Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Ability List

From MassiveCraft Wiki
Revision as of 00:21, 27 May 2024 by Dedjok (talk | contribs)

This page is just an indexed list of all Abilities, which helps the Ability Plugin function.

The Ability and Proficiency System
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.

Instant Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
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 the actual Cooldown, even Passive Abilities which do not usually have Cooldowns. For every ability placed on Cooldown, the user gains +1 Attack and Defense up to a total maximum of 9. 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: Add an additional 3 turns before the user begins to take 1 HP of damage every turn. 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 one 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 Emote Range

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
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 Blinded Status Effect to all enemies within 2 Blocks of the User. If detonated, Divine Aura has a 4 Hour Cooldown. If the target is a Heretic: When detonated, choose one Heretic enemy, also apply Brittle 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
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
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 Reduce Dispel Power Emote Range

To punish an enemy Mage, use this Ability as a Reaction to a character within Range using a Power that affects the user or an Ally. The Power used by the target is weakened in some way, any damage done being reduced by 1 (to a minimum of 0), any status effects applied by the Power having its duration reduced by half, rounded down, or any distance or duration reduced by half, rounded down. Magic Reduce has a 2 Hour Cooldown. Sinistral Usage: The user or Ally being protected also gains +2 to their Defense for the next 3 turns, breaking the proficiency cap up to 9.
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 Siphon Dispel Power Emote Range

To punish an enemy caster, as a reaction to an enemy within Range using a Power, grant +2 Defense that can break cap up to 9 to two allies within Range for the next 3 turns. Sacred Siphon has a 30 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
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 has increased defenses against Ranged Attacks from Ranger and Deadeye Stance. When the ally is targeted with a Ranged Attack Emote, their minimum Defense Roll is raised to 9 for Ranger Stance attacks, and 6 for Deadeye Stance attacks. 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
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 Feather Buff Power Emote Range

To protect from falling, as a Action before the user or an Ally would jump off a ledge or great height, use magic to cushion their fall, reducing the Fall Damage to 0 HP. As a reaction to the user or an Ally taking Fall Damage, reduce the Damage by -1HP. Or, on Allies, only reduce by -2HP, but the user suffers -2HP. If any function is used, except Sinistral, Magic Feather has a 1 Hour Cooldown. Sinistral Usage: When an Enemy would take Fall Damage, deal +1 HP extra Damage to them.
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. 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, the target is dealt 2 HP of damage. 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 from falling, as a Action before the user or an Ally would jump off a ledge or great height, use magic to cushion their fall, reducing the Fall Damage to 0 HP. As a reaction to the user or an Ally taking Fall Damage, reduce the Damage by -1HP. Or, on Allies, only reduce by -2HP, but the user suffers -2HP. If any function is used, 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
Divine Rescue Movement Power 10 Blocks

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
Attack Command Instant Technique Emote Range

The user points to an Ally within range, immediately instructing them to make an attack. Without using their action, the target makes an attack out of turn against an enemy of the user’s choosing, as long as that enemy is within range of the ally’s attacks. Attack Command has a 30 Minute Cooldown once used.
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. If any Enemies within range had Block Tokens gained by Abilities, they are lost and given to the User instead. Bruiser Flurry has a 1 Hour cooldown.
Bruiser Ruin Instant Technique Melee Range

Target an enemy within range, and begin charging an attack without making any other Action or Move this turn. While charging, the user takes -1HP less Damage from any source to a minimum of 0, and cannot be Staggered or Displaced. If targeted with an attack within Melee Range, Bruiser Ruin ends after calculating damage. If the user passes another Turn, taking no Action or Move Action, they immediately deal a guaranteed Attack that deals -4HP to the target. If the target has the Brittle Status Effect, -6HP instead. If it ends early, Bruiser Ruin goes on a 10 Minute Cooldown, otherwise Bruiser Ruin has a 2 Hour cooldown. Bruiser Ruin cannot be canceled or reduced by any effect once successful.
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 the target already has the Brittle Status Effect, deal a guaranteed Attack, and displace them 10 blocks. In either case, if the target hits another character before moving the full distance, also apply Brittle to that character. Bruiser Tackle has a 2 hour cooldown.
Bruising Strike Instant Technique Melee Range

To beat down upon an enemy, use this ability to bash a target enemy within range to give them the Brittle Status Effect. Bruising Strike can be used without taking up an action, but only after making an attack, not before. Bruising Strike has a 30 minute 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
Mounted Evasion 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..
Mounted Lancer Instant Technique Self

To extend ones reach, toggle this Ability while mounted for the next 30 minutes. While active, Mounted Lancer extends the range of Melee range attacks to 5 blocks, while granting a -2 to Attack Stat in turn. Once ended, Mounted Lancer goes on a 2 hour cooldown.
Medical Barrier Instant Technique Self

