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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. |
This page is just an indexed list of all Abilities, which helps the Ability Plugin function.
Instant Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Divine Burn | Instant Power | Melee Range | To overwhelmingly harm foes, use this ability as a reaction to the user winning an Attack Dice Roll versus an Enemy by a margin of at least 5. In 2 turns, deal an extra 1HP of Damage to that Enemy. Divine Burn does not Stack, and has a 1 Hour Cooldown. If the target is a Heretic: Also deal another 1HP of Damage, another 2 turns after the first instance of extra Damage. | N/A |
Divine Revive | Instant Power | Self | This Ability can only be used when the user reaches 0 HP, and has no function before that. When the user reaches 0HP activate this ability, and wait 5 minutes. At the end of the 5 minutes, the user immediately Revives with 2HP. If another Revive Ability (Sacred Revive, Chem Revive, etc). targets the user, it instead adds +2HP to Divine Revive for each other Revive used. Divine Revive has a 2 Hour Cooldown. If the target is a Heretic: If the enemy who KO’d the user is a Heretic, revive with +1 Attack Stat (breaks cap up to 11). | N/A |
Divine Smite | Instant Power | 5 Blocks | To cast away foes, use this Ability on an Enemy within Range. Displace the target away from the user by 5 Blocks, and apply the Brittle Status to them. Divine Smite has a 2 Hour Cooldown. If the target is a Heretic:Also apply the Prone Status to the Target. | N/A |
Hex Apocalypse | Instant Power | Self | To go all out, use this Ability to put all available Abilities, from Point Buy and/or Custom Kits, on a forced 4 Hour Cooldown, regardless of actual Cooldown, even Passive Abilities which do not usually have Cooldowns. For every ability placed on cooldown, the user gains +1 Attack and Defense Stat up to a maximum of 11. Finally, after 3 turns the user begins to take 1 HP of damage at the start of every turn. Hex Apocalypse ends once the user is downed, and has a cooldown of 1 Hour, and if Dispelled, reverts the Cooldowns on Abilities. To upcast, spend 1 HP when it triggers to do the following:: Perform Hex Apocalypse a second time, doubling the boosts and raising the cap to 21. | N/A |
Hex Bloodlet | Instant Power | Self | As a reaction to landing a successful attack against a target, use this Ability to drain the blood of the Target as well. The target has the Weakened Status Effect applied to them for the next 2 turns, and the user gains 1 HP. Once used, Hex Bloodlet goes on a 1 Hour cooldown, and does not take an action. To upcast, spend 1 HP when it triggers to do the following::The user does not gain any HP, instead applying the Brittle Status Effect.}} | 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 an attack roll. For their next two attacks, grant the ally +1 Attack Stat that breaks cap up to 11. Hex Guide does not stack, and has a 1 hour cooldown. To upcast, spend 1 HP when it triggers to do the following::The ally instead gains +2 to their Attack and Defense for the next two turns. | N/A |
Hex Madness | Instant Power | Emote Range | To cause an uproar on the enemy team, use this Ability to target an enemy, without expending their turn, the Target makes an attack on any of their allies within range. Hex Madness is considered Hidden, and has a 2 hour cooldown once used. To upcast, spend 1 HP when it triggers to do the following::Instead of making one attack, the cursed target makes two attacks against different targets within range. | N/A |
Hex Parasite | Instant Power | Emote Range | To steal the benefits of an Ability from an Enemy, use this in response to a Character using an Ability from Medical, Cleric, or Magic Point Buy. The user counts as one extra target for that Ability, gaining any benefits it might grant while ignoring any targeting limitations. If the Ability was a Link Power, it cannot be willingly ended prematurely. Hex Parasite has a 2 hour cooldown. To upcast, spend 1 HP when it triggers to do the following::The target also has the Confused Status Effect applied for the next ten minutes. | N/A |
Magic Cleanse | Instant Power | Self | To protect Self or an Ally from a harmful Status Effect, instantly remove one Status Effect (choose one, if multiple) from Self or an Ally within Range. Magic Cleanse has a 2 Hour Cooldown. Sinistral Usage: Instead of removing the Status Effect, transfer it to an Enemy within Emote Range. | |
Magic Curse | Instant Power | Self | To make an enemy choose between two weakening effects, instantly apply the Warned Status to an Enemy within Range. The Enemy must choose between -1 Attack Stat or -1 Defense Stat. This Stat Reduction lasts for 15 Minutes, after which Magic Curse's Cooldown begins. Magic Curse does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: Stat Reductions become -2, instead of -1. Also, target another Enemy within Range. Whichever option the first enemy does not choose, apply that -2 to the second enemy. | |
Magic Disengage | Instant Power | 10 Blocks | To help an Ally, or oneself, escape a bad situation, use this Ability as a reaction to an Ally taking a Move action, or when the User takes a Move action. That Ally can move through people, and does not trigger Opportunity Attacks, but, apply the Fleeting Status to the Target for 10 Minutes. Magic Disengage does not consume an Action. Magic Disengage can be used Once Per Combat Scene. Sinistral Usage:Cannot be used on Ally, no longer applies Fleeting. Instead, if the user would walk through someone, enemy or ally, apply the Prone Status Effect to that Target. Maximum 5 Targets. | |
Magic Distort | Instant Power | 4 Blocks | To disrupt enemies around the user, apply the Confused Status to everyone within Range of the user, including Self. The user, while Confused, cannot target enemies they applied the Confused Status to. The Confused Status lasts for one turn. Magic Distort does not Stack, and can only be used Once Per Combat Scene. Sinistral Usage:No longer Confuses Self, instead Deals 1 HP Damage to Self, and 1 HP Damage to one Target within Range. | |
Magic Isolate | Instant Power | Emote Range | To isolate an Enemy from their Allies and Buffs, target an enemy within Range, and Link Break the most recently applied Link Power. Additionally, if they have any Block Tokens (from Abilities, not from Armor), remove 1 Block Token. Magic Isolate has a 2 Hour Cooldown. Break 2 Link Powers, and if the enemy has no Link Powers and no Block Tokens, instead apply the Marked Status. | |
Magic Shove | Instant Power | Emote Range | To move an Enemy, instantly Displace a Target 5 Blocks in any direction, meaning further away from the user, or closer, anywhere along a horizontal direction, but never vertically or diagonally up or down. Magic Shove has a 30 Minute Cooldown. Target up to two enemies, sending them in the same or different directions, and apply the Prone Status at the end of the shove. | |
Magic Smog | Instant Power | Emote Range | To disrupt enemies' vision, instantly apply the Blinded Status on a Target within Range. Magic Smog can be used as a Reaction, but only to a Basic Attack that would hit the user or an ally, thus causing that Attack to miss. Magic Smog does not stack, and has a 2 Hour Cooldown. Sinistral Usage: Cannot be used as a Reaction, but instead applies the Blinded Status to everyone within Range, including allies, but not the user. Instead, the user is Silenced for 10 Minutes. | |
Magic Snare | Instant Power | Emote Range | To prevent any enemy from moving, instantly apply the Trapped Status to an enemy within Range, which lasts for 3 Turns. At the end of the 3rd Turn, if the Target is still Trapped, additionally deal 1 Damage. Magic Snare does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: The Trapped Status lasts for 4 turns, but if they are still trapped on Turn 2, deal 1 Damage, and then 1 Damage again on turn 4. | |
Magic Summon | Instant Power | Self | To never be without weapons and armor, instantly summon any combination of armor, shields, weapons (ranged or melee) for the user and up to two willing allies within Range. This does not re-fresh Block Tokens from Armor, but grants them if the user did not already have them. Additionally, if the user (and allies) wear this equipment for 20 minutes, also grant +1 Attack or +1 Defense for the duration. Magic Summon does not Stack,has no Cooldown, but once it grants +Stats, it lasts for up to 1 Hour. Sinistral Usage: If Equipment is granted to anyone other than the user, after 10 Minutes, it suddenly changes to a curse, applying a -2 Attack and -1 Defense Stat reduction, and cannot be removed, except by Abilities that Dispel magic, or by KOing the user. | |
Magic Trip | Instant Power | 10 Blocks | To prevent enemies from approaching you, target two enemies who are within 3 Blocks of each other. Apply the Fleeting Status to both of them, which lasts until one of them suffers the effect of the Fleeting Status, which causes both Fleeting Statuses to end. Magic Trip does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: Target up to Three Enemies, and apply the Brittle Status Effect to the two Enemies who are not knocked Prone. | |
Sacred Bleed | Instant Power | Self | To prevent an enemy from healing, deal -1HP damage to self, target an enemy within range, and apply the Bloody Status Effect to them for the next 15 minutes. If the Bloody Status is removed early, reduce this Ability’s cooldown by 30 minutes. Sacred Bleed has a 1 Hour Cooldown. | N/A |
Sacred Burn | Instant Power | Melee Range | To harm an enemy at cost to oneself, deal 1HP damage to self, and apply a -1 Defense Stat to an enemy within Range for the next 15 minutes. After 10 Minutes, deal -1HP damage to the target enemy. Sacred Burn does not Stack, and has a 2 Hour Cooldown. | N/A |
Sacred Judgement | Instant Power | Emote Range | To hinder an enemy sinistral user, use this ability as a reaction to an enemy using Sinistral Magic, which does not consume the user’s action. Apply a -2 to the final result of their next Attack or Defend roll. Sacred Judgement does not Stack, and has a 30 Minute Cooldown. | N/A |
Shaman Brutality | Instant Power | Self | To brutalize an opponent, this Ability can be triggered automatically when landing an attack on an Enemy with a Status Effect. The target is displaced 5 blocks, with an additional 1HP of damage being dealt to them. Shaman Brutality has a 2 hour cooldown. If the user has a Corpse Count when triggered:: Also apply the Fleeting Status to the Target. | 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. Shaman Earth has a 2 Hour Cooldown. If the user has a Corpse Count when triggered:: The target is considered immune to Status Effects until the Block Token is broken. | N/A |
Passive Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Divine Aura | Passive Power | 6 Blocks | To reinforce one’s allies, Divine Aura is a constant effect radiating Holy energy around the user. The first time a Status Effect (except Blinded) would be applied to any Allies, or self, within Range, ignore that application, and instead apply the Blinded Status Effect, as the Aura’s radiance protects. Divine Aura can be maintained indefinitely, or it can be detonated, applying the Prone Status Effect to all enemies within range. If detonated, Divine Aura has a 4 Hour Cooldown. If the target is a Heretic:When detonated, choose one Heretic enemy, also apply Blinded Status Effect to them. | N/A |
Hex Aura | Passive Power | 5 Blocks | To debilitate one’s enemies, Hex Aura is a constant effect radiating ominous whispers around the user. The first time an Ability used by the user or an Ally is staggered or dispelled by a character within range, they have the Confused Status Effect applied to them for the next two turns as unwanted knowledge fills their mind. Hex Aura can be maintained indefinitely, but can only target a specific character once per Combat Scene. To upcast, spend 1 HP when it triggers to do the following::When a target triggers the Aura’s effects, they are instead Confused for 3 turns instead of 2, and can trigger the Aura again if another Ability is Countered or Dispelled. | N/A |
