READ ME FIRST
Everything on this page is a WIP Public Playtest of the 2025 Ability/Proficiency System Update. This is put out so that Players may "try out" some new rules/abilities in non-canon, private RP or gamified CRP with friends. This does not exist for you to read and make a ticket feedback based on how you think it should work. This playtest will only accept feedback that points out: a typo or contradiction on the page, or feedback from a CRP you did with the new rules, and problems/issues you had. Please reserve all knee-jerk worries until you have actually tried it out. We are very interested in implementing balance changes based on actual playtests. This does not include all packs, just some, to try out new rules/mechanics. Please give feedback (concisely) in a Ticket. Because this is a WIP playtest, it will not include additions to the Ability Plugin, or Sheet. You will have to CRP without them, but theoretically since you would be messing around with friends, this shouldn't be too much of a problem.
Proficiency
Point Allocation
Proficiencies
Proficiencies are useful for direct comparisons when characters compete, and general skill checks, like Constitution to maintain a jog or Strength to hold a door closed. There are seven proficiencies:
- Strength dictates your Character's strength, or combat experience.
- Constitution dictates your Character's health, fitness, and physical endurance.
- Intelligence dictates your Character's knowledge about the world, or technical skills.
- Wisdom dictates your Character's knowledge of people, and caring for them.
- Dexterity dictates your Character's agility and general sleight of hand.
- Faith dictates your Character's religious knowledge and use of blessings.
- Magic dictates your Character's prowess with and knowledge of Magic.
- Charisma dictates your Character's social connections and networking.
Having 0 in Constitution does not mean your Character is made of glass. 0 just means Average. Every Proficiency above that is purely added skill.
Allocation Rules
There are two rules that dictate how many points you can spend, and when they max out:
- Every Character has exactly 15 points to spend between the above Proficiencies.
- Every Proficiency can only have up to 7 points invested in any of them.
- To learn how to show allocation, consult the Character Sheet Template on the Forums.
General Proficiency Rules
These rules apply to all Proficiencies and Packs.
- A Character can only ever have (from any source, free, purchased, etc) one Stance Ability.
- If a Pack is listed as "Free" and comes attached to the purchase of another Point Buy Pack, these "Free" Packs can always be removed or re-added without restrictions.
- If a Pack or Ability is granted for "Free", it does not grant Stats like it would if the player purchased the Pack.
- If an Ability or Mechanic offers a bonus (ex. +1 CON, +2 STR, etc), this never confers additional Point-Buy Packs.
- A character cannot be identified by the Abilities or Mechanics that they use, meaning while someone can know a character is a mage for casting magic, they cannot know someone's specific identity from casting alone.
- A character can always choose to have an Ability or Mechanic fail if they OOCly want them to. Using or benefitting from Abilities or Mechanics is always optional, but Mechanics that serve as restrictions must always be followed.
Hobbies and Talents
Hobbies and Talents are a number of things characters can do that have some rules, but do not require any Proficiency Point Investment. A character can choose any number of hobbies or talents, as long as they follow the general rules listed in that section. Regardless, a character who does not want to interact with combat roleplay or the ability system can use the hobbies page to help determine what they can do.
Combat Styles
Combat Styles are used by Characters who plan on engaging in Combat Roleplay, or CRP. This section is optional to Characters who don't want to fight, but mandatory for characters who do. A Character's Combat Style dictates their Attack and Defense Stat, and what weapons they use to deal damage. For example, Melee users must always use Melee Weapons, Ranged users must always use Ranged Weapons, and Support users can never make Attack rolls. Although these Weapon requirements are mandatory, the styling of the Weapon is not. For example, Melee Fighters can be a classic warrior using a sword and shield, or a spellblade with an axe made of pure magic, or an engineer who makes their Attacks with robotic limbs, and anything in between. Ranged Styles are just as diverse; bow-wielding rangers, firearms hunter riflemen, spell-slinging mages, and more are all available. Support Characters cannot attack at all but bolster their allies from the rear, with military commander tacticians and battle medic healers providing buffs and protection from their enemies.
Combat Styles Options
Attack and Defense Stat
Your Attack and Defense Stat are a pair of numbers that determine what you roll for attack and defense. Attack Stat is capped at 7, and Defense Stat is capped at 5. You can choose each one from the list below, but you can never have the same Category count for both Attack and Defense. The only exception to this is Magic, if a Character has invested more than 8 points, and is considered a "True Mage." In this case, they can use Magic for Attack and Defense, but only by splitting their investment, never by duplicating it (ex. 10 Points in Magic is 5 Attack 5 Defense, not 10 Attack 10 Defense). Chosen Attack and Defense Stat should be listed on the Player's Character Application.
- Attack Options: Strength, Dexterity, Intelligence, Faith, Magic.
- Defense Options: Constitution, Wisdom, Intelligence, Faith, Magic.
Point Buy
Point Buy is based on a Character's stats. They can have as many Point Buy Packs from a stat as they have points in it. For example, a 6 Strength Character can buy 6 Packs from the Strength category, a 0 Constitution Character cannot buy any Packs from the Constitution category, and a 2 Magic Character can buy 2 Packs from the Magic category. Below are links to each of the Categories. All packs have uses in Roleplay, although some are more useful than others.
Skills that don't exist in Point Buy, like cooking, cleaning, and underwater basket weaving, can just be things a character knows how to do. If it doesn't have a Pack, it can be done for free.
Strength
Constitution
Intelligence
Wisdom
Dexterity
Faith
Magic
Charisma
Languages
Check the Languages page for what different languages your Character could know. Take as many as you like, but be reasonable. It's hard to learn many languages.
System Combat Rules
Combat Roleplay is common in the city of Regalia, and PvP can take a while. Because of this, players use these System Combat Rules to keep fights manageable.
- During combat, each character has 10 base HP or Hit Points unless an ability specifies otherwise. For each damaging attack against the character that cannot be dodged or blocked, they lose 2 HP. When a character drops to 0HP, they are ‘downed’ or 'KO'd'. This can mean unconscious, or simply unable to fight, move, or use abilities. Once combat ends, damage is more free-form, and HP resets to full once the character is healed.
- Any armor worn by characters grants them a single Block Token that refreshes at the start of every combat scene. This can be assumed to be the armor protecting them.
- When tracking health, any Block Tokens should be counted separately from a character’s HP.
- If a character is affected by or casting a Link Power, they should add “LINKED” or simply “L” in their /nick, in order to convey that to other players.
- Basic attacks are decided with in-game rolls. Each attack is decided with competing rolls using the /dice command, with the attacker using their current main combat stat to roll for basic attacks, and the defender using their current main defense stat to roll for defense against them. If the defender loses the roll and cannot block or stagger it, they lose 2 HP. If there is a tie, roll again.