The user holds up their a makeshift barrier, protecting themselves and any character within a 3x3 block area behind them. While active, the user can’t use their basic action, but gains a new action that replaces their Attack. As a reaction to an ally within Medical Barrier being targeted by an Attack Emote, the user can use this action to grant them +5 to the minimum result of their defense roll, and if they fail the defense roll, reduce any -HP damage by half (rounded up, minimum 0). If the triggering Basic Attack is a Ranged Emote Attack, this action does not consume the user's action, and they can use it again on a different attack in the same turn. Medical Barrier can be held for a maximum of 20 minutes, and once ended has a 1 Hour 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 expand upon an Ally’s strength, use this ability on an ally within range as a reaction to them gaining Attack or Defense. The user adds an additional +2 to the character’s Attack or Defense (depending on what was originally raised) for the next 4 turns, up to a maximum of 9. Medical Buff can be used out of turn, and has a 1 Hour Cooldown. N/A
Medical Canteen Instant Technique 5 Blocks

To share with an ally, use this Ability when affected by a beneficial Ability effect. When the user is targeted with an Ability by their Ally that is not Medical Canteen, the user may immediately grant a copy of the Ability they received to another Ally within range. Medical Canteen has 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 any damage the target takes is reduced by 1 HP (but never to 0). 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 between themselves and a downed target within range, remaining in that state for 5 minutes. If left unbroken, the target is immediately brought back to 2 HP, 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 Command Instant Technique Emote Range

When the user gains a Block Token (except from Armor), the user can choose a single Ally within range to grant an additional Block Token to. Shield Command can be used out of turn, does not take an action, and has no Cooldown, but can only be used once per Ally.
Shield Phalanx Instant Technique 1 Block

In order to protect allies from harm, activate this ability to brace your defenses. For the next 30 minutes, any allies within range have their minimum defense roll raised by 2. If another ally within range also has Shield Phalanx, they are able to immediately activate it without spending a turn. For each additional ally using Shield Phalanx in a line, the minimum defense roll is raised by an additional 2, to a cap of 6. Once ended, Shield Phalanx has a 2 Hour Cooldown.
Shield Taunt Instant Technique 2 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. If a target cannot reasonably attack the user, then Shield Taunt fails. 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. While active, the user can’t perform Basic Attacks, but gains a new action that replaces their Attack. As a reaction to an ally within Shield Wall being targeted by an Attack Emote, the user can use this action to grant them +5 to the minimum result of their defense roll, and if they fail the defense roll, reduce any -HP damage by half (rounded up, minimum 0). If the triggering Basic Attack is a Ranged Emote Attack, this action does not consume the user's action, and they can use it again on a different attack in the same turn. Shield Wall can be held for a maximum of 20 minutes, and once ended has a 1 Hour 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 does not take an action, and 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), but deals 1HP less damage on their Attacks. 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 6 HP or less. The user's next successful Attack Emote heals the user by +2HP. If the attack upon the Target has a Block Token broken instead of losing HP, additionally apply the Brittle Status Effect. Bruiser Agony can only trigger once Per Combat.
Bruiser Rampage Passive Technique Self

To keep the violence going, this Ability is always passively active once combat begins. For each successful attack the user lands upon a target, gain +1 Attack that breaks cap up to a maximum of 11 until they fail an Attack Roll, in which case the bonus resets to 0. If the user breaks a Block Token, gain +2 Attack instead. This effect can stack as many times as they are successful in landing hits.
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 has collectively dealt -2HP damage to themselves with Abilities, grant 1 Block Token. Once per combat, If Chem Mend is on Cooldown when the User drops to 4 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 cannot remove it except with Abilities that remove Status Effects. If the user would have the Blinded Status Effect applied to them again, instead of totally ignoring it, reduce the user's Attack Stat by -2 for their next Attack Emote. 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 that is not a Passive or made an Attack. Once doing either of these, Fleet Footed is disabled for the rest of combat. N/A
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 gains +5 Blocks Movement on their next Move Action. This ability does not consume an Action. After Rebound is used, it goes on a 2 hour cooldown.
Mounted Armory Passive Technique Self

To last longer on your mount, this Ability activates the moment the user is considered Mounted. When active, Mounted 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 Cover Passive Technique Emote Range

The user passively is able to increase their defenses against Ranged Attacks from Ranger and Deadeye Stance. When a character is targeted with a Ranged Attack Emote, their minimum Defense Roll is raised to 9 for Ranger Stance attacks, and 6 for Deadeye Stance attacks. Shield Cover does not consume an Action, and has no Cooldown.
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
Champion Command Link Technique Emote Range