Hex Plot | Passive Power | Self | To upcast more often, this Ability activates automatically when the user has Upcast an ability three times, healing the user by 2 HP. Hex Plot can trigger multiple times, and has no cooldown. To upcast, spend 1 HP to do the following: When triggered, additionally gain +2 Defense (breaks cap up to 9) for the next two turns. | N/A |
Magic Feather | Passive 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. Magic Feather has no Cooldown. Sinistral Usage: When an Enemy would take Fall Damage, deal +1 HP extra Damage to them. | |
Shaman Ancestor | Passive Power | Self | This Ability summons the Spirit of an Ancestor, guiding for the remainder of combat. The first time the user wins a Defense roll against an enemy, they are able to apply the Marked Status Effect upon them without expending a turn as the spirits of their ancestors surround their foe. The same target can only be Marked in this way once per Combat Encounter. Shaman Ancestor lasts until the end of combat, and has a 4 hour cooldown once ended. If the user has a Corpse Count when triggered:: The first target to be Marked is additionally given the Trapped Status Effect for the next 10 minutes. This only takes effect once. | N/A |
Shaman Aura | Passive Power | 6 Blocks | To encourage your allies to charge ahead, Shaman Aura is a constant effect sounding war drums to those nearby. The first time an ally within range is given the Trapped, Fleeting, or Prone Status Effects, ignore that application and instead grant all allies within range an additional 2 blocks of movement on their next turn. Shaman Aura can be maintained indefinitely, or it can be detonated, applying +1 Attack up to a maximum of 9 to all allies within range for the next 30 minutes. If detonated, Shaman Aura has a 4 hour cooldown. If the user has a Corpse Count when triggered:: When detonated, all allies on their next turn gain 2 blocks of movement. | N/A |
Shaman Exchange | Passive Power | Emote Range | The user can, without expending their 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 a bonus to Defense up to a cap of 9. Block Tokens and Stats handed away cannot be taken back until the end of Combat. Shaman Exchange has a 15 Minute Cooldown. If the user has a Corpse Count when triggered::The user does not lose any Block Tokens or Faith Proficiency when giving them to an ally, instead making a copy to hand away. | N/A |
Shaman Fury | Passive Power | Self | As a reaction to losing an attack roll, the user can throw themselves into a frenzy. Applying the Marked Status to themselves, the user gains +2 Attack for the next 30 minutes. Shaman Fury has a 30 minute cooldown once ended. If the user has a Corpse Count when triggered:: The user has the Brittle Status applied instead, also granting +1 to their Defense (breaks cap up to 9) for the next 30 minutes. | N/A |
Dispel Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Divine Antimagi | Dispel Power | Emote Range | To weaken Magic, use this Ability as a reaction to a Sinistral Magic Ability being used. That Magic Ability loses its Sinistral function, and becomes its non-Sinistral version, instead. Paladin Antimagi has a 2 Hour Cooldown. If the target is a Heretic: Also, apply the Silenced Status to the target for 2 rounds. | |
Divine Savior | Dispel Power | Emote Range | To protect an Ally, use this Ability as a reaction to an ally taking damage from an Enemy. The Ally gains 1 Block Token, and Heals +1 HP. Paladin Savior does not Stack, and has a 4 Hour Cooldown. If the target is a Heretic: If the attacking Enemy was a Heretic, heal +1 HP more to the Ally, and grant +1 Attack Stat (breaks cap up to 11) for the next 2 Attack Emotes. | |
Magic Counter | Dispel Power | Emote Range | To Counter and Dispel another Mage's magic, use this Ability as a Reaction to a character within Range using a Power. Dispel that Power, but, apply the Silenced Status to the user for the next 3 Turns. Magic Counter can be used out of Turn, and does not take an Action. Magic Counter has a 2 Hour Cooldown. Sinistral Usage: No longer Silences the User, also apply the Marked Status to the Target. | |
Magic Revenge | Dispel Power | Emote Range | If the user reaches 0 HP, they are allowed one final emote to use any Magic Ability, or Magic Attack Emote (ignoring range even in Melee), but can only Target the person that reduced their HP to 0. If this Attack or Ability involves an Attack Stat Dice Roll, they can add +2 to the final result of that dice roll. Sinistral Usage: If the Attack or Ability involves a Dice Roll, that Dice Roll automatically succeeds, regardless of Defense Rolls. | |
Sacred Dispel | Dispel Power | Emote Range | To interfere with enemy casting, as a reaction to an enemy within Range using a Power, Dispel that Power. But, the user suffers -1 HP. Sacred Dispel has a 20 Minute Cooldown. | N/A |
Sacred Rebuke | Dispel Power | Emote Range | To interfere with an enemy, the user can, as a reaction to an enemy from another Religion using a Power from the Faith Point Buy Category, immediately apply the Brittle Status to them. The target also suffers a -1 Defense Stat reduction for the next 20 minutes. Sacred Rebuke does not Stack, and 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 Doom | Link Power | Emote Range | To bring someone down with you, place a Link Power on an Enemy within range. While this link is upheld, both the user and the target have the Cursed Status Effect applied to them for the next 30 minutes. Once ended or broken, Hex Doom goes on a 1 Hour cooldown. To upcast, spend 1 HP when it triggers to do the following: A 2nd Link Power can be established on a different Enemy within range. | N/A |
Magic Barrier | Link Power | Emote Range | To protect an ally from Ranged Attacks, attach a Link to an Ally within Range, but never Self. For the duration, that Ally does not take Damage from Ranged Attacks from Ranger Stance, and takes only 1 HP Damage from Ranged Attacks from Deadeye Stance. Magic Barrier lasts for as long as the Link is upheld, after which it has a 2 Hour Cooldown. If Magic Barrier is Link Broken, grant the Target 1 Block Token. Sinistral Usage:Additionally, if the User would take Damage, they can fully transfer that Damage to their Linked Ally, even against the Ally's will, meaning the user suffers no damage, and the Ally suffers all of it. | |
Magic Lifebind | Link Power | 10 Blocks | To tie your health to an ally's, target an Ally within Range, and establish a Link Power on them. For the Duration, whenever the user or the Ally is Healed, the other Linked Target also heals for the same amount. However, whenever the user or the Ally takes Damage, the other Linked Target takes that Damage, -1 (but never to 0). Magic Lifebind does not trigger on Damage it inflicts, or self-inflicted Damage. Magic Lifebind lasts for as long as the Link is upheld, up to a maximum of 30 Minutes, after which it has a 2 Hour Cooldown. If Link Broken, Heal the Ally only 1 HP. Magic Lifebind does not Stack. Sinistral Usage: Target Enemy instead of Ally. Enemy has the Bloody Status applied for the duration, and when the user or Enemy takes Damage, the other Linked Target takes that Damage, -1 (but never to 0). |
Buff Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Divine Aggro | Buff Power | Melee Range | To draw aggression from allies, use this Ability to target all Enemies within Range. If the targeted Enemies attack anyone other than the user, the user can grant 1 Block Token to any Ally within Emote Range. If the targeted Enemies only attack the user, the user gains +2 Defense Stat (breaks cap up to 9) for the next 2 rolls. Divine Aggro has a 2 Hour Cooldown. If the target is a Heretic: Grant 2 Block Tokens, given to one Ally or spread between two Allies. If +2 Defense Stat, gain +3 instead, for the next 3 rolls. | N/A |
Magic Bolster | Buff Power | 5 Blocks | To empower oneself with Magic, grant +2 Attack Stat, or +2 Defense Stat. Alternatively, grant the user +1, and an Ally within Range +1 too. Either way, the +Stat lasts for 20 Minutes, after which Magic Bolster's cooldown begins. Magic Bolster does not Stack, and has a 1 Hour Cooldown. Sinistral Usage:Can no longer grant Stats to Ally, but instead grants +2 Attack and +2 Defense at the same time, that break cap up to 11/9. | |
Magic Resist | Buff Power | Emote Range | To reduce the damage the user or an ally takes, target Self or an Ally within Range as a reaction to taking any Damage. Reduce that Damage by 1 HP, but never to 0. Magic Resist can be used out of Turn, and does not consume an Action. Magic Resist has a 1 Hour Cooldown. Sinistral Usage:Also deal 1 HP Damage to whoever applied the Damage. | |
Magic Revive | Buff Power | 10 Block | To bring an Ally back into the fight, Target an Ally at 0 HP. they are given a choice: Revive with 4 HP and half (rounded down) Attack Stat, or 4 HP and half (rounded down) Defense Stat. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Magic Revive has a 2 Hour Cooldown. Sinistral Usage: Ignore limit on Revive Abilities, and Target an Enemy at 0 HP, and forcibly Revive them, making them fight for the user. However, Target Enemy can only make Basic Attacks, cannot use any Abilities, and has their Attack and Defense Stat Halved (cannot be raised). If an enemy Targets the revived Enemy with another Revive Ability, Target is freed from the user's control and can act as normal, ending Magic Revive. | N/A |
Sacred Circle | Buff Power | 3 Blocks | To kneel and pray before your god, grant yourself the Prone Status Effect. For as long as you are Prone, all allies within range are cleansed of a single Status Effect on their turn. Once ended, Sacred Circle has a 2 hour cooldown. | 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 the Prone Status 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 Status immunity. Sacred Feather has a 1 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 Defense Stat, that breaks cap up to 9. If the ally worships the same religion as the user, they also gain +1 Attack Stat that breaks cap up to 11. Sacred Gear lasts for 30 minutes, does not stack, and has a 4 hour cooldown. | 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 Portent | Buff Power | Self | To divinely guide oneself or one’s allies, consume the user’s action and roll /dice 0-6. Add whatever is rolled to the final result of the next Attack or Defend Roll the user or an ally within Range makes. Sacred Portent does not stack, and has a 1 Hour Cooldown. | 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 |
Movement Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Divine Rescue | Movement Power | Emote Range | To save an Ally from a dire situation, pick up an Ally within 4 blocks of the user, and charge in any direction horizontally within Range. This movement does not trigger Opportunity Attacks, and does not count as using the Ally’s movement. At the end of the Movement, also grant the Ally 1 Block Token. Divine Rescue has a 2 Hour Cooldown. If the target is a Heretic:No Heretic Function, only Targets Allies. | N/A |
Magic Warp | Movement Power | 10 Blocks | To move yourself or an ally, use this ability to relocate them forcibly anywhere else in range, even on higher ledges up to 10 blocks in height. This ability is instantaneous, and does not use an ally's action if used on them. Magic Warp cannot be used to circumvent fortifications like gates or teleport through doors, and has a 1 Hour Cooldown. Sinistral Usage: If used on Self, instantly make an Attack Emote on an Enemy within Range, in the same turn, with +2 Attack Stat (cap break up to 11) for that Attack Emote only. | N/A |
Sacred Martyr | Movement Power | 10 Blocks | 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 Attack Stat and +1 Defense Stat, which break caps up to 11 and 9, and cleanses any Status Effects currently applied to them. If the user is revived in any way, the bonuses from Sacred Martyr end. Sacred Martyr does not Stack, and has a cooldown of 4 hours. | N/A |
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. Shaman Darkness has a 2 Hour Cooldown. If the user has a Corpse Count when triggered:: The user can make an attack with +2 Attack after moving. | N/A |
Shaman Pounce | Movement Power | 10 Blocks | To get where you shouldn’t, target an opponent that is out of reach, whether by elevation or behind cover. The user immediately propels themselves toward the target, passing through obstacles, and not triggering opportunity attacks, allowing them to make an attack after landing. Shaman Pounce has a 1 hour cooldown. If the user has a Corpse Count when triggered:: Additionally apply the Confused Status to all enemies within 3 blocks for the next turn after landing. | N/A |
