Ability Name
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Ability Type
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Ability Range
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Ability Description
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Possible Ability Modifiers
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Divine Burn
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Instant Power
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Melee Range
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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.
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N/A
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Divine Revive
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Instant Power
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Emote Range
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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. 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).}}
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N/A
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Divine Smite
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Instant Power
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5 Blocks
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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.}}
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N/A
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Hex Apocalypse
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Instant Power
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Self
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To go all out, use this Ability to put all available Abilities on a forced 4 Hour Cooldown, regardless of actual Cooldown, and not including Passive Powers or Passive Techniques. 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 4 hours. 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.
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N/A
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Hex Bloodlet
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Instant Power
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Self
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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.}}
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N/A
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Hex Guide
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Instant Power
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Emote Range
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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.
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N/A
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Hex Madness
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Instant Power
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Emote Range
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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.
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N/A
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Hex Parasite
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Instant Power
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Emote Range
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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.
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N/A
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Magic Cleanse
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Instant Power
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Self
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Grants the user Magic Cleanse
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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.
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N/A
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Faithwall Prayer
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Counter Technique
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Emote Range
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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.
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N/A
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Interception
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Counter Technique
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3 Blocks
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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.
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Kneeling Prayer
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Counter Technique
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Self
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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.
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N/A
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Puretek Antimagi
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Counter Technique
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Emote Range
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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.
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N/A
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Puretek Sanction
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Counter Technique
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Emote Range
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To counteract magic, use this ability as a reaction to a non-Mundane character using a Power from Point Buy. 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 from Point Buy, 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.
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Puretek Wrath
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Counter Technique
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Emote Range
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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.
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Rage Counter
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Counter Technique
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Melee Range
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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 that attacked them before reacting to the attack they were targeted with themselves, as long as they are in range. This can be used out of Turn, but does consume an Action. This Technique cannot be used if the triggering effect was countered, canceled, or ignored. Rage Counter has a 2 hour cooldown.
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Ranger Cut
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Counter Technique
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Emote Range
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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.
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Ranger Dismount
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Counter Technique
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Emote Range
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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.
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Resist Command
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Counter Technique
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Emote Range
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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.
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Sharp Reflexes
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Counter Technique
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Self
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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.
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N/A
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Shield Block
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Counter Technique
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Self
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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.
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Shield Brace
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Counter Technique
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Self
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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.
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Shield Deflect
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Counter Technique
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Melee Range
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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.
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Shield Snare
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Counter Technique
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Self
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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.
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Steady Body
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Counter Technique
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Self
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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.
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N/A
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Tech Assimilate
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Counter Technique
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Self
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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.
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N/A
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Technique Parry
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Counter Technique
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Self Range
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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.
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