The user targets a single Ally, and attaches a Link. While this Link is active, the target adds any increases, even ones that don’t break cap, to their Attack or Defense to their minimum Attack and Defense Rolls respectively, but only up to a maximum of +6 for each. 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

As a reaction to an enemy using a Movement Ability, the user places a Link upon both an Ally and that Enemy. As long as it is upheld, the Ally copies all Movement Abilities 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. This does not use the Ally’s Move or Action. Chase Command has a 1 hour Cooldown once broken.
Defend Command Link Technique Emote Range

The user can target up to 2 Allies to divide +3 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.
Mobile Command Link Technique Emote Range

To allow freedom of movement, place this Link on an Ally within range. This link lasts until broken, and grants the target an extra 2 Blocks of movement, as well as the ability to fight freely underwater. Lastly, once per usage of this Ability, the target can scale a wall using an Ender Pearl in-game. Once broken, Mobile Command has a 2 Hour Cooldown.
Overwhelm Command Link Technique Emote Range

The user targets a single Ally, placing a Link upon them. While this Link is active, if the Ally has more than 3 enemies within Melee Range of them, the first Ability the Ally uses on each turn does not consume their Action. Once broken, Overwhelm Command has a 2 Hour Cooldown. 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 turns. If the target has any Block Tokens gained from Abilities, additionally apply the Brittle Status Effect. Bruiser Feint has a 2 Hour Cooldown.
Bruiser Parry Counter Technique Self

As a reaction to an Attack from Ranger or Deadeye Stance, the user is able to catch the incoming projectile. If Ranger, reduce the damage to 0, if Deadeye, -1HP. Additionally, the user throws the projectile back at their attacker, applying the Brittle Status Effect. Bruiser Parry can be used out of turn, does not take an Action, and has a 1 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), reduce their Movement Speed by 5 Blocks for the next 30 Minutes. 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 used an Ability that is not a Passive yet in a 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.
Degrading Command Counter Technique Emote Range

To punish the enemy for tactical play, use this Ability as a reaction to an enemy breaking one of the User’s Links, and without using an Action. The target gains -2 to their Attack for the next 15 minutes. Degrading Command has a 30 minute cooldown.
Dirty Fighter Counter Technique Melee Range

To quickly react with a hidden firearm after being attacked, use this ability to instantly Blind whoever attacked the user, as long as they are within range. Dirty Fighter has a 2 Hour Cooldown. Dirty Fighter does not Stack. N/A
Faithwall Prayer Counter Technique Emote Range

As a reaction, and without using an Action, Silence a target who uses a Power from Theurgy, Shaman, Paladin, or Cleric Point Buy that targets the user, if that Ability is used by someone of a different faith for the next 2 turns. 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: Stagger the Ability, and grant +2 Attack to the user if they use another Power within 3 turns. If Sinistral Version: Additionally apply the Marked Status Effect to the Target.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 Bola Counter Technique Emote Range

To slow an enemy down, target an enemy within Range. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 7 Blocks for the next 20 Minutes. If the target is not Mounted, reduce their Movement Speed by 3 Blocks for the next 10 Minutes. Ranger Bola cannot be used while Mounted, has a 1 hour cooldown once ended.
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.
Resist Command Counter Technique Emote Range

Target an ally in Emote range that has just lost a Defensive dice roll. The next 4 times the target loses a Defensive dice roll, any damage the target takes is reduced by 1, including the triggering attack. Once ended, Resist Command has a 1 Hour cooldown.
Soft Landing Counter Technique Self

To avoid falling damage, as an action before the user jumps off a ledge or height, prepare to fall safely, and take 0HP falling Damage. If the user lands next to an Enemy, they can immediately make a Melee Attack. As a reaction to the user being forced to fall off a ledge, reduce Falling Damage by -1HP. If either function is used, 1 Hour Cooldown. N/A
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

To avoid falling damage, as an action before the user jumps off a ledge or height, prepare to fall safely, and take 0HP falling Damage. If the user lands next to an Enemy, they can immediately make a Melee Attack. As a reaction to the user being forced to fall off a ledge, reduce Falling Damage by -1HP. If either function is used, 1 Hour 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
Tangle Strike 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), reduce their Movement Speed by 5 Blocks for the next Hour. If the Target was not Mounted, instead apply the Fleeting Status Effect for 30 Minutes. Tangle Strike cannot be used while Mounted, and has a 2 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 and the user cannot benefit from HP threshold mechanics while active. Tech Assimilate ends when the last Block Token is broken, but has no cooldown. N/A
Technique Parry Counter Technique Self