- Basic attacks are rolled as 1d[10+ the user’s Attack Stat].
- Defense is rolled as 1d[10+the user’s Defense Stat].
- Attack Stat gained from Proficiencies is capped at 7. Stats gained from Proficiencies are never re-added mid combat, unless the Ability specifically says it does so. Attack Stat gained from Abilities can exceed this, but is usually temporary.
- Defense Stat gained from Proficiencies is capped at 5. Defense Stat gained from Abilities can exceed this, but is usually temporary. Stats gained from Proficiencies are never re-added mid combat, unless the Ability specifically says it does so.
- Basic Attacks are always Melee Range (1-2 Blocks), unless the Character has an Ability that changes this.
- In combat, a character can move up to 10 Blocks in a straight line in a cardinal direction, but never horizontally, and not through other characters. This is called a Move, and making a Move does not take up a character's Turn. Once you use your Move in a turn, you can’t Move again until the next. You cannot take other Actions while you’re Moving, unless an Ability specifically lets you.
- A character may not Move in the same Turn they used Movement Ability, and vice versa.
- When Moving, a character is susceptible to Move Reactions, sometimes called Opportunity Attacks. A Move Reaction occurs when a character making their Move passes within 2 blocks of another character with the intention of moving around them. The stationary character is then allowed to make an Attack Emote (not an Ability) against the Moving character, Without using an action.
- In combat, Mounts used in-game cannot fly due to balancing purposes. If a character is on a mount that is flying when combat begins, it is immediately grounded, but the user still remains mounted.
Abilities
Combat Roleplay
Combat Roleplay on MassiveCraft is done in two ways: System Combat, and Loose Combat. System Combat is to rules-bound interactions that make Combat Roleplay organized and reduces the risk of Power-Gaming. Everyone wants to win in Combat Roleplay, so System Combat helps assuage OOC frustration by giving everyone a fair chance. Loose Combat without Systemized Abilities and rules can be used to make Characters look cool, especially when both sides do not care about who wins, and is recommended for non-competitive settings. Loose Combat is sometimes also preferred during some Events or Private Roleplay, when the focus is more on the experience rather than the outcome. During System Combat, characters have Turns where they can use Proficiency based Ability or Attack Emote that do Damage, and everyone has a Health Pool that causes them to lose if they hit 0. Abilities are divided into Powers (always Magical) and Techniques (never Magical). MassiveCraft has a Plugin that allows Abilities to be Linked in Chat, by using (a:Ability Name) in your emote (with parenthesis). For more on System Combat, refer to the Proficiency Page.
Combat Terms
Combat Terms are Terms that are frequently used in Combat Roleplay (CRP). You will refer back to these terms often so they should be memorized. They are also crucial to know in understanding Ability Descriptions.
- Health Stage: Health Stage is determined by what your current HP is. This is relevant for Abilities. There are 3 stages: Stage 1, Stage 2, and Stage 3.
- Health Stage 3: HP 10, 9, 8, 7.
- Health Stage 2: HP 6, 5, 4, 3
- Health Stage 1: HP 2, 1
- Attack Stat: Attack Stat is a Number based on Proficiency used for Basic Attacks on Targets. This is determined by the Abilities and Combat Style the Player is using.
- Defense Stat: Defense Stat is a Number based on Proficiency used for Defending against Attacks. This is determined by the Abilities and Combat Style the Player is using.
- Armored: Whether by wearing an Armor Minecraft Skin, or using a Summon Armor Ability, this automatically grants 1 Block Token, which is automatically refreshed when Combat Ends.
- Block Token: A Block Token is a Resource that, if you take 2HP or more Damage from Enemy Abilities or Attacks, automatically triggers to reduce the Damage by 2HP, and then destroy the Block Token.
- Block Rules: Block Tokens can Stack, never more than 3 per Person, don't prevent Effects (like Displaced/Status Effects), and must be tracked in Nicknames (/nick use Harry 10 HP 3 BT)
- Action: Something your Character does that takes up their whole Emote (use an Ability, Attack, etc), that prevents you from using other Actions in the same Emote, or immediately one after the other without someone else doing something.
- Target: A Target is always a Character in a Roleplay Scene. If you can see at least half the Minecraft Character in-Game, and have Line of Sight, you are able to Target the person in question.
- Line of Sight: Line of Sight, or LOS, is an exception for Targeting. Allied Player Characters never block Line of Sight. Enemy Player Characters only block Line of Sight if they are further than 5 Blocks Away.
- Move Action: A Move Action is when you Walk/Run in a particular direction during a Turn. This never consumes the whole Turn, you can Move a max of 10 Blocks (But not diagonally), but, it cannot be used in the same Turn as a Movement Ability.
- Move: Abilities will sometimes reference Move or Moving. This includes Move Actions and Movement Abilities.
- Move Reaction: You cannot move through a Person. While using Move to go around a person, if you go within 2 Blocks of a Person, they get an Attack Emote (never an Ability) on you out of Turn without using an Action. This Attack Emote is known as an "Opportunity Attack."
- Displaced: If you are Displaced, it means your Character is forcibly being moved from where they are, to somewhere else. After being Displaced, the next Move you make has its max distance reduced by half the Displacement. (ex. Displaced 8 blocks, next Move, only move 6 (10 (default move) - 4(½ 8 block displacement) =6 (final max move))
- Impact: When you are Displaced, if you would pass through another Character, or a Solid Object/Obstruction, you stop moving at that point. This is called an Impact.
- Stance Ability: A Stance Ability is a kind of Battle-Mode which grants specific Effects or gives access to new Abilities, they are usually indefinite.
- Stance Rules: Only one Stance can be active at any time. Entering a Stance does not use an action, but exiting a stance does consume the user's action, preventing them from doing anything else.
- Link Abilities: Link Abilities are specific kinds of Abilities that create a Link: Link Powers and Link Techniques.
- Links: Links are a specific function created by Link Abilities, which connect you to another Character. Links are usually Emote Range, but sometimes can be larger or shorter. Meaning, if you and the Character you’re linked to leave the Range of the Link, it stops conferring any benefit until you re-enter the range. Links end once Combat ends.
- Link Break: Link Break is an effect that breaks links applied to or applied by the specified Target. Link Breaks are always effects of Abilities, never Abilities themselves.
- Movement Abilities: Movement Abilities are specific kinds of Abilities: Movement Powers and Movement Techniques. Abilities that move you, but are not one of these two types, do not count.
- Max HP Reduction: If an Ability would reduce a Character's maximum HP, their Current HP would also be reduced by the same amount.
Combat Rules
Combat Rules are loose Rules that did not fit in any other section, but dictate some niche situations or circumstances that don't happen often, yet were necessary enough to be recorded on this page. This is still recommended reading.
