cannot use Abilities that require a mount. | |
Cutthroat Stance | Stance Technique | Self | The user must have a lightweight weapon, such as a dagger or whip, equipped to switch to Cutthroat Stance. The user cannot have a Shield or Armor equipped, or use Melee Point Buy Techniques. Instead, they can utilize Dexterity as their Main Combat Stat when using Basic Attacks in Melee Range. While in Cutthroat Stance, the user becomes immune to the Rooted effect. Cutthroat Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Cutthroat Stance goes on a 20 Minute Cooldown.} | |
Divine Defense | Stance Technique | Self | To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution). This Ability does not consume an Action. Divine Defense has no Cooldown, but when it is activated, it cannot be removed until end of Combat. If Divine Defense triggers Critical Strike, the user also gains +1 Block Token. | N/A |
Hex Defense | Stance Technique | Self | To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution). The user can sacrifice 2 of their own HP, or 2 of their allies HP. This Ability does not consume an Action, and can be used as much as the Theurgist wants. Hex Defense has no Cooldown, but when it is activated, it cannot be removed until end of Combat. | N/A |
Medical Stance | Stance Technique | Self | This ability requires Medical Stance to be active. The user must not have a weapon or shield currently equipped to switch to Medical Stance. While in Medical Stance, the user’s Basic Attacks are replaced entirely, allowing them to heal 1 HP on a target within Melee range with a /dice 1 4 roll where anything above a 1 is a success. Medical Stance can be maintained indefinitely and can only be voluntarily ended by the user, though when ended Medical Stance goes on a 20 minute cooldown. | N/A |
Puretek Stance | Stance Technique | Self | This ability requires Puretek Stance to be active. The user cannot have a shield equipped while activating Puretek Stance. While in Puretek Stance, the user becomes immune to the Weakened and Confused Debuff. Additionally the user can instantly dash to anywhere within 10 blocks once per combat. Puretek Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Puretek Stance goes on a 20 Minute Cooldown. | N/A |
Shaman Defense | Stance Technique | Self | To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution), and the user loses 2 HP. This Ability does not consume an Action, but the user cannot use a Shield. Shaman Defense has no Cooldown, but when it is activated, it cannot be removed until the end of Combat. For every 2 KO'd enemies in a Combat Scene, the user gains +1 Block Token from Corpse Count as soon as the second goes down. | N/A |
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 for 1 HP less damage while also being able to use Block Tokens (or other similar Abilities) to negate the damage. While in Tank Stance, the user becomes immune to the Brittle Debuff. Additionally, the user is able to cleanse a debuff once per combat scene. Tank Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Tank Stance goes on a 20 Minute Cooldown. |