To defend against an attack, use this Ability as a reaction to protect the user only from the effects of an Instant or Movement 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, without passing through people. If the Target has a Block Token, the Block Token is immediately broken and the Brittle Status Effect is applied. If the Target has no Block Tokens, apply both the Prone and Brittle Status Effects. Bruiser Slam as 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
Mounted 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. Mounted 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. During Combat, additional riders in the Carriage do not gain this movement benefit, unless they also have the Carriage Summon or Cavalry Summon Ability. If a Carriage has 1 Character that does not have the Ability, the Carriage moves at Normal Speed. Carriage Summon has a 30 minute cooldown, once exited. N/A
Cavalry Summon Mount Technique Self

The user may whistle or shoot a flare or other method of summoning, to call their Mount to them. The user may then use the Pets plugin to summon a pet, and mount it, as if their Mount has arrived on the scene and they are able to mount it. From this point onwards, the user is Mounted. While Mounted, the user gains an additional 5 blocks of movement each turn. Cavalry Summon has a 30 minute cooldown, once exited. 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 Attack 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 can be upheld indefinitely, but has a 20 minute cooldown once ended.
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 4 to the minimal result of either their next Attack or Defense roll (/roll 5 17 as an example). This does not Stack with itself, or with other bonuses that raise the minimum result. 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 can be upheld indefinitely, but has a 20 minute cooldown once ended. 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 them in the plugin 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 Range receives -1 HP or -2HP Damage, Drulailmon can choose to absorb this Damage instead (cannot be reduced). Doing so grants Drulailmon 1 Stack of Penitence. This does not consume Drulailmon’s action. Once Drulailmon has absorbed at least -6HP of damage using this Ability, total, give it a 15 Minute Cooldown and replace “absorb” with “negate.” No Cooldown. N/A
Penitent Watch Passive Power Emote Range

Bahmboozled Custom Kit. Druilailmon targets an enemy in Emote Range that just used a Movement Ability or took a Move Action for 5 Blocks or more, and makes them choose: either they reduce their Blocks “moved” by -5, or they grant her 1 Stack of Penitence for each 5 Blocks Moved. This Ability is permanently active.This Ability is permanently active. N/A
Penitent Guard Passive Power Emote Range

Bahmboozled Custom Kit. This Ability activates automatically when Drulailmon reaches 4 HP. If Drulailmon has any Block Tokens, they are automatically consumed and heal her for +1 HP per token, and she cannot gain more Tokens Until Drulailmon is KO’d, any Damage she takes is reduced to 1, but her Attack Stat is set to 4 and cannot be raised. Once per Combat. N/A
Penitent Bearer Instant Emote Range

Bahmboozled Custom Kit. Target an Ally in Emote Range (or self) and the ally chooses one: their next successful Basic Attack does no damage, but heals them +2HP instead, or the next successful enemy Basic Attack on them has its damage reduced by -1HP (min 1). If the ally chooses option 2, gain 1 Stack of Penitence. If used on self, Penitent Bearer does not use an action, but can only use option 2. 30 Minute Cooldown. 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 (and repeatedly) on the Cost threshold. Count the amount of Allies and Enemies in Combat. If there are more Enemies, Drulailmon heals for 2 HP. If there are more Allies, Drulailmon Heals an Ally for 2 HP. If there are more Enemies, Drulailmon applies the Marked Status Effect to an enemy, and can make an attack without an action. If Equal, choose. 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 her next Attack Emote (break Cap up to 11) only. Additionally Heishan generates 1 Stack of Ragefire. If Heishan is hit Multiple times before she Attacks, Firebrand Chase can trigger multiple times, stacking. 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 Abilities, but not perform Attacks. For every Ability or Attack of Erwin that gets Staggered, or has a Counter Ability used in response, 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 2 Stacks 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 if they remove it with an action, Vexes gains 1 Stack of Finesse (Max 3 Finesse per usage), if they remove it with an Ability, Vexes gains no stacks.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. 4 Stacks of Finesse. N/A
Tempest Gathering Passive Power Self

Stellarix Custom Kit. Asim cannot trigger Brittle applied by either himself or allies with Basic Attacks. Instead, successfully Basic Attacking a Brittle Enemy generates one stack of Petrichor, a resource used in this kit, while not consuming the Brittle. Additionally, once every hour, Asim can upon a successful Basic Attack choose to automatically generate one stack of Petrichor. N/A
Tempest Smite Instant Power 3 Blocks

Stellarix Custom Kit. Asim gambles his very life force on the power of his next blow. Asim can spend X HP of his own to raise the minimum roll of his next attack by 4 times the amount of HP spent, additionally dealing 2 HP extra damage if the attack is successful, but generating one stack of Petrichor as a consolation prize if he misses or if damage from the attack is negated/ignored. 1 Hour Cooldown. N/A
Tempest Savior Movement Power Emote Range