- Weapon Swapping: When entering combat and drawing weapons or activating magic, doing so does not consume a Turn. However, changing Weapons does consume a whole Turn.
- Duplicate Abilities: Having/Point Buying Abilities with the same name, even from different Packs, does not grant a less Cooldown, or extra uses. It is inefficient Character Creation.
- Unwalkable Blocks: In any and all circumstances a Character cannot stand the following Blocks: Wool Blocks, Leaf Blocks, Barrier Blocks, Candles, Roots, Chains, Lanterns, Grindstones, Trapdoors without Walkable Blocks beneath them.
- Walkable Places: You can only CRP in places your Minecraft Model can reach either by walking or with the Jump 1 Trait, and without moving on Unwalkable Blocks.
- Teleportation: You can use Abilities that allow you to Teleport up vertically during CRP, but only if the target location is a Walkable Place. Outside of CRP scenarios, you can teleport anywhere that isn’t an Unwalkable Block. If CRP begins, you must move to the nearest Walkable Place.
- Falling Damage: Characters don’t take Fall Damage if they choose to Jump off. Flavor this as Magic, Climbing, or a controlled fall. Characters only take Fall Damage if Displaced off.
- Forced Falling: Abilities can Displace Characters off of Ledges. If a character is forced off a ledge, and falls more than 6 Blocks, take 2 HP Damage. If more than 15 Blocks, take 4 HP Damage.
- Identity Reveal: Having or not having Abilities, functioning or not functioning of Abilities, cannot reveal hidden traits like Afflictions or a person's Disguised Identity.
- Water Penalty: If a Character is fully submerged in water, without an Ability or Mechanic that negates this, they suffer -5 Movement Speed, cannot use Abilities, and -7 Attack Stat.
- Water Boundary: Abilities that Displace can never force you to fall into or out of Water. If a Knock Back would force you to the water's edge, stop at the nearest land Block.
- Ability Use Conflict: If two Abilities are used at the same time, that do the same thing or a similar thing, and conflict with each other, an Ability used on Self goes first.
- Counter Abilities: You cannot use Counter Abilities (Counter Techniques) on other Counter Abilities.
- Leaf Movement: If a leaf block is ground level and has a solid block beneath it, you can move through it at double movement cost. If there are no solid blocks underneath, you fall through. Displacements ignore this rule.
- Ranges Plugin: Massivecraft has an in-game plugin that allows players to check how far away they are from another player, which is useful for Abilities. /rpa range help offers more detailed commands.
- Ability Plugin: Massivecraft has an in-game plugin that allows players to reference Abilities in their emotes. Sending (a:AbilityName) or (ability:AbilityName) in any chat will create a hoverable tooltip with the Ability’s full description. This text will always be white, no matter what chat it is in, so it will stand out in emotes. /rpa help offers more detailed commands.
- Minecraft Model Mods: Massivecraft’s Ability System judges Line of Sight and character models based on default Minecraft models. If a Player has a Mod that makes their Model look larger or wider, this does not count for the purpose of this system.
Status Effects
These Combat Effects stick with a Character between Turns. Some have a time limit, or require additional action. Status Effects of the same type cannot Stack. Additional Rules may be written in the Abilities themselves.
- Snared: When Snared, any Move from the Move Action or Abilities is reduced by Half, then the Effect ends.
- Silenced: When Silenced, you cannot use Powers that affect other Characters.
- Weakened: When Weakened, you cannot use Techniques that affect other Characters.
- Confused: When Confused, you cannot Target the person who Confused you with Abilities.
- Blinded: When Blinded, you cannot Target anyone with Emote Range Abilities.
- Marked: When Marked, the next Attack made against you gains +5 to the Minimum Dice Roll, then the Effect ends.
- Bloody: When Bloody, your Defense is reduced by a number equal to your current Health Stage.
- Warned: When Warned, you must choose between two negative outcomes, then the Effect ends.
- Brittle: When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
- Vulnerable: When Vulnerable, if you apply a Status Effect to an Enemy, suffer -1HP Damage, then the effect ends.
- Prone: When Prone, you cannot Move, and you have -2 Attack. Make an Attack, Use an Ability, or Use your Action to end this effect.
- Fleeting: When Fleeting, if you Impact, suffer -1HP Damage, then the effect ends.
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Ability Types
Ability Types are different ways Abilities are called or described that may affect how they interact with other Abilities. This is recommended reading for additional Ability context.
- Technique: A Technique is an Ability of a Mundane Nature.
- Power: A Power is an Ability of a Magical Nature.
- Instant: An Ability with immediate usage and application of Ability Effects in the Turn.
- Passive: An Ability that doesn’t use an Action (unless it specifically says so) to confer some benefit by default, when triggered, or turned on.
- Counter: An Ability that can only be used if certain conditions described are met.
- Movement: An Ability that moves the User or Ally a specified amount of Blocks in a direction, and applies an effect.
- Stance: An Ability to activate a Stance Ability (described above in Combat Terms).
- Link: An Ability that connects two users and confers some benefit to either or both, which can be broken by Abilities that state they break Links.
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Status Identity
Status Identity is how a Character can be identified by specific in-Lore/OOC Terms. Status Identity does not confer moral correctness of any kind. Characters are always defined by their actions not what they are.
- Mundane: If you are Mundane, you have no Magic or Powers of any kind.
- Magical/Occult: If you are Magical, you have Magic or Powers. Including Affinities, and Afflictions.
- Disguised: Disguised means that a Character cannot be recognized, even if they look similar. This is always only because of Abilities, and cannot be stacked on top of itself.
- Hidden: Hidden means that any Abilities or Mechanics a Character uses cannot be recognized, and are totally unnoticeable, or "hidden." Event NPCs, especially the Imperial Palace, Arken, and Gods, ignore this status.
- Important Note on Hidden Abilities Please remember, that while Abilities themselves may be hidden, using them to have other Characters take actions that are out of the ordinary for them, may still result in suspicion.
- Monstrous Transformation: A Monstrous Transformation is a specific kind of Shift/Appearance that Characters take on, that make them look notably inhuman and scary. This matters for certain Mechanics and Abiliites.
- Statuses with Monstrous Transformations: Marken, Vampire, Godborn, Arkenborn, Solvaan, Isldar, Mystech, Monster Invocation and some Custom Kits.
Disguise Credibility
A character with a shapeshifting or magical disguise mechanic is able to replicate the appearance of any Affliction or Affinity. Any attempt to disguise as Knights would immediately fail however, due to an official registry being kept between each organization. Characters are allowed to be suspicious of a character if they do not act in accordance with the behaviors typical of the group they're disguising as (a character refusing to drink blood whilst disguised as a Vampire, for example). It's possible in some private roleplay scenes for a character to pass off as a Knight, but this is only if everyone in the scene grants their OOC consent.