Instant Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Break Down | Instant 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 knocks back anyone on the opposite side of the wall by 3 blocks. Break Down has no Cooldown. | N/A |
Bruiser Flurry | Instant Technique | Melee Range | To disrupt the battlefield, instantly displace all characters within range, by 5 blocks backwards, and choose one to apply the Brittle Status Effect to. If any target already has the Brittle Status applied, deal -2HP to them, and apply the Prone Status Effect. Bruiser Flurry has a 2 hour cooldown. | |
Bruiser Ruin | Instant Technique | Melee Range | To charge up a big attack, target an enemy within range, and take no Action or Move action this turn. If the user is targeted by an Ability or Attack, Bruiser Ruin immediately ends. If the user passes another turn, taking no Action or Move Action, on their next turn they instantly deal a guaranteed Attack that deals -4HP to target. If the target has the Brittle Status Effect, -6HP instead. 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 Tackle | Instant Technique | Melee Range | To use an enemy as a weapon, target an enemy within range, displace them backwards 5 Blocks and apply the Brittle Status Effect. If they hit another character before moving the full 5 blocks, also apply Brittle to that character. If the target already has the Brittle Status Effect, deal a guaranteed Attack, and displace them 10 blocks. Bruiser Tackle has a 2 hour cooldown. | |
Building Scale | Instant 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 |
Chem Berserk | Instant Technique | Self | To become a glass cannon in combat, use this Ability to add an additional 1 HP of damage to Melee Attacks, but the user also takes an additional 1 HP of damage from Attacks targeting them in turn. Also, remove all Block Tokens and prevent the user from gaining any for the duration. Chem Berserk lasts until the end of Combat, and can be used Once Per Combat. | N/A |
Chem Bloodboil | Instant Technique | Self | To make the user’s blood caustic, immediately deal -2HP damage to self, but automatically deal 1HP damage to Target enemy the next 3 times the user takes damage from Target enemy’s Attack Emote, which can be multiple Enemies. However, if only one Enemy, maximum -2HP to Enemy. Chem Bloodboil can be used Once Per Combat. | N/A |
Chem Cleanse | Instant Technique | Self | To remove Status Effects from self, use this Ability to instantly remove one (choice, if multiple) Status Effects from the user, but deal 1HP Damage to self. Chem Cleanse has a 15 Minute Cooldown. | N/A |
Chem Hyperfocus | Instant Technique | Self | To become good at one thing only, choose Attack Stat or Defense Stat. Raise the chosen Stat by +2 (breaks cap up to 11 or 9), and lower the other stat by -3 (can go into minus). This effect remains active until the end of Combat. This Ability does not use an Action. This Ability cannot be re-used until the effect has ended. | N/A |
Chem Revive | Instant Technique | Emote Range | To bring an ally back, target Ally at 0HP within range. Immediately revive the Ally with 4HP, and force their next 2 actions to be Attack Emotes. If either of these Attack Emotes reduce an enemy to 0HP, heal the Ally +2HP more. If neither Attack Emotes do, deal -3HP damage to the Ally. 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. | N/A |
Concussive Blow | Instant Technique | Melee Range | To disrupt focus, target Enemy or Ally within Range, and immediately Link Break one Link Power (newest, if Multiple). If Target is the caster of a Link Power, also deal -1HP damage. If the Target has no Link Powers, instead apply the Confused Status Effect for one turn. Concussive Blow has a 1 Hour Cooldown. | N/A |
Cutthroat Evasion | Instant Technique | Self | The user boosts their adrenaline, allowing them to move an additional 5 blocks after making an attack for the next 30 minutes. Once ended, Cutthroat Evasion goes on a 2 hour cooldown. | |
Cutthroat Flank | Instant Technique | Melee Range | 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 the Prone Status Effect as they’re tripped up by the user. If the target is already Prone, this instead deals a guaranteed hit. Cutthroat Flank has a 2 hour cooldown, and a 30 minute internal cooldown. | |
Cutthroat Flash | Instant Technique | 10 Block Range | The user launches a makeshift explosive at a target, affecting them and anyone within a 3 block radius. On use, any affected characters are given the Blinded Status effect until cleared manually. Once used, Cutthroat Flash has a 2 hour cooldown. | |
Cutthroat Target | Instant Technique | 10 Blocks | The user throws a harmless projectile onto the target, dealing no damage to them but applying the Marked Status Effect to them for the next ten minutes. Cutthroat Target has a 1 hour cooldown. | |
Deadeye Barrage | Instant Technique | Self | When activating this Ability, the user becomes completely immobilized. This does not consume the Turn, but the user must perform 4 Attack Emotes over the present Turn and next 3. The next 4 Attack Emotes gain +1 Attack Stat (breaks cap up to 11) to their roll, and the 4th shot, if it hits, does +1HP Damage. If the user moves, willingly or unwillingly, Deadeye Barrage ends early, and has a 4 Hour Cooldown. | |
Deadeye Focus | Instant Technique | Self | This Ability does not consume Turn when used, but only allows an Attack Emote if used in the same Turn. The user must have a Status Effect that is not Marked applied to them in order to use this Ability. When used, any Status Effect the user is affected by is removed, and instead, the user has the Marked Status Effect applied to them. Additionally, they gain +2 Main Combat Stat (breaks Cap up to 11) for their next Attack Emote. Deadeye Focus has a 1 Hour Cooldown. | |
Deadeye Luckshot | Instant Technique | Self | This Ability does not consume Turn, but improves the next Attack Emote that hits. When the attack succeeds, do not apply Damage, and instead roll a /dice 0 4. If the dice lands on 0, the Attack Emote is Staggered. If it lands on any other number, that number is now the HP Damage. If the Target takes 3-4 Damage, they can choose to transfer up to 2 damage to Allies in Emote Range. This Ability cannot be Staggered. Deadeye Luckshot has a 2 Hour Cooldown. | |
Deadeye Pinshot | Instant Technique | Emote Range | This Ability can only Target a Character affected by the Marked Status Effect. If Targeting an Enemy, this Ability counts as an Attack Emote, applies +1HP Damage, and removes the Marked Status Effect from the Target. Afterwards, choose a new Enemy Target to apply the Marked Status Effect to. Deadeye Pinshot has a 2 Hour Cooldown. | |
Deadeye Venom | Instant Technique | Self | The user sets their Maximum HP to 6 upon activating this Ability. For the remainder of Combat, the user's Attack Emotes on singular Targets, when successful, apply a 1 Turn lasting Confused Status Effect onto the Target that only applies to their next Turn. This Ability does not consume a Turn. This Ability cannot be Staggered, nor can a Block Token be used to prevent its Damage to the User. | |
Desperate Prayer | Instant Technique | Self | This Ability can only be used when the user has 4 HP left, though it can be used out of Turn, and without using an Action. When used, the user must choose between +2 Attack Stat or +2 Defense Stat (breaks cap up to 11/9), for the remainder of the fight. Desperate Prayer can be used Once Per Combat. | N/A |
Disrupt Prayer | Instant Technique | Emote Range | The user prays to their God to appear to the Target enemy in Emote Range, Link Breaking one Link Power they are using or have applied to them(choose if multiple). Disrupt Prayer has a 1 Hour Cooldown. | N/A |
Escape Artist | Instant Technique | Self | The user is able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold a player down. This also allows them to lockpick doors and gates ingame, letting them escape or break into cells or prisons without immediate notice. Additionally, while in combat the user is able to cleanse themselves of the Trapped Status Effect before Escape Artist goes on a 1 hour cooldown. While out of combat, Escape Artist has no cooldown. | N/A |
Familiar Disrupt | Instant Technique | 5 Blocks | 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. | N/A |
Force Toss | Instant 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 has the Prone Status Effect applied upon landing. Force Toss has a 1 Hour Cooldown, and a 30 Minute Internal Cooldown. | N/A |
Guidance Prayer | Instant Technique | Emote Range | Target an opponent in Emote Range, applying the Marked Status Effect to them, and optionally instantly make an Attack Emote (if within Range) to trigger the Marked, in the same turn. The Marked STatus Effect can only be triggered by the user, not their Allies, and lasts for 10 Minutes. Guidance Prayer has a 2 Hour Cooldown. | N/A |
Gut Punch | Instant Technique | Melee Range | In place of making an Opportunity Attack, use this ability to strike a weak point in a target passing by the user. This does no damage, but applies the Prone Status Effect to the target. Gut Punch has a cooldown of 1 Hour. | N/A |
Harming Prayer | Instant Technique | Emote Range | The user targets an opponent in Emote Range, and prays for their God to weaken them, applying the Bloody Status Effect to them. The Bloody Status lasts for 3 Turns. Harming Prayer has a 1 Hour Cooldown. | N/A |
Hit and Run | Instant Technique | Self | To quickly move across the battlefield, use this ability immediately after landing a successful attack on a target, which does not consume an action. Once used, the user moves up to 5 blocks in a chosen direction before stopping and going on a 1 Hour cooldown. | |
Knockback Sweep | Instant Technique | Melee Range | To create distance, target either one enemy within range, or everyone within 3 blocks in front of the user (not beside/behind). If one enemy, Displace target backwards by 10 Blocks. If everyone, displace targets backwards by 5 blocks. If any target(s) hit a wall, or are Trapped or Prone, deal -1HP Damage to them. Knockback Sweep has a 2 Hour Cooldown.. | |
Lancer | Instant Technique | Self | To extend ones reach, toggle this Ability while mounted for the next 30 minutes. While active, Lancer extends the range of Melee range attacks to 5 blocks, while granting a -2 to Attack Stat in turn. Once ended, Lancer goes on a 2 hour cooldown. | |
Medical Barrier | Instant Technique | Self | 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 Attacks targeting them from the front. While active, the user can’t use other Abilities or perform 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. | N/A |
Medical Bolster | Instant Technique | 10 Blocks | 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 Defense is raised by 2, up to a maximum of 9. Medical Bolster has a 2 hour cooldown, and does not stack. | N/A |
Medical Buff | Instant Technique | Emote Range | 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 Canteen | Instant Technique | 5 Blocks | To share bonuses with an ally, use this Ability when targeted with a Buff Power or Technique from Medical Point Buy that is not Medical Canteen. Targeting an Ally within range, the user immediately grants a copy of the Ability 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 Rescue | Instant Technique | 10 Blocks | 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. | N/A |
Medical Resist | Instant Technique | 10 Blocks | 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 |
Medical Revive | Instant Technique | Melee Range | 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 System Combat), and their Attack 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 |
Pinning Throw | Instant Technique | Emote Range | To pin down a foe, target enemy within range, instantly apply the Trapped Status Effect for up to 10 minutes. If the Target takes damage, remove the Trapped Early, but prevent them from taking the Move action for that turn only. Pinning Throw does Not Stack, and has a 30 Minute Cooldown once ended. | N/A |
Puretek Reload | Instant Technique | Self | To save oneself in a pinch, choose one Puretek, Deadeye, or Ranger Ability that is currently on Cooldown, not being used actively, and instantly take that ability Off Cooldown. Puretek Reload can be used Once Per Combat. | |