Stellarix Custom Kit. Asim spreads his arms out and throws himself in front of an ally, taking a Basic Attack for them. This Ability can be used out of turn and does not consume an Action. Tempest Savior allows Asim to dash to any ally in a 10 Block Range (if there is a path that does not go through obstacles or people) and take the strike for them, then gaining one stack of Petrichor immediately after. 2 Hour Cooldown. N/A
Tempest Rally Counter Power 5 Blocks

Stellarix Custom Kit. Asim shores up both himself and allies. When Asim or any allies in a 5 Block Range are targeted by a Displacement, he can use Tempest Rally to Dispel the Displacement entirely and instead subject the enemy who used it to the same Displacement in the opposite direction. This can be used out of turn. This also grants one stack of Petrichor. 1 Hour Cooldown. N/A
Tempest Rampage Passive Power Self

Stellarix Custom Kit. Every time Asim would gain +1 Main Combat Stat but does not because it would take him over cap (from Magic Bolster or Bruiser Rampage, for example), Asim instead raises the lower bound of his attack by the same value for the duration of the effect. For example, gaining +2 Main Combat Stat, but being capped at 7, would result in /roll 3 17 instead of /roll 1 17. No Cooldown. N/A
Tempest Ultimate N/A Melee Range

Stellarix Custom Kit. Asim strikes an enemy in a thunderous blast of power with lightning arcing around him, striking with an overhand blow of his greataxe that heals more than it harms. Tempest Ultimate always does 1 HP of guaranteed damage to the enemy targeted, but also heals Asim 1 HP for every stack of Petrichor he has built up, consuming them in the process. X (Min. 2) 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 Submerged 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

KitchenRefugee Custom Kit. 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
Scorched Ignition Passive Power Emote Range

ChapterDeath Custom Kit. When applying any Status Effect to a target, Jhavartal gains a stack of Burn. Status Effects applied in this way can be cleansed early by the target, spending their action to remove it at the cost of -1HP. No Cooldown. N/A
Scorched Command Instant Power Emote Range

ChapterDeath Custom Kit. Jhavartal spreads flames to two allies within Emote Range, allowing them to make an attack emote out of turn without expending their action. If an ally targeted with this ability was a Suvial or Spirit Mystech, Jhavartal gains a stack of Burn for each affected ally. 2 Hour Cooldown. N/A
Scorched Path Movement Power 5 Blocks

ChapterDeath Custom Kit. Jhavartal sets his weapon ablaze, charging in a 5 Block straight line that ignores attacks of opportunity and can go through characters. For each enemy he passes by, Jhavartal gains one stack of Burn. There is no upper limit on how many enemies Jhavartal can affect with this Ability. Jhavartal can make an Attack Emote at the end of his charge. 1 Hour Cooldown. N/A
Scorched Bombardment Movement Power 10 Blocks

ChapterDeath Custom Kit. Jhavartal selects up to 2 allies within Melee Range. Launching himself and both allies at a target within a 10 block range, all three characters are allowed to make an attack after landing, but with -3 Main Attack Stat, and this consumes the actions of the Allies, and counts as them using a Movement Power. For each successful attack that lands, Jhavartal gains a stack of Burn. 1 Hour Cooldown. N/A
Scorched Fatigue Instant Power Emote Range

ChapterDeath Custom Kit. Jhavartal casts out a heatwave to a target within Emote Range that is affected by a Status Effect. The Status Effect is immediately removed, but after 2 Emotes the target takes -1HP of damage. After another 2 emotes pass, another -1 HP of damage is dealt. If the target is a Spirit Mystech, Jhavartal also gains a stack of Burn. 30 Minute Cooldown N/A
Scorched Ultimate N/A X Blocks

ChapterDeath Custom Kit. Jhavartal collects the heat in the area, and erupts. Expending all Burn stacks, Jhavartal releases a fireball centered on himself with a block radius of however many stacks of Burn were expended. Any enemy caught within the blast is immediately knocked prone, and dealt -1HP of damage. Jhavartal must have a minimum of 3 Burn Stacks to use Scorched Earth. X Stacks of Burn. N/A
Tranquil Martyr Passive Power Emote Range

Sneakylinguine Custom Kit. Anytime an Ally in Emote Range reduces the damage Aeda would take (by absorbing it, taking the damage themselves for her, or using an Ability that reduces damage) Aeda gains 1 Stack of Altruism. Additionally, once per ally, the next time Aeda’lyn would heal the Ally that took damage for her, grant +1HP in healing. No Cooldown. N/A
Tranquil Blossom Buff Power 3 Blocks

Sneakylinguine Custom Kit. Aeda conjures and blooms a magical flower, targeting 3 allies within 5 Blocks of her. One ally is healed for +2HP, and the other two for +1HP. If Aeda is standing on a snow block, or if there is snow around her and/or in Regalia, this ability heals for +1HP to each, instead. 1 Hour Cooldown. N/A
Tranquil Bonds Link Power 3 Blocks