STR
Strength
Melee Point Buy
Free Packs
The following packs in this section are specifically for those that have invested a significant amount into Melee, Bruiser, or Veteran Point Buy. By purchasing at least 4 Melee, Bruiser, or Veteran packs (or a combination of the two), choose one of these Abilities to unlock for free. The other can be purchased like normal, if desired.
Weapon Throw Pack
Name
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Type
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Range
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Cooldown
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Description
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Weapon Throw
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Instant Technique
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Emote Range
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Thrice Per Combat, Once per Health Stage
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Target an enemy within Range and make a Basic Attack at Emote Range, but with -2 Attack.
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General Melee Point Buy Packs
Technique Parry Pack
Name
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Type
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Range
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Cooldown
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Description
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Technique Parry
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Counter Technique
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Self
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Once per Combat
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You can only use this when you would be affected by an Instant or Movement Technique from Melee, Bruiser, Veteran, or Cutthroat Point Buy, ignore all effects from that ability on yourself. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
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Concussive Blow Pack
Name
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Type
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Range
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Cooldown
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Description
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Concussive Blow
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Instant Technique
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Melee Range
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Twice Per Combat, Once per Health Stage
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Target an Enemy or Ally within Range and break an active Link Ability affecting them of your choice. Additionally, if Target is an Enemy, you apply the Weakened Status Effect to yourself for 2 turns. If the Target has no active Link Ability, apply the Confused Status Effect to the Target Enemy for 3 Turns.
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Chaining Throw Pack
Name
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Type
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Range
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Cooldown
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Description
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Chaining Throw
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Instant Technique
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10 Blocks
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Twice Per Combat, Once per Health Stage
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Target an Enemy within Range and apply the Snared Status Effect to them. Additionally, if they already have the Snared Status Effect, Displace them towards you by 6 blocks. You may only target enemies in Health Stage 3/2 with Chaining Throw.
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Diving Tackle Pack
Name
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Type
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Range
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Cooldown
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Description
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Diving Tackle
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Movement Technique
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10 Blocks
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Once per Combat
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You move to an empty space within range without provoking Move Reactions and allows you to move through people. Additionally, if you end your move in a space adjacent to an Enemy, choose: apply the Prone Status Effect to yourself and that Enemy, or, the next Basic Attack you make against that Enemy does not use your Action.
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Tangle Strike Pack
Name
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Type
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Range
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Cooldown
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Description
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Tangle Strike
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Instant Technique
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Melee Range
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Once per Combat
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Target an Enemy within Range and apply the Warned Status Effect to them for 2 Turns. While Warned: Remain within 5 Blocks of you, or willingly leave it and have the Fleeting Status Effect applied, and suffer -2 Attack for 3 turns. Multiple instances of Tangle Strike do not stack.
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Stance Restricted Packs
These Packs can only be Purchased and Used by characters who do not have a Stance Ability, from any source.
Shrug Off Pack
Name
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Type
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Range
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Cooldown
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Description
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Shrug Off
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Instant Technique
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Self
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Once per Health Stage
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Target yourself and remove a Status Effect of your choice without using an Action, but apply a -2 Attack to your next two Attack Rolls.
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Knockback Sweep Pack
Name
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Type
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Range
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Cooldown
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Description
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Knockback Sweep
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Instant Technique
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Melee Range
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Once per Combat.
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Target one Enemy within Range, Displace them backwards away from you by 10 Blocks. If there are multiple Enemies within Range, you may instead Displace all Characters within Range away from you by 4 Blocks. Additionally, the Character that Impacts with the shortest Block distance traveled, your choice if tied, suffers -1HP Damage.
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Magebane Strike Pack
Name
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Type
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Range
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Cooldown
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Description
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Magebane Strike
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Counter Technique
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5 Blocks
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Twice per Combat, but only Once per Health Stage
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You can only use this when an Enemy uses an Instant or Movement Power within Range. If used in reaction to an Enemy’s Instant Power, apply the Silenced Status Effect to them for 2 turns. If used in reaction to an Enemy’s Movement Power, grant yourself +4 Blocks of Movement for your next Move Action.
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Bruising Strike Pack
Name
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Type
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Range
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Cooldown
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Description
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Bruising Strike
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Instant Technique
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Melee Range
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Twice Per Combat, Once per Health Stage
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Target an enemy within Range and apply the Brittle Status Effect. Additionally, Bruising Strike does not use your Action but can only be used after making a Basic Attack.
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Bruised Ego Pack
Name
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Type
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Range
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Cooldown
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Description
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Bruised Ego
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Passive Technique
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Self
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Twice Per Combat, Once per Health Stage
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Bruised Ego isn’t active until you fail an Attack Roll. When it activates, you can choose to add +3 to the final result of your next Attack Roll.
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Reflecting Strike Pack
Name
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Type
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Range
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Cooldown
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Description
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Reflecting Strike
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Instant Technique
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Emote
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Once Per Combat
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Target an Enemy within Range and make a Basic Attack at Emote Range, if the attack is successful, target another Enemy within two blocks of the first and make a Basic Attack against that Enemy. If only the first Attack is successful, it deals -2HP Damage and inflicts -1 Defense on the Target for their next Defense Roll. If both Attacks are successful, they each deal -1HP Damage.
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Athletic Point Buy
Breakthrough Pack
Name
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Type
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Range
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Cooldown
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Description
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Breakthrough
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Instant Technique
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Melee Range
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Once per Combat
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Target any 1 block thick stone or wood wall, gate, or doorway and break a hole through it, applying the Prone Status Effect to all characters on the other side of the wall. Additionally, your next Attack against an enemy with the Prone Status Effect does not consume an action.
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Overstep Pack
Name
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Type
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Range
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Cooldown
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Description
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Overstep
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Passive Technique
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Self
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Once per Combat
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Target yourself and apply the Vulnerable Status Effect. Additionally, while you have the Vulnerable Status Effect through Overstep, gain +4 Blocks Range on your next 3 Move Actions.
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Heavy Throw Pack
Name
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Type
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Range
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Cooldown
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Description
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Heavy Throw
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Movement Technique
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Melee Range
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Twice per Combat, Once per Health Stage
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Target a Character within Range and Displace them a minimum of 6 blocks and up to 10 in any direction away from you and apply the Prone Status Effect to them on landing. If the Target is an Ally, grant that Ally +3 Defense for their next two Defense Rolls.