Ranger Blur | Instant Technique | Emote Range | To hinder enemies, instantly apply the Blinded Status Effect to an enemy within range. Ranger Blur has a 2 hour cooldown. | |
Ranger Cover | Instant Technique | Emote Range | To protect an ally's movement, use this ability as a Reaction to an ally taking the move action, which can be done out of Turn. The Ally is allowed to move through people, and if an Opportunity Attack is made against that Ally, the user gets to make an Attack Roll against the enemy making the Opportunity Attack. The user can attack as many times as there are enemies making Opportunity Attacks. Ranger Cover ends the moment the user’s ally stops moving, and has a 2 hour cooldown. | |
Ranger Splash | Instant Technique | 10 Blocks | To explosively interfere with enemies, target an enemy within Range, and any characters within 2 blocks of them. Apply the Prone Status Effect to all characters affected by this Ability. Ranger Splash has a 2 Hour Cooldown. | |
Ranger Tag | Instant Technique | Emote Range | To make it easier to hit your enemies, instantly apply the Marked Status to an enemy within Range, which lasts for 10 minutes, or until used. Ranger Tag has a 20 minute cooldown. | |
Ranger Trap | Instant Technique | Emote Range | To keep enemies in place, target an enemy within range, and all enemies within 2 blocks of the Target. Instantly apply the Trapped Status to the Target and all enemies within range, which lasts for 2 Turns. Ranger Trap has a 1 Hour Cooldown. | |
Ranger Wallop | Instant Technique | Emote Range | To create distance, the user fires a non-harming shot against a target within range that Displaces them backwards and away from the user by 10 blocks. This does not interrupt any ongoing actions. Ranger Wallop has a 20 minute Cooldown. | |
Shield Bunker | Instant Technique | Self | In order to increase your defenses at the expense of damage output, enter a defensive stance temporarily. While this Technique is active, the user is immune to Displacements, but cannot take the Move action. Additionally, any damage the User deals is reduced by 1, but they gain 2 Block Tokens. If the user chooses to move, or these Tokens are expended, Shield Bunker goes on a 1 Hour cooldown. | |
Shield Phalanx | Instant Technique | 1 Block | In order to protect your allies from harm, activate this ability to brace your defenses. For the next 30 minutes, any allies within range have any incoming damage reduced by 1 HP (but never to 0). If another ally within range also has Shield Phalanx, they are able to immediately activate it as well without spending a turn. For each additional ally using Shield Phalanx in a line, all affected users additionally gain a +1 to Defense Stat that can stack up to 9. When ended, Shield Phalanx has a 2 Hour Cooldown. | |
Shield Taunt | Instant Technique | 4 Blocks | To force an enemy to focus on you, apply the Warned Status to all enemies within Range. While Warned, the enemy must either choose to spend their next turn attacking you, or suffer the Marked Status. Shield Taunt does not Stack, and has a 1 hour cooldown. | |
Shield Wall | Instant Technique | Self | The user holds up their defenses, protecting themselves and any character within a 3x3 block area 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 has a 30 minute cooldown. | |
Shrug Off | Instant Technique | Self | To cleanse a Status Effect with Anger alone, instantly remove one Status Effect (choice, if multiple). But, apply -2 Attack Stat (can go into negatives) to the user’s next two Attacks. Shrug Off has a 1 Hour Cooldown. | N/A |
Tank Rally | Instant Technique | 7 Blocks | The user rallies the battlefield around them, granting all allies +1 Attack Stat. Also, grant a +1 Attack Stat (breaks cap up to 11) when Allies make an Opportunity Attack roll, for that roll only. Tank Rally does not Stack, lasts for up to 30 Minutes, and has a 2 Hour Cooldown once ended. | |
Tank Slam | Instant Technique | 3 Blocks | The user slams the ground with their shield, applying the Prone Status Effect onto enemies within range. Additionally, the user can choose one target, and also apply the Brittle Status Effect. Tank Slam has a 1 hour cooldown. | |
Tank Switch | Instant Technique | Melee Range | As a reaction to an enemy within Range Attacking an Ally, instantly Stagger the Attack. For the next turn only, if the Target attacks anyone other than the user, apply the Brittle Status Effect to them. Tank Switch does not use an Action. Tank Switch has a 1 Hour cooldown. | |
Tank Tremor | Instant Technique | 3 Blocks | In order to pull enemies toward and disrupt their formation, displace all enemies within range 3 blocks towards the user. If any targets were Brittled, remove the Brittle Status Effect, and grant the user +1 Block Token per Brittle removed. Tank Tremor has a 2 hour cooldown. | |
Tank Watch | Instant Technique | 5 Blocks | The user fortifies their defense, use this ability as a reaction to an enemy using a Movement Power or Technique targeting the user or an ally within Range. Reduce their distance moved by 5 Blocks, and apply the Brittle Status Effect to them. Tank Watch does not use an Action. Tank Watch has a 30 Minute Cooldown. | |
Tech Auto | Instant Technique | Self | To increase reliability, the user raises the minimum result on Attack rolls to 5 for the next 3 turns. During this time, the user’s damage from Attack rolls are reduced to 1 HP. Once ended, Tech Auto goes on a 30 minute cooldown. | N/A |
Tech Charge | Instant Technique | Emote Range | To empower an ally, grant a character within range +2 (breaks cap up to 11/9) to either their Attack or Defense for the next 30 minutes. For as long as Tech Charge is active, the user takes -2 from Attack or Defense (can go into negatives), depending on what was chosen. Tech Charge does not stack, and once ended, goes on a 1 Hour Cooldown. | N/A |
Tech Exhaust | Instant Technique | Self | When the user is affected by a Status Effect that would negatively affect them (disables an Ability, Action, or movement that the character has), use this ability to set that Status Effect’s duration to 30 Minutes, and prevent its removal except by this ability. The user gains 1 Block Token Instantly, and sets their Movement Speed to 15 Blocks. Additionally, for the user’s Attack and Defense Rolls, their minimum roll is now 2, instead of 1. Tech Exhaust goes on cooldown once ended, and can only be used Once Per Combat. | N/A |
Tech Resist | Instant Technique | Self | To specialize against a specific attack, choose either Melee, or Ranged and Deadeye. For the next 30 minutes, the user takes 1 HP less damage from the chosen attack type (never to 0), and takes 1HP extra damage from the other. Once ended, Tech Resist goes on a 2 hour cooldown. | N/A |
Weapon Throw | Instant Technique | Emote Range | To throw a side-weapon, use this Ability to make a Melee Attack against an enemy, with range of Emote Range. Also, make the roll with -2 to Attack Stat. Weapon Throw has a 30 minute cooldown. | N/A |
Passive Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Breather | Passive Technique | Self | To make the most of an ally healing you, this ability automatically activates once healed. Whenever receiving HP from an outside source, Breather grants the user an additional +1 HP before going on a 1 hour cooldown. | |
Bruiser Agony | Passive Technique | Self | To heal on the edge of defeat, this ability activates automatically when the user is at 2HP or less. The user's next successful Attack Emote heals the user by +2HP. If the attack Target had the Brittle Status Effect, the user heals for +4HP instead. Bruiser Agony does not use an Action. Bruiser Agony has a 2 Hour Cooldown. | |
Bruiser Rampage | Passive Technique | Self | To become unstoppable, use this ability as a reaction to being Displaced or having the Prone Status Effect applied. If Displaced, reduce the distance by 5 blocks. If Prone is applied, immediately remove the Prone Status Effect. If the enemy that applied the Status or Displacement has Brittle, the user also becomes immune to Displacements and Prone for the next 10 Minutes. Bruiser Rampage has a 2 Hour Cooldown. | |
Bulwark | Passive Technique | Self | To punish people that try and rush behind you, this ability grants a +2 to the final result of the first Opportunity Attack the user makes before going on a 30 minute cooldown. | |
Careful Fighter | Passive Technique | Self | To gain a benefit from restraint, when the user would make an Opportunity Attack on an enemy, instead choose between two options. Either make the attack as normal, or do not make the attack, and gain 1 Block Token instead. Careful Fighter goes on Cooldown if either option is chosen. Careful Fighter has a 1 Hour Cooldown. | N/A |
Chem Mend | Passive Technique | Self | To mitigate toxins, when the user deals damage to themselves with an Ability, grant 1 Block Token. Once per combat, If Chem Mend is on Cooldown when the User drops to 2 HP, take Chem Mend off cooldown. Chem Mend has a 1 Hour Cooldown. | N/A |
Combat Sight | Passive Technique | Melee Range | To fight with all of one’s Senses, the Blinded Status Effect, when applied to the user, works differently. Blinded now reads: The user gains +2 Attack Stat (breaks cap up to 11), but can no longer Target anyone outside of Melee Range. The user automatically has the Blinded Status Effect applied to them when Combat Begins, and can apply the Blinded Status Effect to themselves at will, without an action. Combat Sight has no Cooldown. | N/A |
Deadeye Overwatch | Passive Technique | Emote Range | To keep an enemy pinned down, Target an enemy within range, and instantly apply the Trapped Status to them, for up to 2 Turns, but the user themselves cannot take the Move action for 2 Turns either. This Ability cannot be used on the same target more than once per Combat Scene, even from different sources. This Ability does not consume a Turn, but cannot be used to Stagger an Attack Emote or Ability, and has a 30 Minute Cooldown. | |
Debuff Endurance | Passive Technique | Self | When the user has a Status Effect applied to them, they gain a +1 Defense Stat for as long as the Status is applied to them. If the Status is Removed, the +1 is also removed. Debuff Endurance has no Cooldown, and can activate and de-activate multiple times. | N/A |
Fleet Footed | Passive Technique | Self | The user is quick on their feet, granting them an additional 2 blocks of movement each turn, provided they have not used an Ability or made an Attack. Once doing either of these, Fleet Footed is disabled for the rest of combat. | N/A |
Focus Command | Passive Technique | Self | This Ability prevents a Commander from being Countered a lot. 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 30 Minutes. | |
Puretek Blessing | Passive Technique | Self | To protect oneself from the occult, automatically activate when an Attuned or Occult character applies a Status Effect to the user, without using an Action. Remove that Status Effect, and gain +1 Attack Stat (breaks cap up to 11) for the next Attack roll against Target Attuned/Occult. Puretek Blessing has a 1 Hour Cooldown. | |
Rebound | Passive Technique | Self | To get back on your feet, this ability passively activates on the first Prone Status 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 Prone). After Rebound is used, it goes on a 3 hour cooldown. | |
Rolling Armory | Passive Technique | Self | To last longer on your mount, this Ability activates the moment the user is considered Mounted. When active, Rolling Armory grants an additional Block Token that cannot be regained until the end of Combat. Additionally, the user’s movement speed while mounted is reduced by 3 blocks, while they have this Block Token. | N/A |
Shield Command | Passive Technique | Emote Range | 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, 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. | |
Shield Cover | Passive Technique | Self | The user passively is able to block/deflect Ranged Attacks from Ranger Stance and Deadeye Stance, but only from the front/sides, and never from the back. The user reduces Damage from Ranger Attacks to 0, and -1 HP Damage from Deadeye Attacks. Shield Cover can be used to block multiple shots, and never consumes an Action. Shield Cover has no Cooldown. | |