Sneakylinguine Custom Kit. Aeda targets two allies within 10 Blocks of her, and applies a Link Power to each for 30 Minutes. While Linked, anytime one of the allies is healed, the healing is duplicated on the other ally, but halved (minimum 1). If one Link is broken, grant the other Ally +2 Attack Stat (breaks cap up to 11) for the remainder of the duration. If both are Broken, grant 2 Stacks of Altruism. 2 Hour Cooldown, once ended. N/A
Tranquil Pathway Buff Power Emote Range

Sneakylinguine Custom Kit. Aeda targets an ally in Emote Range, and grants them +4 Blocks to their next Move Action. This does not consume an action.If the ally is Found: Also, the ally can ignore Move Reactions for that Move, and gain 1 Stack of Altruism. If the ally is Lost: Instead, reduce it by -4 Blocks, but grant them 1 Block Token. 30 Minute Cooldown. N/A
Tranquil Transfuse Buff Power Emote Range

Sneakylinguine Custom Kit. Aeda targets two allies in Emote Range, and takes -1HP from one, to give +2HP to the other. Aeda gains 1 Stack of Altruism. If the -1HP ally is Found: Grant them +2 Defense Stat (breaks cap up to 9) for the next 3 Defense Rolls. If the -1HP ally is Lost: Take -2HP instead, but grant them +3 Attack Stat (breaks cap up to 11) for their next 3 Attack Rolls. 1 Hour Cooldown. N/A
Tranquil Ultimate N/A Emote Range

Sneakylinguine Custom Kit. Aeda targets all allies in Emote Range and adds all of their current HP together. After adding, she divides it equally (rounded up). If the final HP is less than 4, Aeda can choose one ally and heal them +HP to match her HP, or heal herself to match theirs. If the final HP number is higher than 6, Aeda applies the Bloody Status Effect to all allies for the next instance of Healing only. 9 Stacks of Altruism. N/A
Wicked Stride Passive Technique Self

Compass_Box Custom Kit. In Combat, Anetheron can utilize the Jump 2 Trait and Ender Pearls to climb and traverse, but only while he is above 8 HP, or below 4HP, but never in the same Emote/Turn he makes an Attack. Additionally, Anetheron can take 2 Move Actions in one Turn, but cannot Attack in the same Emote. He can still use Abilities. No Cooldown. N/A
Wicked Bylaws Constant Passive Self

Compass_Box Custom Kit. When Anetheron initiates Combat, meaning he makes the first Attack Emote or uses the first Ability, he can also apply the Weakened or Silence Status Effect (his choice) to the Target for 2 Turns, also he gains 1 Stack of Power. If an enemy initiates Combat on Anetheron, he gains +2 Attack Stat (breaks cap up to 11) until he reaches 2HP, and gains 2 Stacks of Power. No Cooldown. N/A
Wicked Siphon Dispel Power 10 Blocks

Compass_Box Custom Kit. As a reaction to an enemy within 10 Blocks using a Power, Technique, or Moving, Anetheron grants a boon depending on what was used. Power: Heal +1HP. Technique: +2 to Minimum result of Anetheron’s next Attack Roll. Move Action: Anetheron can make a Move Reaction attack, regardless of range. Also, gain 1 Stack of Power for Powers/Techniques, and 2 for Move Actions. N/A
Wicked Bloodlust Instant Power Emote Range

Compass_Box Custom Kit. Anetheron targets an enemy in Emote Range, and forces them to choose: either they make an Attack Emote on their nearest ally (moving if needed), with +4 added to the Minimum Result, and grant Anetheron 1 Stack of Power , or they grant Anetheron +4 to the Minimum Result of the next attack roll he makes against them, and grant him 2 Stacks of Power. 1 Hour Cooldown, but only once per Enemy. N/A
Wicked Cleave Instant Technique 4 Blocks

Compass_Box Custom Kit. Anetheron sweeps his weapon around him, making an attack on one Target within 4 Blocks of him, with +2 Attack Stat (breaks cap up to 11). Any other targets within 4 Blocks of him are displaced backwards away from him by 5 blocks. If Wicked Cleave was the last Ability Anetheron used, it also applies Brittle to one of the displaced targets, and grants him 1 Stack of Power. 5 Minute Cooldown. N/A
Wicked Ultimate N/A Self

Compass_Box Custom Kit. Anetheron releases the restrictions on his body, and increases in size, durability, and power. His Attack Range increases to 4 Blocks, he heals for +2 HP, and the first Ability he uses each turn does not consume his Action. Subsequent uses of Wicked Ultimate do nothing, but if he reaches 10 Stacks of Power after using this Ability, his Attacks do -4HP Damage instead of -2HP. Costs 6 Stacks of Power. N/A
Noble Warden Passive Power Self