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Stampede Pack
Name
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Type
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Range
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Cooldown
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Description
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Stampede
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Movement Technique
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4 Blocks
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Once per Combat
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Target an Enemy within Range and Displace both yourself and the target 10 blocks in any direction. Additionally, if they Impact, apply the Vulnerable Status Effect to the target, and you cannot use Movement Abilities for 2 Turns.
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Steady Body Pack
Name
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Type
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Range
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Cooldown
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Description
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Steady Body
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Counter Technique
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Self
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Twice per Combat, but once per Health Stage 3/2
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You can only use this when an Enemy would Displace you. Reduce that displacement by 8 Blocks. Any additional effects of the Ability that would have Displaced you still happen. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
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Substitute Pack
Name
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Type
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Range
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Cooldown
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Description
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Substitute
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Counter Technique
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4 Blocks
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Twice per Combat, only during Health Stage 2/1.
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You can only use this when an enemy targets you with an Instant Technique. Target an Ally within Range to become the Target instead, additionally Displace yourself to a block Adjacent the Target Ally and grant them immunity to the next Displacement targeting them.
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Stalwart Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Stalwart
|
Passive Technique
|
Self
|
Once per Combat, Only during Health Stage 2/1.
|
Stalwart isn’t active until you take at least 3HP Damage from a single Attack. When it activates, you can gain 1 Block Token but also apply the Weakened Status Effect to yourself for 2 Turns.
|
Resilience Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Resilience
|
Passive Technique
|
Self
|
Once per Combat
|
Resilience isn’t active until you make multiple Defense Rolls in succession from different sources, increase your Minimum Defense Roll for those attacks by a number equal to the number of Attacks made against you.
|
Momentum Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Momentum
|
Passive Technique
|
Self
|
Triggers Thrice per Combat, once per Health Stage
|
Momentum isn’t active until you make a Basic Attack or use an Ability after Moving more than 5 Blocks. When it activates, you may Target an Ally within Melee Range and increase their next Move or Movement Ability’s range by +4 Blocks.
|
Oceanic Pack
This pack does not grant any Abilities, but grants the user the non-Magical Oceanic Pack from Adapt Point Buy for Strength investment.
Bruiser Point Buy
Stance Ability
The Bruiser Stance Stance Ability is required for all Bruiser Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Bruiser Point Buy Pack has been purchased. This Ability does not do much besides enable further Bruiser Abilities. As a general ground rule. Stances cannot be Countered, Prevented, Canceled, or interrupted in any way. Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.
Bruiser Stance
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Bruiser Stance
|
Stance
|
Self
|
20 Minutes once Ended
|
You can enter Bruiser Stance without using an Action, but ending it requires one. Bruiser Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. Stat Reductions that would affect your Attack affect your Defense instead. Additionally, if the Damage of your Attacks would be reduced or ignored by anything, you gain +1 Attack for your next Attack Emote. Bruiser Stance has an indefinite duration, until ended by you, or until combat is over.
|
Bruiser Point Buy Packs
Bruiser Slam Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Bruiser Slam
|
Movement Technique
|
10 Blocks
|
Once per Combat
|
You move to an empty space adjacent to Target Enemy without provoking Move Reactions and allowing you to move through people. Additionally, if the Target has Block Tokens, break one and apply the Brittle Status Effect. If the Target does not have Block Tokens, apply the Snared Status Effect instead.
|
Bruiser Flurry Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Bruiser Flurry
|
Instant Technique
|
3 Blocks
|
Twice per Combat, Once per Health Stage
|
You displace all Enemies within Range away from you by 4 Blocks. Additionally, if any Enemies Impact, apply the Brittle Status Effect to up to 2 Enemies affected by the Displacement.
|
Bruiser Parry Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Bruiser Parry
|
Counter Technique
|
Self
|
Once per Combat
|
You can only use this when an Enemy using Ranger or Deadeye Stance makes a successful Attack against you, reduce the Damage taken from that Attack by -1HP. Additionally, apply the Brittle Status Effect to the Enemy that attacked you.
|
Bruiser Riposte Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Bruiser Riposte
|
Counter Technique
|
Self
|
Twice per Combat, Once per Health Stage
|
You can only use this when an Enemy with the Brittle Status Effect makes a successful Melee Attack against you, without using an Action, reduce the Damage taken from that attack by -1HP. Additionally, deal -1HP Damage to the Enemy that attacked you and remove the Brittle Status Effect from them.
|
Bruiser Grit Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Bruiser Grit
|
Passive Technique
|
Self
|
Once per Combat
|
Bruiser Grit isn’t active until an Attack or Ability would reduce your HP to 0. When it activates, you survive with 1HP, but you can no longer gain HP or Block Tokens through any means, and other Abilities that allow you to survive lethal damage with 1HP do not work. Additionally, your max Attack is now 7.
|
Bruiser Tackle Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Bruiser Tackle
|
Instant Technique
|
Melee Range
|
Once per Combat
|
Target an Enemy within Range and Displace them backward by 6 Blocks and apply the Brittle Status Effect. If the Enemy already has the Brittle Status Effect, deal -2HP Damage to them. Additionally, if they Impact, apply the Brittle Status Effect to the Character they Impact with.
|
Bruiser Duel Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Bruiser Duel
|
Instant Technique
|
Emote Range
|
Once per Combat, Only at Health Stage 3
|
Target an Enemy within Range at Health Stage 3 and apply the Bloody Status Effect to them and yourself which lasts until Health Stage 1. If either Bloody Status Effect is removed early, remove the other as well, and apply the Brittle Status Effect to whoever removed it first.
|
Bruiser Unsheathe Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Bruiser Unsheathe
|
Instant Technique
|
5 Blocks
|
Twice per Combat, Once per Health Stage
|
Target yourself and increase the range of your next Basic Attack to 5 Blocks. When you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Additionally, Displace the Enemy backward away from you by 6 Blocks if the Attack is successful, and inflicts -2 Defense for 2 Turns if they Impact. If the Attack is unsuccessful, Displace the Enemy Backward away from you by 2 Blocks.
|
Constitution
Shielding Point Buy
Free Pack
The following packs in this section are specifically for those that have invested a significant amount into Shielding or Tanking Point Buy. By purchasing at least 4 Shielding or Tanking packs (or a combination of the two), you gain this Ability for free. It cannot be purchased normally.