Slowing Strikes | Passive Technique | Emote Range | To control the battlefield, use this ability out of turn, and without using an action, when an Ally makes an Opportunity Attack. Grant that Ally +1 Attack Stat (breaks cap up to 11) for that roll only. Also, when the user makes an Opportunity Attack, apply the Fleeting Status Effect for 10 Minutes if the Attack hits. Slowing Strikes does not Stack, but has No Cooldown. | N/A |
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 themselves before they hit the ground, breaking their fall and ignoring the damage. Soft Landing has no Cooldown. | N/A |
Thick Hide | Passive Technique | Self | To benefit from Armor without explicitly wearing it, Thick Hide allows the user to permanently count as wearing armor for the sake of Abilities and Mechanics. If an Ability is used that prevents the user from wearing Armor, this Ability is disabled until the effect ends. |
Link Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Aquatic Command | Link Technique | Emote Range | 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 Ocean Adaptation, 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 | Link Technique | Emote Range | The user can target up to 2 Allies to divide +2 total Attack Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 2 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. | |
Champion Command | Link Technique | 10 Blocks | The user Targets a single Ally. While this Link is active, the Ally's Attack Stat and Defense 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 | Link Technique | Emote Range | Establishing a link power between an Ally and an Enemy, the Ally of the user copies all Movement Powers & Techniques used by the enemy, landing on the same destination, though not benefitting from additional mechanics (like attack Emotes, or Knockback effects) for the next 15 minutes. Once broken or removed, Chase Command has a 1 hour Cooldown. | |
Defend Command | Link Technique | Emote Range | The user can target up to 2 Allies to divide +2 total Defense Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 2 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. | |
Overwhelm Command | Link Technique | 10 Blocks | The user Targets a single Ally. While this Link is active, the Ally gains +1 to the minimum of their Defense roll for every Enemy within Melee range, up to a maximum of 4. Overwhelm Command has a 1 Hour cooldown once broken. If a Target is affected by Champion Command, Overwhelm Command does nothing. | |
Puretek Burn | Link Technique | Emote Range | To punish Mages, target Occult Enemy or Ally in range, and attach a Link to them. The next time the Target uses a Power or makes a Basic Attack with Magic, deal -1HP damage. If they do either of these things again, deal another -1HP damage. After dealing -2HP, Puretek Burn ends, and goes on Cooldown. If neither effect triggers, Puretek Burn can be upheld for a maximum of 20 Minutes. Puretek Burn does not Stack, and can be used Once Per Combat. | N/A |
Tech Livewire | Link Technique | Emote Range | To prevent Link Powers, the user places a Link Power of their own on a character within range. As long as this Link is upheld, both the user and the Target cannot be affected by Link Powers. Tech Livewire lasts for up to 30 minutes. Links applied before this ability remain. Tech Livewire does Not Stack, and once broken goes on a 2 Hour 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, as a reaction, Stagger an enemy within range's Basic Attack or Instant Technique usage. Also, gain +2 Defense Stat (breaks cap up to 9) for the next 2 Defense Rolls only. If target has Brittle Status Effect, instead increase Defense for the next 4 Defense rolls. Bruiser Feint has a 2 hour Cooldown. | |
Bruiser Parry | Counter Technique | Self | To deflect an arrow or bullet, as a reaction to a Basic Attack from Ranger or Deadeye Stance, or a Technique from them, reacting based on what is used. If Basic Attack, reduce attack damage by -1HP (but never to 0) and grant +4 Blocks to the next turn's Move Action, if taken. If Technique, ignore all ability effects (but not damage), and ignore Opportunity Attacks for the next turn's Move Action, if taken. If the target has the Brittle Status Effect, also reflect the Attack's unmitigated Damage, or the Technique. Bruiser Parry has a 2 hour cooldown. | |
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 Movement Abilities for 10 minutes after landing. Building Smash has a 1 hour cooldown and ignores Displacement Immunity. | N/A |
Cheap Shot | Counter Technique | Melee Range | To counter magic, use this ability out of turn in reaction to an enemy within range using a Power, but only if that Power Targets the user or an ally. Stagger them, and grant the user +1 Defense Stat (breaks cap up to 9) for their next Defense Roll only. If the target attempts to use the same Power on their subsequent turn, also grant the user 1 Block Token. Cheap Shot has a 1 Hour Cooldown. | N/A |
Chem Bang | Counter Technique | 5 Blocks | To test a foe, toss an explosive charge at the Target. If the Target is Mounted (riding on a Mount), they are dismounted. If the Target was not Mounted, apply the Weakened Status Effect for their next 3 actions. Chem Bang has a 2 Hour Cooldown. | N/A |
Chem Purge | Counter Technique | Self Range | To protect from Status Effects at a cost, cleanse all Status Effects and become immune to future Status Effect applications for the duration, but, set Defense Stat to 2 (cannot be raised) for the duration of Chem Purge. Chem Purge does not consume an action, and can be used out of turn. Chem Purge lasts for 20 Minutes, and cannot be ended early. Chem Purge has a 2 Hour Cooldown. | N/A |
Close Save | Counter Technique | Melee Range | To push an ally out of harm’s way, use Close Save as a reaction to a Ranger or Deadeye Point Buy attack or Instant Technique. The ally is knocked back by 1 block, avoiding any damage, but not any extra effects. Close Save has a 2 hour cooldown. | N/A |
Cutthroat Backstab | Counter Technique | Melee Range | This ability can only be used against someone that has not made an Attack or Ability emote yet in a combat scene. The user makes a swift attack on a target within range, dealing a guaranteed 4 HP of damage to them that bypasses Block Tokens. Cutthroat Backstab has a 4 hour cooldown, and cannot affect the same target more than once in a current scene. | |
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. | |
Deadeye Crit | 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 entirely immobilized. If the user is hit with any Ability or Basic attack, or the target leaves their range, this Ability is interrupted and put on a 30 minute cooldown. If left uninterrupted, the user fires a projectile that deals 4 HP worth of damage to the target. Deadeye Crit cannot be Staggered, or avoided once completed, and has a cooldown of 2 hours. | |
Deadeye Doubletap | Counter Technique | Emote Range | This Ability can be used out of turn. Target any person in Range who has just Revived after hitting 0 HP. This Ability cannot have its Target changed. The user performs a Double Tap, allowing the Target one turn, but instantly KO-ing them after. This Ability cannot have its Target changed. Deadeye Doubletap can be used once per Combat Scene. | |
Deadeye Puffshot | Counter Technique | 3 Blocks | This Ability has two different uses, depending on whether it is used during a Turn, or out of Turn. If used in Turn, Target an Enemy in Emote Range, and applies the Prone Status Effect to them. If used out of Turn, this Ability can only be used to reduce the damage of an incoming Melee Range Attack Emote on the user by 1 HP. If either function is used, the Ability goes on Cooldown. Deadeye Puffshot has a 1 Hour 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 balance, use this ability on an enemy within range. If the Target is Mounted (riding on a Mount), they are dismounted. If the Target was not Mounted, instead apply the Prone Status Effect. Dismount cannot be used while Mounted, and has a 2 Hour Cooldown. | N/A |
Faithwall Prayer | Counter Technique | Emote Range | As a reaction, and without using an Action, Dispel a Power from Theurgy, Shaman, Paladin, or Cleric Point Buy Targeting the user, if that Ability is used by someone of a different faith. Faithwall Prayer can be used Once Per Combat. | 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, 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. The user cannot nullify or avoid the attack. Once this effect ends, it goes on a 30 Minute Cooldown. | |
Kneeling Prayer | Counter Technique | Self | This Ability can only be used to react to a Melee Attack Emote being used on the user. Instantly Stagger that attack, without using an Action. Kneeling Prayer has a 2 Hour Cooldown. | N/A |
Puretek Antimagi | Counter Technique | Emote Range | To negate Magic, use this Ability in reaction to a Magic Point Buy Ability being used by an Attuned or Occult Character. If Default/Radiant version: Dispel it. If Sinistral Version: Ability loses Sinistral Function, and becomes non-Sinistral version instead. Puretek Antimagi has a 1 Hour Cooldown. | N/A |
Puretek Sanction | Counter Technique | Emote Range | To counteract magic, use this ability as a reaction to a non-Mundane character using a Power. Instantly apply the Warned Status Effect, and make the target choose: Use Magic, or Stop. If Use Magic: the Target can continue to cast, but the next time they use a Power, deal -1HP of Damage to them. If Stop: apply the Silenced Status Effect for 10 minutes. Puretek Sanction does not Stack, and has a 2 Hour Cooldown. | |
Puretek Wrath | Counter Technique | Emote Range | To retaliate instantly, use this ability as a reaction to taking damage from a Basic Attack, immediately apply the Blinded Status Effect to the enemy that made the Basic Attack. This does not consume an Action. Puretek Wrath has a 1 Hour Cooldown. | |
Rage Counter | Counter Technique | Melee Range | In order to return fire on a well-protected opponent, as a Reaction to taking damage, the user is able to immediately make a guaranteed strike against the Target (within Range) that attacked them before reacting to the attack they were targeted with themselves, but, deal -1HP Damage to self. This can be used out of Turn, but does consume an Action. This Technique cannot be used if the triggering effect was countered, cancelled, or ignored. Rage Counter has a 2 hour cooldown. | |
Ranger Cut | Counter Technique | Emote Range | To weaken empowered enemies, target an enemy within Range. Instantly apply the Weakened Status to them for their next 2 Actions, and, if the Target has any Link Powers attached, choose 1 to end. Ranger Cut has a 30 minute cooldown. | |
Ranger Dismount | Counter Technique | Emote Range | To knock an enemy off balance, use this ability to sabotage an enemy. If the Target is Mounted (riding on a Mount), they are Dismounted. Ranger Dismount cannot be used while Mounted, has a 1 hour cooldown. | |
Resist Command | Counter Technique | Emote Range | Target an ally in Emote range that has just lost a Defensive dice roll. For the next 15 minutes, any damage the target takes is reduced by 1. Once ended, Resist Command has a 2 hour 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. If the user is hit regardless, they're able to move up to 5 blocks in any direction. 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 reactively to instantly reduce Damage from a single Melee Attack to 0. This does not consume an Action. Guard Block has a 30 Minute Cooldown. | |
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 defenses 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 Deflect | Counter Technique | Melee Range | To delay an enemy, use this ability as a reaction to an enemy within Range making an Attack, or using a Technique targeting either the user or an Ally. Immediately Stagger their action, and gain +1 Defense Stat (breaks cap up to 9) for the next two Attacks made against the user only. Shield Deflect has a 2 Hour Cooldown. | |
Shield Snare | Counter Technique | Self | To catch an enemy's arrow or avoid their bullet, use this ability as a reaction to an enemy's Ranged Attack from Ranger or Deadeye Stance that would hit the user. If Ranger Stance, reduce the Damage to 0, if Deadeye Stance, -1HP. Additionally, force an Attack Roll against the enemy's Defense. If successful, throw the enemy's attack back at them, but only for 1HP damage. Shield Snare can be used out of turn, but does consume an Action. Shield Snare has a 1 Hour Cooldown. | |