Waterdruppel Custom Kit. Rhain is considered Armored at all times, and can Summon a weapon at the beginning of any fight. Attack Emotes made by Rhain with his Summoned weapon against enemies with Block Tokens from Abilities have +4 added to their minimum result. Also, when Rhain rolls defense while he has a Block Token from Abilities, he adds +4 to the minimum result. No Cooldown. N/A
Noble Chains Instant Power Emote Range

Waterdruppel Custom Kit. Rhain applies the Trapped Status Effect to an enemy in Emote Range, for two turns. If the Target uses Magic, add an extra turn to the duration, and gain one Stack of Gaze. If the Status ends normally or is removed mundanely, Rhain gains one stack of Gaze. If the Status is removed with Magic, Rhain gains two stacks of Gaze. 1 Hour Cooldown. N/A
Noble Hammer Instant Power Emote Range

Waterdruppel Custom Kit. Rhain targets an ally in Emote Range, Summoning a copy of his weapon in their hand. As long as Rhain and his ally remain within Melee Range of each other, they both gain +1 to their Attack (breaks cap up to 11). When Rhain’s ally takes 4 HP of damage (or equivalent in Block Tokens, or in combination), the bonus dissipates and Rhain gains one stack of Gaze. 1 Hour cooldown, once ended. N/A
Noble Hunter Dispel Power Emote Range

Waterdruppel Custom Kit. This Ability can be used out of turn to react to a Sinistral Magic ability from Magic Point Buy used in Emote Range targeting an ally. Rhain forces the Ability to target him, and then must make a choice. He can either do nothing and gain two stacks of Gaze, or he can weaken the Ability (see Magic Reduce) and grant himself +2 Attack (breaks cap) for his next Attack Only. 2 Hours Cooldown. N/A
Noble Obligation Passive Power Melee Range

Waterdruppel Custom Kit. This Ability can be used out of turn, and does not consume a turn. Any time an ally in Melee Range takes Damage, Rhain can choose to absorb this Damage instead. Doing so grants Rhain one stack of Gaze. Rhain can also choose to absorb Abilities that his Ally is the target of. If the Ability was Sinistral, then doing so grants Rhain one stack of Gaze. No Cooldown. N/A
Noble Ultimate N/A N/A Waterdruppel Custom Kit. Rhain targets an enemy he can see (extending even past Emote Range). Firing a thunderous blast of plasma from his eyes, the enemy suffers -2HP damage, and loses all Attack and/or Defense Stat bonuses that were gained from Magic Abilities or as a result of fighting him (except Hex Apocalypse). The Abilities that granted these bonuses have half their cooldown refunded. 5 Stacks of Gaze. N/A
Techspark Battery Passive Power Self

Gwyndo Custom Kit. Simoya has 3 Cores that she cycles through, depending on which Ability from this Kit is used. By default, Simoya has no Core, but when using one of the 3 Core Abilities, she stores that Ability’s Core. When Simoya uses another Ability, she swaps Cores, and the original Core’s function activates. Additionally, she gains 1 Charge the first time she swaps each Core. N/A
Techspark Miasma Core Passive Power Self

Gwyndo Custom Kit. Simoya stores a Miasma Core, granting her +2 Attack Stat (breaks cap up to 11) while Stored, and automatically dealing -1HP Damage to an enemy in Emote Range when swapped. While Stored, Simoya gains 1 Charge for every 2HP of damage she deals to enemies. This Ability does not consume an Action when Simoya & her allies are outnumbered by 2 or more. 1 Hour Cooldown. N/A
Techspark Metal Core Passive Power Self

Gwyndo Custom Kit. Simoya stores a Metal Core, granting her +2 Defense Stat (breaks cap up to 11) while Stored, and automatically granting Simoya 1 Block Token when swapped. While Stored, Simoya gains 1 Charge when she breaks a Block Token (max 2 times per Combat Scene). This Ability does not consume an Action when Simoya & her allies are outnumbered by 2 or more. 1 Hour Cooldown. N/A
Techspark Memory Core Passive Power Self

Gwyndo Custom Kit. Simoya stores a Memory Core, granting her no Passive Benefit, but instead Stacking for each Turn Simoya has a Memory Core Stored. When swapped, target an enemy in Emote Range, and Reduce their Attack and Defense Stat for 1 Hour by a # equal to the amount of Turns Stored. Stat Reduction is split, meaning -5 is -2/-3, etc. Gain 1 Charge when swapped. 1 Hour Cooldown. N/A
Techspark Detonation Counter Power Self