Shield Impact
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Shield Impact
|
Passive Technique
|
Self
|
No Cooldown
|
Shield Impact isn’t active until you Displace an enemy, and they Impact. When it activates, if the displacement was less than 6 Blocks, reduce their Defense by -2 for their next two Defense Dice Rolls. If the displacement was 6 Blocks or more, apply the Brittle Status Effect to them instead.
|
Shielding Point Buy Packs
Shield Cover Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Shield Cover
|
Passive Technique
|
Self
|
No Cooldown
|
Shield Cover isn’t active until you are targeted with a Ranged Attack. When it activates, your minimum Defense Dice Roll is raised by 2+CON. This increase is capped at +7 for Ranger Stance attacks, and +5 for Deadeye Stance Attacks.
|
Shield Rumble Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Shield Rumble
|
Instant Technique
|
3 Blocks
|
Twice Per Combat, but once per Health Stage.
|
You slam your shield, which Displaces all Characters within Range backwards and away from you by 4 Blocks. Additionally, if at least 2 enemies Impact, you gain 1 Block Token.
|
Shield Bunker Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Shield Bunker
|
Instant Technique
|
Self
|
Once Per Combat
|
Target yourself and reduce the Block distance of all Displacements by -4 (never to 0, minimum 2), but your Moves and all Movement Abilities used on you and by you are capped at 4 Blocks for the duration. Shield Bunker lasts until you reach Health Stage 1, and can be ended early.
|
Shield Slam Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Shield Slam
|
Movement Technique
|
10 Blocks
|
Once per Combat.
|
You Move to an unoccupied space in range, optionally moving through people without triggering Opportunity Attacks. Additionally, when you stop Moving, Target anyone in Melee Range and Displace them away from you 6 blocks. If they Impact, apply the Prone Status Effect.
|
Shield Taunt Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Shield Taunt
|
Instant Technique
|
Melee Range
|
Once per Health Stage.
|
Target up to 3 enemies within Range, and apply the Warned Status Effect to them. While Warned, they must choose: Target you with an Attack or an Ability, or have the Marked Status Effect applied to them. Warned is removed after either choice. Additionally, set the minimum of your Defense Dice Rolls to 4 against anyone who has the Warned Status Effect. Shield Taunt lasts until all Warned Status Effects applied by Shield Taunt have been removed.
|
Shield Phalanx Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Shield Phalanx
|
Instant Technique
|
1 Block
|
Once Per Combat
|
You create a defensive zone within Range, ignoring LOS, and increasing your and allies’ Defense Stat by +1, and their minimum Defense Roll by +1. If another ally within range has Shield Phalanx, they can activate it without using their Action in response, which can chain to allies further down the line from you. For each person using Shield Phalanx in a chain, increase the bonuses by +1, but never more than +5. Shield Phalanx lasts for the rest of your current Health Stage.
|
Shield Reversal Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Shield Reversal
|
Counter Technique
|
Melee Range
|
Once per Combat, but only during Health Stage 2/1.
|
You can only use this when an enemy uses a Movement Ability and ends their Move within Range. Once their Ability has resolved, Displace them 8 Blocks in any direction, except the direction they just came from.
|
Shield Snare Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Shield Snare
|
Counter Technique
|
Emote Range
|
Once per Health Stage.
|
You can only use this when an enemy would hit you with a Ranged Attack. If Ranger Stance, reduce the Damage to 0, if Deadeye Stance, reduce by -1HP. Additionally, Target an enemy within Range, and choose: Displace them away from you by 4 Blocks, or make a Ranged Attack that only deals -1HP if it hits.
|
Training Point Buy
Rebound Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Rebound Pack
|
Passive Technique
|
Self
|
Twice per Combat, Once per Health Stage
|
You can only use this when you are Displaced unwillingly. Without using an Action, count the number of blocks Displaced, and increase the range of your next Move Action by that number.
|
Fortitude Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Fortitude
|
Passive Technique
|
Self
|
Once per Health Stage
|
Fortitude isn’t active until a Status Effect on you is removed or triggered. When it activates, you can choose to add +2 to your next Minimum Attack or Defense Roll.
|
Rage Counter Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Rage Counter
|
Passive Technique
|
3 Blocks
|
Once per Health Stage
|
Rage Counter isn’t active until your Melee Basic Attack would be reduced in any way. When it activates, your next successful Melee Basic Attack deals -1HP additional Damage.
|
Interception Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Interception
|
Counter Technique
|
4 Blocks
|
Twice per Combat, Once per Health Stage
|
You can only use this when an Ally within Range is targeted by a Basic Attack. This forces you to be the Target instead. Additionally, if you take -3HP or more Damage from this Basic Attack, you gain +1 Block Token.
|
Breather Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Breather
|
Passive Technique
|
5 Blocks
|
Thrice per Combat, Twice per Health Stage
|
Breather isn’t active until you gain Health, increasing it by +1HP. Additionally, if you reach Health Stage 1, and have not gained any Health, set the Minimum Defense Dice Roll to 7 for the next 3 turns, but prevent Breather from being used again.
|
Bulwark Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Bulwark
|
Passive Technique
|
5 Blocks
|
Once per Combat
|
You always block line of sight for enemies within Range. Additionally, when an enemy takes the Move action within Range, you may apply the Snared Status Effect to them without using an Action.
|
Thick Hide Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Thick Hide
|
Passive Technique
|
Self
|
No Cooldown
|
You always have the benefits of wearing Armor without explicitly wearing it, and this does not count as a Block Token gained from an Ability. Additionally, while you have a Block Token, you can only have up to 2 Status Effects, and are immune to any further applications.
|
Iron Will Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Iron Will
|
Passive Technique
|
Self
|
Twice per Combat, Once per Health Stage
|
Iron Will isn’t active until you reach Health Stage 2. When it activates, you can choose to re-roll a failed Defense Dice Roll and must use the new result. If the Defense Dice Roll succeeds, this counts as one use of Iron Will. If the Defense Dice Roll still fails, that usage of Iron Will is refreshed, but cannot be reused for the same attack.
|
Vigor Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Vigor
|
Passive Technique
|
Self
|
No Cooldown
|
Vigor isn’t active until your Basic Attack would be replaced by another Ability. When it activates, you become Immune to the next Status Effect placed on you that you are not already Immune to.
|
Tanking Point Buy
Stance Ability
The Tanking Stance Stance Ability is required for all Tanking Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Tanking Point Buy Pack has been purchased. This Ability does not do much besides enable further Tanking Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, or interrupted in any way. Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tank Stance
|
Stance
|
Self
|
20 Minutes, once ended
|
You can enter Tank Stance without using an Action, but ending it requires one. Tank Stance confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy. Your Defense Stat Floor is 7, not 5. You cannot have the Brittle Status Effect applied to you. You cannot deal Damage to Enemies through Attacks or Abilities, but you gain a new Basic Attack that targets allies in Melee Range. When you use this on an Ally, the next time they would roll Defense, you do it for them, as if you were the one being attacked, and if you fail, reduce the Damage you would take for them by -1HP (never to 0). Tank Stance has an indefinite duration, until ended by you, or until combat is over.
|
Tank Point Buy Packs
Tank Block Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tank Block
|
Counter Technique
|
Self
|
Thrice per Combat, but only during Health Stage 2/1.