Steady Body | Counter Technique | Self | The user braces themselves against (or avoids) a single Displacement or Trapped Status Effect, rendering them immune to the Displacement or Trapped Status Effect only. The Ability that would apply it is still used as normal, and any other effects activate. After using this Technique, the user can perform a basic attack directly after. Steady Body has a 3 hour cooldown. | N/A |
Tech Assimilate | Counter Technique | Self | To protect the user from harm, the user instantly loses -9 HP (cannot be reduced) and gains 5 Block Tokens that can exceed the limit. For the duration of this ability, any amount of damage causes the user to lose a single Block Token. Tech Assimilate ends when the last Block Token is broken, but has no cooldown. | N/A |
Technique Parry | Counter Technique | Self Range | To defend against an attack, use this Ability as a reaction to protect the user only from the effects of an Instant Technique from Melee, Bruiser, or Cutthroat Point Buy. Technique parry does not use an Action. Technique Parry has a 1 Hour Cooldown. |
Movement Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Brawl Stampede | Movement Technique | 10 Blocks | To drag a target with you, use this ability to grab ahold of a character within melee range. Stampeding forward by 10 blocks, both the user and the target are forcibly moved the full range. Brawl Stampede can move through people, and does not trigger Opportunity Attacks on the Target only. The user and target cannot use Movement Techniques/Powers for 10 minutes after using Brawl Stampede. Brawl Stampede counts as a Displacement in the case of Ability counters, and has a 2 hour cooldown. | N/A |
Bruiser Slam | Movement Technique | 10 Blocks | To close the distance with a foe, leap to target Enemy within Range, ignoring Opportunity Attacks, but not passing through people. Instantly apply the Brittle Status Effect to target, but if they already have Brittle applied, instead deal -2HP and apply the Fleeting Status Effect. Bruiser Slam has a 1 Hour Cooldown. | |
Building Scale | Movement 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. | N/A |
Cutthroat Dodge | Movement Technique | Self | As a reaction to being hit by a basic attack of any kind, 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 10 blocks horizontally in any direction. After using this technique, the user can also perform a basic attack directly after. Cutthroat Dodge has a 1 hour cooldown. | |
Cutthroat Tears | Movement Technique | Melee Range | 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. | |
Diving Tackle | Movement Technique | 10 Blocks | To quickly move across the battlefield, use this ability to immediately move up to 10 blocks in a chosen direction horizontally, not moving through people, but also not triggering Move Reactions. If the user lands beside an enemy, apply the Prone Status Effect to one enemy, and make an Attack Emote on that enemy in the same turn this ability was used. Diving Tackle has a 2 Hour Cooldown. | N/A |
Getaway | Movement Technique | Melee Range | To make a swift escape with a friend, use this Ability to target an ally within Range. Picking them up and placing them on the mount the user is on, both characters are moved up to 10 blocks in a chosen direction before the Target is placed back upon the ground. Getaway does not use the target’s turn, and has a 1 hour cooldown. | |
Hook Shot | Movement Technique | 10 Blocks | To get around quickly, the user instantly fires a grappling hook to propel themselves to anywhere within range, Horizontally or Vertically, with limits. 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. Hook Shot has a 4 hour cooldown. If Hook Shot is used outside of Combat, it has a Range of Emote Range. | |
Puretek Evade | Movement Technique | Melee Range | To dodge lethal harm, use this Ability as a reaction to being targeted by a Melee Attack by an Enemy within Range. Instead of Rolling Defense, automatically succeed in Defense, and move anywhere horizontally within 10 Blocks, ignoring Opportunity Attacks. However, at the end of the Movement, apply the Prone Status Effect to the User. Puretek Evade has a 2 Hour Cooldown. | |
Shield Slam | Movement Technique | 10 Blocks | In order to close distances and repel an opponent, use this ability to charge up to 10 blocks in a chosen direction. Once ended, the User can choose any target within melee range and knock them back 5 blocks, also applying the Prone Status. Shield Slam has a 2 hour cooldown. | |
Tank Charge | Movement Technique | 5 Blocks | The user dashes at a target enemy within range, displacing them backwards 10 blocks. If the target hits a wall or person, apply the Brittle Status Effect. Tank Charge has a 30 Minute Cooldown. | |
Tank Hero | Movement Technique | 10 Blocks | To protect an ally, use this as a reaction to an Ally within Range being targeted by an Attack Emote or Ability. Dash to target ally, without provoking Opportunity Attacks, but not through people, and re-direct the Attack or Ability to target the user instead. Also, displace all enemies within Melee Range of landing backwards by 5 blocks away from the user. If the original Attacker is within Range, also apply the Brittle Status Effect to them. Tank Hero has a 1 Hour Cooldown. | |
Tank Rush | Movement Technique | 10 Blocks | The user charges forwards with their shield, moving in any direction for minimum 5, maximum 10 blocks. The user can move through enemies, and does not trigger Opportunity Attacks. If the user passes through any enemies, displace them away from the user to the left or right (user choice) by 5 blocks. Also, choose one target, and apply the Brittle Status Effect. If any targets are already Brittled, also apply the Prone Status Effect to them specifically. Tank Rush has a 4 Hour Cooldown. | |
Tech Exchange | Movement Technique | 10 Blocks | To reposition an ally, target an ally within range to trade positions with them. This movement can be used through other characters, does not trigger Opportunity Attacks, but the user is given the Trapped Status Effect for the next turn. Tech Exchange has a 1 hour cooldown. | N/A |
Mount Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
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. While Mounted, the user gains an additional 5 blocks of movement each turn, but when they take the Move Action, they trigger Opportunity Attacks within 5 Blocks of an enemy, not 2. If a Dismount Ability is used on the Carriage, the driver and anyone in it is dismounted, and they have the Prone Status applied. Carriage Summon has a 30 minute cooldown, if Dismounted. | N/A |
Cavalry Summon | Mount Technique | Self | he 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 gains an additional 5 blocks of movement each turn, but when they take the Move Action, they trigger Opportunity Attacks within 5 Blocks of an enemy, not 2. If the user happens to be dismounted, they have the Prone Status applied. Cavalry Summon has a 30 minute cooldown, if Dismounted. | N/A |
Stance Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Bruiser Stance | Stance Technique | Self | During Bruiser Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. 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. | |
Chem Bolts | Stance Technique | Self | To throw (or shoot with some contraption) alchemical bombs, poisons, or vials, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with some alchemy/technology, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can deal -1HP damage to themselves, and grant +5 to the final result of their next Attack Roll. Chem Bolts has no Cooldown, but once activated, cannot be turned off until Combat Ends. | |
Command Stance | Stance Technique | Self | During Command Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. When entering Command Stance, the user may also not perform Attack Emotes. Additionally, in place of a basic attack the user may target another character within Emote Range and add 1 to the minimal result of either their next Attack or Defense roll (/roll 2 17 as an example). This does not Stack. 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. | |
Cutthroat Stance | Stance Technique | Self | Cutthroat Stance can be activated without consuming a turn. During Cutthroat Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Cutthroat Stance, the user is unable to be targeted by Opportunity Attacks. 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. | |
Deadeye Stance | Stance Technique | Self | During Deadeye Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. They also cannot use Movement Powers, nor can they be affected by Movement Powers used on them by Allies. Finally, the user's Basic Attack Emotes become Emote Ranged, but if they try to attack someone within 4 Blocks, that attack automatically misses. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown. | |
Hex Stance | Stance Technique | Self | During Hex Stance, the user cannot use Abilities from the following categories: Shielding Point Buy. While in Combat, the user is able to spend 1HP from their own health to Upcast, which alters their Theurgy Point Buy Abilities. When the user reaches 4 HP, they are able to pull HP from any (even unwilling) Ally within Emote Range to Upcast. Stances are indefinite, but can be ended any time for a 20 minute Cooldown. | N/A |
Magic Bolts | Stance Technique | Self | To cast with magic, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with magic, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can re-roll one failed Ranged Attack made with Magic Bolts. Magic Bolts has no Cooldown, but once activated, cannot be turned off until Combat Ends. Sinistral Usage: the User gains +2 Attack Stat, that breaks cap up to 11, while using Magic Bolts. | |
Medical Stance | Stance Technique | Self | During Medical Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. 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. When entering Medical Stance, the user’s HP is capped to 8 for the rest of the fight. | |
Divine Stance | Stance Technique | Self | During Paladin Stance, the user cannot use any Abilities from the following categories: Roguery Point Buy. While in Combat, the user treats all Enemies who are not of the same Religion as the user as Heretics, which alters their Paladin Point Buy Abilities. Afflicted Characters and Atheists are always considered Heretics, regardless of Religion. When the user reaches 4 HP, all Enemies, regardless of Religion, are considered Heretics. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown. | N/A |
Ranger Stance | Stance Technique | Self | Ranger Stance can be Activated without consuming a Turn. During Ranger Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. The user's Basic Attack Emotes become Emote Ranged, but if they try to attack someone within 4 blocks, the user suffers a -3 penalty to their Attack Stat for that attack only. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown. | |
Shaman Stance | Stance Technique | Self | During Shaman Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Combat, the user gains additional benefits from a Corpse Count, meaning the next Shaman Ability used is altered in some way once 2 enemies have been defeated, after which Corpse Count must be regained. When the user reaches 4 HP, they always benefit from Corpse Count until combat ends or they are healed past 4 HP. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown. | N/A |
Tank Stance | Stance Technique | Self | During Tank Stance, the user cannot use any Abilities from the following Categories: Melee Point Buy. They also cannot perform attacks or Abilities that deal damage, but 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. Also, the user is immune to the Brittle Status Effect. Additionally, the user can remove 1 Status Effect once per combat scene, and has their Max Defense Stat from Proficiencies raised to 7 from 5 in System Combat. 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. |
Custom Kit Abilities
These Abilities are not available to all players, they are specific only to certain Players, through the Custom Kit System. They are just here so players can use and understand them easier.