Gwyndo Custom Kit. Simoya charges up an explosion by taking no action for 2 Rounds, during which it is obviously telegraphed that she is about to explode. This Ability cannot be interrupted. If Simoya is still alive after the 2 Rounds, anyone within Melee Range of Simoya suffers -6HP damage, and anyone within 10 Blocks suffers -4HP Damage. Simoya is instantly KO’d. Limited Use Cooldown, see Custom Kit. N/A
Techspark Ultimate N/A Self

Gwyndo Custom Kit. Simoya can immediately end the cooldown for any ability that has a numerical cooldown (meaning, no “once per combat” or “once per X” abilities) that she can use and is currently on cooldown. This applies to this Custom Kit, and Abilities from Point Buy. This does not take an action. 2 Charge Cost. N/A
Karamat Stance Stance Technique Self

Bloodbornekart Custom Kit. During Karamat Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. The user’s Basic Attacks are replaced entirely, allowing them to heal 1 HP on a target within Melee range with a /dice 1 3 roll where anything above a 1 is a success. When used on a Mystech Spirit Character, /dice 1 4 roll instead. Karamat Stance can be maintained indefinitely and can only be voluntarily ended by the user, though when ended Karamat Stance goes on a 20 minute cooldown. When entering Karmat Stance, the user’s HP is capped to 8 for the rest of the fight. N/A
Karamat Bolster Instant Technique 10 Blocks

Bloodbornekart Custom Kit. To protect a Mystech Spirit Character 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 (breaks cap up to 9). If used on a non-Mystech Spirit Character, instead grant them +2 Defense (breaks cap up to 9) for their next 3 Defense Rolls. Karamat Bolster has a 2 hour cooldown, and does not stack with itself, or with Medical Bolster. N/A
Karamat Rescue Instant Technique 10 Blocks

Bloodbornekart Custom Kit. 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 gains +2 Attack or +2 Defense (breaks cap 11/9) for their next Attack/Defense Dice roll only. Target’s choice. If used on a Mystech Spirit Character, increase range by 5 Blocks. Karamat Rescue cannot be used as a reaction to an incoming attack, and has a cooldown of 2 hours. N/A
Karamat Bolts Stance Technique Self

Bloodbornekart Custom Kit. To cast with magic, the user gains Ranger 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. The user’s Attack Stat is reduced by -3 when using Karamat Bolts. Karamat Bolts can be upheld indefinitely, but has a 20 minute cooldown once ended. N/A
Karamat Lifebind Link Power 10 Blocks

Bloodbornekart Custom Kit. 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). If used on a Mystech Spirit Character, Karamat Lifebind no longer duplicates Damage, but still duplicates healing. Karmat Lifebind does not trigger on Damage it inflicts, or self-inflicted Damage. Karamat 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. Karamat Lifebind does not Stack with itself or with Magic Lifebind. N/A
Karamat Resist Buff Power Emote Range

Bloodbornekart Custom Kit. To reduce the damage an ally takes, target an Ally within Range as a reaction to taking any Damage. Reduce that Damage by 1 HP, but never to 0. If used on a Mystech Spirit Character, reduce the Damage by -2HP, which can reduce it to 0. Karamat Resist can be used out of Turn. Karamat Resist has a 1 Hour Cooldown. N/A

Status Effects

These "Abilities" are not actually Abilities, but the Status Effects described on the Abilities Page. They are just listed here so players can easily link and reference them in-game, for ease of use and access.

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Trapped N/A N/A When Trapped, you cannot move, but can still use Abilities and fight on spot. N/A
Silenced N/A N/A When Silenced, you cannot use Powers. Dispel & Passive Powers are unaffected. N/A
Weakened N/A N/A When Weakened, you cannot use Instant Techniques and Mount Techniques. N/A
Confused N/A N/A When Confused, you cannot Target the person who Confused you. N/A
Blinded N/A N/A When Blinded, you cannot Target anyone. You can spend a turn to end the Effect. N/A
Marked N/A N/A When Marked, you will be automatically hit on next Attack, then the Effect ends. N/A
Bloody N/A N/A When Bloody, any healing you receive is reduced by 1, to a minimum of 0. N/A
Warned N/A N/A When Warned, you must choose between two negative outcomes, then the Effect ends. N/A
Brittle N/A N/A When Brittle, you take +1 Damage on the next Attack, then the Effect ends. N/A
Cursed N/A N/A When Cursed, enemy Healers can target you, and Healing does Damage instead. N/A
Prone N/A N/A When Prone, any Attack Emote you make has its maximum result reduced by 2. Spend a turn to end the Effect. Also, you cannot use Movement Powers, but can use Move during a Turn, however only at max 5 Blocks. N/A
Fleeting N/A N/A When Fleeting, if using a Movement Power, become Prone instead, then the Effect ends. N/A