|
You can only use this when an enemy hits you with a Melee Attack. Reduce the Damage by -1HP, without using your Action. Multiple instances of Tank Block, even from different sources, don’t stack with each other.
|
Tank Shove Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tank Shove
|
Instant Technique
|
Melee Range
|
Once per Health Stage 3/1 only.
|
Target an enemy within Range, and Displace them in a straight line away from you by 10 Blocks. If the target Impacts, apply the Marked Status Effect. Additionally, set your Move distance to 0 Blocks for this turn only, or, if you already Moved, prevent yourself from Moving for the next turn only.
|
Tank Slam Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tank Slam
|
Instant Technique
|
4 Blocks
|
Once per Combat
|
You apply the Snared Status Effect to all enemies within Range. Additionally, apply the Fleeting Status Effect to one enemy within Range of your choice.
|
Tank Rush Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tank Rush
|
Movement Technique
|
10 Blocks
|
Once Per Combat
|
You Move to an unoccupied space adjacent to target Ally within Range. This does not provoke Move Reactions, and allows you to Move through people. If you Move through an enemy, Displace them away from you to the left or right (user choice) by 4 blocks. Additionally, if you moved 7+ Blocks, when you end your move, grant a Block Token to the Targeted Ally.
|
Tank Hero Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tank Hero
|
Counter Technique
|
4 Blocks
|
Twice per Combat, but only during Health Stage 3/2.
|
You can only use this when an Ally within Range is Targeted by an Ability. You become the Target of the Ability instead, unless this would cause that Ability to do nothing. If the Enemy is within Range of Tank Hero, apply the Fleeting Status Effect to them. If they’re outside of the Range, instead apply the Marked Status Effect.
|
Tank Watch Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tank Watch
|
Counter Technique
|
5 Blocks
|
Twice Per Combat, but once per Health Stage.
|
You can only use this when an Enemy uses a Movement Ability that Targets you, or an Ally within Range. Reduce the distance moved by -5 Blocks, and apply the Prone Status Effect to them at the end of their Move. Tank Watch does not use your Action.
|
Tank Sentry Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tank Sentry
|
Passive Technique
|
Self
|
Once per Combat
|
Tank Sentry isn’t active until you are Displaced while standing on a block adjacent to an Ally, and end the Displacement on a block with no allies adjacent to you. When it activates, it always grants you 1 Block Token, and +2 Defense for 3 Turns.
|
Tank Rally Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tank Rally
|
Passive Technique
|
3 Blocks
|
Once Ended, use Tank Stance Basic 6 times to reuse.
|
You must spend an Action to activate Tank Rally, but only when you have 3+ Allies within Range. While active, all Allies within Range gain +2 Attack for the duration, and +2 to their Minimum Attack Dice for their first attack only. Multiple instances of Tank Rally, even from different people, don’t stack with each other. Tank Rally lasts until you have one or less Allies within Range.
|
Tank Sanctuary
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tank Sanctuary
|
Instant Technique
|
Melee Range
|
Once per Combat
|
Tank Sanctuary isn’t active until you take Damage from using Tank Stance’s Basic Attack 5 times. When it activates, you can choose to use it to reduce the Damage taken by yourself and Allies within Range by -1HP for 3 Turns.
|
Intelligence
Tech Point Buy
Tech Packs
Tech Exchange Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tech Exchange
|
Movement Technique
|
10 Blocks
|
Twice per Combat
|
Target an Ally within Range and swap places with them without consent. This doesn’t trigger Move Reactions, but any Attacks/Abilities on you and your ally must resolve before the swap finishes.
|
Tech Resist Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tech Resist
|
Passive Technique
|
Self
|
Triggers Twice per Combat, Only during Health Stage 2/1.
|
Tech Resist isn’t active until you lose a Defense Roll. When activated by a Melee Attack, gain a Block Token, but apply the Bloody Status Effect to yourself. When activated by a Ranged Attack, decrease the Damage taken by half rounded up, but apply the Vulnerable Status Effect to yourself.
|
Tech Shelter Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tech Shelter
|
Instant Technique
|
5 Blocks
|
Twice per Combat
|
Target an Ally within Range that has just taken -1HP Damage, reduce that Damage to 0 but decrease their Attack by -2 for the next 2 rolls.
|
Tech Auto Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tech Auto
|
Instant Technique
|
Self
|
Twice per Combat, but only Once per Health Stage
|
Target yourself and reduce the Damage you deal with attacks by -1HP, grant yourself +5 to the Minimum of your next 3 rolls. If two of these rolls are successful, apply the Bloody Status Effect to an enemy within Emote Range for 2 turns.
|
Tech Livewire Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tech Livewire
|
Link Technique
|
Emote Range
|
Once per Combat
|
Target a Character within Range and apply a Link to them that gets more powerful depending on the number of Links active on them. If used on an Ally, grant +1 Attack and Move Range per Link affecting them. If used on an Enemy, inflict -1 Attack and Move Range per Link affecting them. Tech Livewire breaks automatically after 4 Turns.
|
Tech Exhaust Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tech Exhaust
|
Passive Technique
|
Self
|
Once per Combat, during Health Stage 2/1
|
Tech Exhaust isn’t active until you have one of the, Snared, Fleeting, Confused, or Bloody Status Effects. When it activates, you can increase the duration of this Status Effect for 5 Turns and it cannot be removed, but set the Minimum of your Attack or Defense Roll to 3 for the duration, gain 1 Block Token, and increase your Move by 4 Blocks.
|
Tech Bungee Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tech Bungee
|
Link Technique
|
10 Blocks
|
Twice per Combat
|
Target an Ally within range and apply a Link to them that pulls them to a block adjacent to you if they are Displaced more than 6 blocks away from you in any direction. This link breaks if the Ally Moves more than 10 blocks away from you.
|
Tech Thruster Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Tech Thruster
|
Movement Technique
|
10 Blocks
|
Twice per Combat, Once per Health Stage
|
You move to a non-vertical unoccupied space in range without provoking Move Reactions, and allowing you to move through people. Additionally, you may Target an Ally in Melee Range and move them with you, this does not use their Move. This does not use an Action if you use your Action to use a Tech Point Buy Ability.
|
Wisdom
Chem Point Buy
Chem Packs
Chem Hyperfocus Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Chem Hyperfocus
|
Instant Technique
|
Self
|
Twice per Combat, Once per Health Stage
|
You set your Minimum Attack Roll to 5 for your next 4 Attack Rolls. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Once Chem Hyperfocus is over, you apply the Prone Status Effect to yourself, and set your Minimum Attack Roll to -5, for your next 3 Attack Rolls.