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Penitent Martyr | Passive Power | Emote Range | Bahmboozled Custom Kit. Anytime an Ally in Emote Distance receives a point of Damage, Drulailmon can choose to absorb this Damage instead. Doing so grants Drulailmon 1 Stack of Penitence. Additionally, Drulailmon’s Turn Order is moved forward after choosing to do so, meaning Drulailmon can take an Action immediately after using Penitent Martyr and taking 2 Damage. No Cooldown. | N/A |
Penitent Watch | Instant Power | Emote Range | Bahmboozled Custom Kit. Anytime an Enemy in Emote Range uses a Movement Ability, they must make a choice: Either their Movement Ability is Staggered and they are forcibly pulled into Melee Range of Drulailmon, or their Movement Ability executes as intended, but Drulailmon gains 1 Stack of Penitence. This Ability is permanently active. | N/A |
Penitent Guard | Passive Power | Emote Range | Bahmboozled Custom Kit. Anytime the first Ally of Drulailmon goes down in a fight, Drulailmon absorbs their Soul and creates a Spirit apparition of them by her side. This Untargetable Spirit can then take 3 Actions (Abilities, or Attack Emotes) while counting as a Spirit, but they cannot move. When the 3 Actions are taken, the Spirit dissipates. Drulailmon gains 1 Stack of Penitence when this Ability activates. | N/A |
Penitent Bearer | Passive Power | Melee Range | Bahmboozled Custom Kit. Whenever an Enemy has the Prone Status Effect applied to them in Melee Range, Drulailmon gains an automatic Move Reaction against them out of Turn as if they tried to move. Additionally, Drulailmon takes +50% Damage from Pride and Fury Arkenborn, but any time she takes Damage this way, she gains 1 Stack of Penitence. This Ability is permanently active. | N/A |
Penitent Soldier | Passive Power | Melee Range | Bahmboozled Custom Kit. Drulailmon, whenever being on the receiving end of a Move Reaction, forces the attacker to make a Choice: Either ignore the Move Reaction and let Drulailmon pass, or perform the Attack Emote. If the Attack Emote applies Damage to Drulailmon, Drulailmon generates 1 Block Token after taking Damage, while also gaining 1 Stack of Penitence. No Cooldown. | N/A |
Penitent Ultimate | N/A | Emote Range | Bahmboozled Custom Kit. This Ability activates automatically on the Cost threshold. Count the amount of Allies and Enemies in Combat. If there are more Enemies, Drulailmon heals for 2 HP, and this Ability can re-activate. If there are more Allies, Drulailmon Heals an Ally for 2 HP, but grants one chosen Enemy an extra Attack Emote in their next Turn. If Equal, choose. This Ability can activate out of Turn. No Cooldown, but 3 Stacks of Penitence Cost. | N/A |
Prideful Charge | Movement Power | 20 Blocks | Okanara Custom Kit. Signe launches herself up to 20 blocks, following any path, but not diagonal. She passes through Enemies, and can end the path early in Melee Range of an Enemy. Each Enemy passed through will be unable to use Move during their next Turn. When landing, Signe immediately follows up with two Attack Emotes with +2 Attack Stat. For each hit, gain 1 Stack of Prideheart. 1 Hour Cooldown. | N/A |
Prideful Mirror | Dispel Power | Emote Range | Okanara Custom Kit. This Ability can be used to react out of turn to a Void Aligned Ability or Exist Aligned Ability used in Emote Distance. If Exist, Signe can Dispel the Ability. If Void, Signe instead copies the Ability and immediately uses it. This Ability can copy Abilities that rely on Stances, and function without them. Signe can also consume the Void Ability and not use it for 2 Stacks of Prideheart. 1 Hour Cooldown. | N/A |
Prideful Hound | Instant Power | Emote Range | Okanara Custom Kit. Signe summons a Thirun Hellhound from a magical portal that pounces on a Target in Emote Range. The Target has the Status Effect Trapped applied to them until they consume an entire turn to push the Hellhound away from them. The Target must also choose: Give Signe one Stack of Prideheart, or take another Status Effect of Cursed for the next 20 Minutes. 1 Hour Cooldown. | N/A |
Prideful Strings | Instant Power | Emote Range | Okanara Custom Kit. Signe Targets an Ally or Enemy in Emote Range with 0 HP, and forces a Thirun Hellhound to control their body in the fight on her side with 4 HP and halved (rounded down) Attack and Defence Stat that can only Attack Emote. A person affected by Prideful Strings cannot be Magic Revived until dead. Each time such a Hellhound Puppet dies, Signe gains 1 Stack of Prideheart. 2 Charges per 2 Hours. | N/A |
Prideful Haunt | Passive Power | Emote Range | Okanara Custom Kit. Signe is too prideful to die, and cannot be Targeted by Revival Abilities. If she hits 0 HP, she can forcibly take HP from Allies even if that would KO them to top herself up 2 HP at a time. If she decides to stay KO, her Soul departs, and merges with an Ally, from which she can take their turns to keep using her Custom Kit Abilities only, including Stack gains and usage of Ultimate. | N/A |
Prideful Ultimate | N/A | 10 Blocks | Okanara Custom Kit. Signe summons Pride’s Bone Saw from a Hell Portal, and can move up to 10 Blocks towards a Target, slashing them. This Knocks them prone, and immediately does 3 HP Damage. After completing this Ability, Signe can jump, or stay, while the sword returns to Hell. If there is a Justice Arkenborn in the fight, open Combat with Prideful Ultimate free of charge but only once. No Cooldown, but 3 Stacks of Prideheart Cost. | N/A |
Firebrand Soar | Movement Power | 10 Blocks | Lizmun Custom Kit. Heishan flies with Elytra to the sky and Targets an enemy in Emote Range. Heishan then lands on the Target, applying the Status Effect Prone, an can use an Attack Emote. Failing to do damage, or getting Dispelled gives 1 Stack of Ragefire. This Ability can be used as a Combat opener without going off Cooldown. If this Ability is copied, Range is 10 Blocks instead. 1 Hour Cooldown. | N/A |
Firebrand Chase | Passive Power | Self | Lizmun Custom Kit. Whenever Heishan is dealt at least -2 HP Damage, Heishan screams in rage in response, gaining +1 Attack Stat for the next Attack Emote (break Cap up to 11) Heishan does against the source Target, but only for the next Turn. If Heishan cannot reach the Target this does nothing. Additionally Heishan generates 1 Stack of Ragefire. No Cooldown. | N/A |
Firebrand Fates | Passive Power | Emote Range | Lizmun Custom Kit. If Heishan fights without any other Archon Allies in a fight, Heishan gains +1 Attack Stat (breaking Cap up to 11). If Heishan is with at least 1 Archon Ally, Heishan gains 1 Stack of Ragefire each time any Archon Ally has lost at least 6 HP, counting only once per Ally. Additionally Heishan owns the Firescar Cave, a unique House Region that can move across the City. | N/A |
Firebrand Punisher | Passive Power | Melee Range | Lizmun Custom Kit. Heishan cannot be fled from without a cost. Whenever an Enemy uses a Move to walk out of Heishan’s Melee Range, or uses a Movement Power to move out of Heishan's Melee Range, Heishan gains a Move Reaction (Opportunity Attack). If this Opportunity Attack fails to do any Damage, Heishan gains 1 Stack of Ragefire. This only applies once per Target. | N/A |
Firebrand Demise | Passive Power | Self | Lizmun Custom Kit. Heishan cannot be Targeted by Revival Abilities. Once Heishan hits 0 HP, she is temporarily held from death by rage, and can perform 2 Attack Emotes before going KO. If Heishan was standing on Dragonfire Ground when she hit 0 HP, instead of those 2 Attack Emotes, all Dragonfire Ground erupts and does -2 HP Damage to all Allies and Enemies standing on any block of it. | N/A |
Firebrand Ultimate | N/A | Self | Lizmun Custom Kit. Heishan erupts the ground (//cyl 20%crying_obsidian,80%coal_block 5 -1). Enemies standing on a Crying Obsidian Block when created takes -1 HP Damage. The area is now classified as Dragonfire Ground. While on Dragonfire Ground Heishan cannot be damaged by Ranged Attack Emotes from outside it. This Ability can be re-used to expand Dragonfire Ground. 4 Stacks of Ragefire Cost. | N/A |
Blackwood Leap | Movement Technique | Emote Range | Beetrootsalad Custom Kit. Erwin uses a Grappling Hook to relocate anywhere in Emote Range, capable of going up or down, across gaps, so long as he lands somewhere people can stand on. However, while in movement, this Ability counts as a Move, meaning it will trigger Move Reactions (Opportunity Attacks). This Grappling Hook can be used infinitely and without Cooldown out of Combat. 30 Minute Cooldown. | N/A |
Blackwood Misery | Passive Technique | Self | Beetrootsalad Custom Kit. The first Attack Emote or Ability of Erwin that gets Staggered passes through despite the Stagger. Additionally, he is given an extended Turn in which he can use an Ability, but not perform a second Attack Emote. For every Ability or Attack Emote of Erwin that gets Countered, Dispelled, or Staggered he gains 1 Stack of Desperation (including the one that triggers this Ability). Once Per Combat. | N/A |
Blackwood Ammo | Passive Technique | Self | Beetrootsalad Custom Kit. This Ability does not consume turn, functions (not Status effects) are active until end of Combat. Gain 1 Stack of Desperation. High Faith: Erwin applies the Status Effect Marked to Self. He can now Attack Emote through Cover without Line of Sight. Low Faith: Erwin heals +2 HP, then applies Status Effects Bloody and Cursed to Self, and increases total HP to 12. Once per Combat. | N/A |
Blackwood Prayer | Instant Technique | Self | Beetrootsalad Custom Kit. This Ability does not consume Turn. When this Ability is activated, Erwin gains 1 Stack of Desperation. High Faith: Erwin performs a Prayer to Glanzia, and is granted one Block Token. Erwin can have more Block Tokens than 3. Low Faith: Erwin takes 1 Damage as his prayer is unanswered. His next 2 successful Attack Emotes do +1 Damage each. 1 Hour Cooldown. | N/A |
Blackwood Mending | Instant Technique | Self | Beetrootsalad Custom Kit. This Ability does not consume Turn. When this Ability is activated, Erwin gains 1 Stack of Desperation. High Faith: Erwin has the Status Effect Trapped. Next 2 Turns, Heal +1 each, and +2 on the Third, then Cleanse Trapped. Low Faith: Erwin heals +1 HP and chooses up to two 2 Status Effects to remove from Self. | N/A |
Blackwood Ultimate | N/A | Emote Range | Beetrootsalad Custom Kit. Erwin Targets all Enemies in Emote Range, and performs an Attack Emote for each, shooting in rapid succession in Deadeye fashion. However, each Attack Emote rolls at half (rounded up) Attack Stat, and only does -1 HP Damage if it lands. If none of the shots land, Erwin instantly gains 4 Stacks of Desperation and can use this Ability in the same Turn again, until at least one hits. 4 Stacks of Desperation. | N/A |
Quick Blades | Passive Technique | Self | Mantarey Custom Kit. Vexes can invest in both Ranger Stance and Cutthroat Stance, ignoring Stance purchasing limits. When Vexes swaps Stances, they gain a benefit depending on Stance. Ranger to Cutthroat: Vexes gains +5 Blocks Movement on their next Move Action. Cutthroat to Ranger: Vexes first Ranger Ability gains -10 Minute CD. When Swapping, gain 1 Stack of Finesse. | N/A |
Quick Snipe | Instant Technique | Self | Mantarey Custom Kit. Vexes can apply the Trapped Status Effect to themselves for three turns, and while they have that Status, gain Bonuses to their Attack Rolls. Turn 1’s Attack gains +1 to the Final Result, Turn 2’s gains +2 to the Final Result, and Turn 3’s gains +3 to the Final Result. If at least one of these Attacks hits, Vexes gains 1 Stack of Finesse. 30 Minutes, after 3rd Attack. | N/A |
Quick Reposition | Movement Technique | 10 Blocks | Mantarey Custom Kit. Vexes, when out of combat and not being chased, has no cooldown on the Hook Shot Ability. Vexes can target one spot within 10 Blocks of themselves, and instantly move there, including vertical distances. Vexes can move through people, and ignores Opportunity Attacks. If Vexes moved past (Move Reaction) or through at least two enemies, gains 1 Stack of Finesse. 1 Hour Cooldown. | N/A |
Quick Bomb | Instant Technique | Emote Range | Mantarey Custom Kit. Vexes targets an enemy they can see within Emote Range, and lobs a smoke grenade at them, and anyone within 2 blocks of Target. All Enemies suffer the Blinded Status Effect, and choose: either remove the Blinded manually, or have it auto-expire after 1 Action, but grant Vexes 1 Stack of Finesse. Max 4 Finesse per usage. 2 Charges Per 2 Hours. | N/A |
Quick Garrote | Instant Technique | Melee Range | Mantarey Custom Kit. Vexes can only use this Ability when they are behind an Enemy. Target one enemy in Melee Range, and apply the Silenced or Weakened Status Effect (Vexes’ Choice) for the next 3 Turns. If the Status Effect is removed early, also deal -1HP damage to the Target. If the Status Effect is not removed early, Vexes gains 1 Stack of Finesse. 1 Hour Cooldown. | N/A |
Quick Ultimate | N/A | Self | Mantarey Custom Kit. Vexes has reached peak Finesse, they no longer trigger Move Reactions on their Move (Opportunity Attacks), allowing them to move in any direction without worry of being attacked, while permanently adding +5 Block Movement on all Move Actions. Each subsequent use of this Ability adds +5 Block Movement on all future Move Actions. This Ability does not consume Turn. 5 Stacks of Finesse. | N/A |
Redmane Familiar | Passive Power | Self | Booette Custom Kit. Necalli’s Familiar is constantly present on the battlefield, and cannot be Targeted by enemies. However, if Necalli would take damage that reduces him to 0 HP, he can choose to have the Familiar take the damage instead, leaving him at 1 HP, but “killing” the Familiar (can be revived later) and granting him 2 Stacks of Plumage, but disabling This Ability and Redmane Maul. Once Per Combat use. | N/A |
Redmane Maul | Counter Power | Emote Range | Booette Custom Kit. As a reaction to an enemy within Emote Range using an Instant Technique or Instant Power, Stagger the Technique, and Dispel the Power, by sending Necalli’s Familiar at the enemy. Also, the Enemy chooses: suffer the Bloody Status Effect for the next 20 Minutes, or give Necalli 1 stack of Plumage. 1 Hour Cooldown. | N/A |
Redmane Covershot | Link Technique | Emote Range | Booette Custom Kit. Necalli applies a Link to an ally within Emote Range. Every time that Ally rolls Attack or Defense, Necalli can grant a +2 to the Minimum of the Roll, by spending his action (not for each, can be 1 Action for both attack/defense in a turn), by offering covering fire. When the Ally succeeds 3 Rolls with Necalli’s help, gain 1 Stack of Plumage, repeating. 30 Minutes Cooldown when Ended. | N/A |
Redmane Greatshot | Instant Technique | 15 Blocks | Booette Custom Kit. Necalli loads up an unusually sized arrow, targeting an enemy within 15 Blocks. Necalli suffers -2HP, but, his next Attack Emote automatically succeeds, and applies the Brittle Status to the enemy. If Necalli is the one to trigger the Brittle Status Effect, gain 1 Stack of Plumage. 2 Charges per 1 Hour. | N/A |
Redmane Starshot | Instant Technique | Emote Range | Booette Custom Kit. Necalli fires an explosive arrow at an enemy within Emote Range, which explodes on impact, applying the Blinded Status Effect to the Target and everyone within 3 Blocks of the Target. Also, one turn after, it explodes again, applying the Prone Status Effect to anyone still within Range of the initial impact zone. If at least 1 Target has Prone applied, grant 1 Stack of Plumage. 2 Hour Cooldown. | N/A |
Redmane Ultimate | N/A | Self | Booette Custom Kit. Necalli bunkers down and focuses fully on attacking his enemies, gaining +3 Attack Stat (breaks cap up to 11), and setting his Minimum Attack Dice to 3. But, Necalli can no longer take the Move Action, and has his minimum Defense Roll set to -5. Also, Necalli’s Basic Attacks deal 3 Damage instead of 2. If Redmane Ultimate is cast again, it is just turned off. 5 Stacks of Plumage. | N/A |
Tempest Hope | Passive Power | Self | Stellarix Custom Kit. This Ability activates automatically when Combat begins. Remove all Block Counters, and set Asim’s Maximum Block Counter to 0. But, increase Asim’s Maximum HP from 10 to 14, and Heal him to make up the difference. When Asim is Healed by an Ally gain 1 Stack of Petrichor, but only once per 20 Minutes. | N/A |
Tempest Cleave | Instant Power | 3 Blocks | Stellarix Custom Kit. Asim sweeps his weapon in front of him, targeting an Enemy in front of him within 3 Blocks. The Enemy makes a choice: stand still, and suffer a Basic Attack from Asim with a minimum roll of 4, or jump back 2 Blocks (for free), but give Asim 1 Stack of Petrichor. If Asim’s Attack misses, apply the Brittle Status Effect to the Enemy. 1 Hour Cooldown. | N/A |
Tempest Savior | Movement Power | Emote Range | Stellarix Custom Kit. Asim takes to the sky with Elytra Flight, as a reaction to an Ally within Emote Range losing a Defense Roll. Asim flies to that ally, and lands, making his own Defense roll, and suffering any Damage and/or extra effects from the Attack instead. Also grants the Ally 1 Block Token. If Asim fails the roll, gain 1 Stack of Petrichor. If this Ability is copied, Range is 10 Blocks instead. 2 Hour Cooldown. | N/A |
Tempest Rally | Passive Power | Self | Stellarix Custom Kit. If Asim is fighting with at least 1 other Archon, gain +1 Defense Stat (breaks cap up to 9). If Asim is fighting with at least 1 other Aelrrigan, gain +1 Attack Stat (breaks cap up to 11). If both apply, grant only one, determined by if there are more Archon or more Aelrrigans. If neither apply, gain 1 Stack of Petrichor when Asim reaches 6HP total for the first time in a fight. | N/A |
Tempest Sentinel | Counter Power | Self | Stellarix Custom Kit. Asim applies the Trapped Status Effect to Himself, and cannot use Movement Abilities while he has it. If removed, put this Ability on Cooldown. While the Status is applied, Asim’s Move Reaction range is increased to 3 Blocks, meaning he can make Attacks when Enemies enter that Range. When Asim fails an Opportunity Attack this way, gain 1 Stack of Petrichor. 1 Hour Cooldown. | N/A |
Tempest Ultimate | N/A | Emote Range | Stellarix Custom Kit. When an ally within Emote Range, takes -HP from an Enemy, Asim can, as a reaction, immediately heal that ally by +HP equal to Half (rounded down) the amount of Petrichor spent to activate this Ability. Asim must spend more than 1 Stack to activate this Ability. X Stacks of Petrichor. | N/A |
Furious Opener | Passive Technique | Self | Patsie Custom Kit. Siobhan’s first action in combat is enhanced, depending on if it was an Attack or Ability. If Siobhan Attacks first: Set the minimum Dice Roll to 3 for that attack, and grant 1 Stack of Rage if the attack Hits, 2 if it Misses. If Siobhan uses an Ability first: Also have the Ability apply the Bloody Status Effect for 5 Turns, and grant 2 Stacks of Rage if Staggered/Ignored/Avoided. Once per Combat. | N/A |
Furious Eviscerate | Instant Technique | Melee Range | Patsie Custom Kit. Siobhan targets an enemy within Melee Range, and applies the Bloody Status Effect to them. While they have the Bloody Status Effect, Siobhan gains +2 Attack Stat (breaks cap up to 11) while attacking them. Once Siobhan deals 4 Damage to them, the Bloody Status is removed. If this ability removes Bloody, grant 1 Stack of Rage, if the enemy removes Bloody, grant 2. 1 Hour Cooldown after Status Effect Removal. | N/A |
Furious Resistance | Passive Technique | Self | Patsie Custom Kit. When Siobhan reaches certain HP thresholds, she gains bonuses. 4HP: +2 Defense (breaks cap up to 9), and removes one Status Effect. 2HP: +2 Attack & +2 Defense (breaks cap up to 11/9), and +1 Block Token to Siobhan. Thresholds activate only once, even if healed, and don’t stack with each other. When Siobhan reaches each threshold, gain 1 Stack of Rage. | N/A |
Furious Execution | Instant Technique | Melee Range | Patsie Custom Kit. Siobhan targets an enemy within Melee Range that has 3 or less HP. Siobhan makes an Attack against them, with the minimum Dice Roll set to 3. If the Attack Hits, it deals -3HP damage. If it Misses, grant 2 Stacks of Rage. If this KO’s the target, grant 1 Stack of Rage, and if the target Revives, Siobhan makes another Attack Emote on them, out of turn and without using an Action. 1 Hour Cooldown. | N/A |
Furious Endurance | Passive Technique | Self | Patsie Custom Kit. Siobhan cannot be targeted by Revival Abilities. When Siobhan reaches 0HP, she can no longer use Abilities, but cannot be KO’d until she succeeds in one Attack Emote. When Siobhan wins this final Attack roll, also apply the Bloody Status Effect to the Target for 5 Turns, and KO her. | N/A |
Furious Ultimate | N/A | Self | Patsie Custom Kit. This Ability activates automatically on the Cost Threshold. Siobhan removes her Cap on Attack Stat, allowing any bonuses to break Cap, with no limit. Also, for each enemy within 3 Blocks of Siobhan, grant +1 Attack Stat. But, reduce Siobhan’s Defense Stat by Half that (rounded down, minimum 1), which can go into Negatives. 4 Stacks of Rage. | N/A |
Oceanic Sumberged | Passive Power | Self | KitchenRefugee Custom Kit. Violeana gains bonuses when she is “Submerged:” a character must be fighting in Water completely surrounded by it, even if they can’t swim or breathe. While Submerged, Violeana gains +1 Attack Stat (breaks cap up to 11), and gains 1 Stack of Torrent when using an Ability from this Kit. | N/A |
Oceanic Riptide | Instant Power | 4 Blocks | KitchenRefugee Custom Kit. Violeana targets all enemies within a 4 Block Radius around her. She chooses: Displace all enemies backwards and away from her 5 Blocks, and gain 1 Stack of Torrent per 3 Enemies, or Displace all enemies towards her, landing as best as they can within 1 Block, and grant 2 Stacks of Torrent regardless of enemies. 1 Hour Cooldown. | N/A |
Oceanic Frenzy | Instant Power | 1 Blocks | KitchenRefugee Custom Kit. Violena targets everyone within a 1 Block Radius around her. She deals -1HP Damage to all targets, but applies the Brittle Status Effect to herself. Violeana Heals +HP equal to Half Damage, rounded Down. If Submerged, Violeana targets everyone within a 4 Block Radius, but has max 8 Targets. Gain 1 Stack of Torrent if this Ability Damages 2 Targets. Once per Combat. | N/A |
Oceanic Suffocate | Movement Power | Emote Range | KitchenRefugee Custom Kit. Violeana targets one enemy in Emote Range, applies the Trapped and Silenced Status for the next 3 Turns, or lets them choose to end it early for free. If the Target chooses to end it early, Violeana teleports to any block next to them, without triggering any Move Actions and regardless of Distance, and gains 1 Stack of Torrent. 1 Hour Cooldown. | N/A |
Oceanic Flood | Passive Power | Emote Range | KitchenRefugee Custom Kit. Anytime Violeana or an Ally Displaces an enemy within Emote Range (except through this Kit), Violeana can, as a reaction, and without using her Action, increase that Displacement by 5 Blocks. If the target is Submerged, 10 Blocks. If this additional Displacement would cause the enemy to hit a Wall or Person, gain 1 Stack of Torrent. No Cooldown. | N/A |
Oceanic Ultimate | N/A | Self | Violeana transforms into an Aquatic Monster Form until combat ends, gaining +1/+1 Attack & Defense Stat (breaks cap 11/9), and the Ability Weapon Throw, with a 5 Minute Cooldown. If Submerged, Violeana gains +2/+2 instead. Using Oceanic Ultimate again applies it to an Ally Violeana can Touch, but they are Mind Controlled by her and can no longer ignore her Orders. 3 Stacks of Torrent. | N/A |