|
Chem Purge Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Chem Purge
|
Counter Technique
|
Self
|
Twice per Combat, Once per Health Stage
|
You can only use Chem Purge when you have a Status Effect applied by an Enemy, remove all Status Effects. Additionally, set your Defense Floor to 2 for a number of Defense Rolls equal to the number of Status Effects removed. When you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
|
Chem Berserk Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Chem Berserk
|
Instant Technique
|
Self
|
Twice per Combat
|
Target yourself and increase the Damage dealt on Melee Basic Attacks by +1, but also increase the Damage you take from incoming Attacks by +1 for your next 3 Successful Attack Rolls. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. After those 3 Turns, apply the Weakened and Bloody Status Effects to yourself for 2 Turns.
|
Technique Parry Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Technique Parry
|
Counter Technique
|
Self
|
Once per Combat
|
You can only use this when you would be affected by an Instant or Movement Technique from Melee, Bruiser, Veteran, or Cutthroat Point Buy, ignore all effects from that ability on yourself. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
|
Chem Bang Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Chem Bang
|
Counter Technique
|
10 Blocks
|
You can only use this when an Enemy in Range would use a Movement Ability, reduce the range of that Movement Ability by 7 Blocks. Additionally, if the Enemy was Mounted, they cannot gain increased Move Range for 2 Moves after this effect.
|
Stance Restricted Packs
These Packs can only be Purchased and Used by characters who do not have a Stance Ability, from any source, except for Chem Bolts.
Chem Ignite Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Chem Ignite
|
Instant Technique
|
Emote Range
|
Twice per Combat, Once per Health Stage
|
Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them +1 Attack and +1 Minimum Attack for their next two Attack Rolls. If an Enemy was chosen, inflict -1 Attack and -1 Minimum Attack for their next two Attack Rolls.
|
Chem Blight Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Chem Blight
|
Instant Technique
|
Emote Range
|
Once per Combat
|
Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them +2 Defense for their next two Defense Rolls and remove one Status Effect from them of your choosing. If an Enemy was chosen, inflict -2 Defense for their next two Defense Rolls, and apply the Vulnerable Status Effect.
|
Chem Freeze Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Chem Freeze
|
Instant Technique
|
Emote Range
|
Twice per Combat
|
Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them 1 Block Token, but set the Range of their next Move Action to 1 Block. If an Enemy was chosen, apply the Snared Status Effect to them and all Characters within 2 Blocks of them. You can only use Chem Freeze on a Target that has one or more Enemies adjacent to them.
|
Chem Supplier Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Chem Supplier
|
Passive Technique
|
Self
|
Once per Combat
|
Chem Supplier isn’t active until you reach Health Stage 2/1. When it activates in Health Stage 2, you may refresh a Charge of one of your Chem Point Buy Abilities that is currently used. If you do not refresh a Charge in Health Stage 2, it reactivates in Health Stage 1, allowing you to refresh a Charge of two different Chem Point Buy Abilities instead.
|
Chem Mend Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Chem Mend
|
Instant Technique
|
Emote Range
|
Twice per Combat
|
Target an Ally within Range on Health Stage 3/2 and heal them +1HP, but reduce their Attack and Defense by 2 for their next 2 Rolls. Additionally, if the Ally does not Move or use Movement Abilities for 2 Turns, heal them an additional +1HP.
|
Chem Bolts Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Chem Bolts
|
Stance Technique
|
Self
|
20 Minutes once Ended
|
.You can enter Chem Bolts without using an Action, but exiting it requires one. Chem Bolts confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Your Attacks can be made at Emote Range, but your Max Attack is 9. When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. Additionally, when you use a Chem Point Buy Ability except Chem Bolts, the Minimum of your next Attack Roll is increased by +2. Chem Bolts has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|
Command Point Buy
Stance Ability
The Command Stance Stance Ability is required for all Command Point Buy Abilities. This Ability cannot be point-bought, but is included for free as long as at least one Command Point Buy Pack has been purchased. This Ability does not do much besides enable further Command Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Canceled, or interrupted in any way. Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.
Command Stance
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Command Stance
|
Stance Technique
|
Self
|
20 Minutes once Ended.
|
You can enter Command Stance without using an Action, but exiting it requires one. Command Stance confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Link Abilities used by you are Viewing Range instead of Emote Range. You can no longer make Basic Attacks, but you gain a new Basic Attack that targets allies in Emote Range. When you use this on an Ally, increase the Minimum of their next Attack or Defense Roll by +3. Command Stance has an infinite duration, until ended by you, or Combat is over.
|
Command Point Buy Packs
Spiteful Command Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Spiteful Command
|
Link Technique
|
Emote Range
|
Once per Health Stage, but only during Health Stage 3/2
|
You can only use this ability when an Enemy breaks one of your Links. Target that Enemy and apply a Link to them that inflicts -2 Attack for 4 Turns. Additionally, If this Link lasts all 4 turns without being broken, apply the Bloody Status Effect to the Linked Enemy.
|
Exchange Command Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Exchange Command
|
Link Technique
|
Emote Range
|
Once per Combat
|
Target two Allies within Range and apply a Link to them. Whenever a Status Effect would be applied to one of them, without using an Action, you may choose to apply it to the other Linked Ally instead, except in cases if that Status Effect would do nothing to the other Ally. Additionally, if you transfer 4 unique Status Effects in this way, break the Links and grant both Linked Allies immunity to Status Effects for 3 turns. This ability ends if one of the Links are broken.
|
Pursuit Command Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Pursuit Command
|
Link Technique
|
Emote Range
|
Once per Combat
|
You can only use this ability when an enemy uses a Movement Ability to leave Melee Range of an Ally. Without using an Action, apply a Link to that Ally that grants +4 Blocks Range on their Move Actions and +3 Attack. This Ability ends if that Ally makes two successful attacks against that enemy, or attempts to attack a different enemy.
|
Assault Command Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Assault Command
|
Instant Technique
|
Emote Range
|
Once Ended, use Command Stance Basic 4 times to reuse
|
Target an Ally within range and allow them to make a Basic Attack against an Enemy without using an Action. Additionally, this attack benefits from your Command Stance automatically.
|
Fortify Command Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Fortify Command
|
Instant Technique
|
Emote Range
|
Once Ended, use Command Stance Basic 5 times to reuse
|
Target an Ally within range, the next time they are attacked by an Enemy, apply the Warned Status Effect to that Enemy. Whilst Warned, they must choose: before rolling, attack normally, and have the Marked Status Effect applied to them, or attack with -4 Attack.
|
Execute Command Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Execute Command
|
Instant Technique
|
Emote Range
|
Once per Combat
|
Target an Ally within range and allow them to make a Melee Basic Attack against an Enemy on Health Stage 2/1 without using an Action. Additionally, grant the ally +4 Attack and +4 Minimum Attack for that Attack only. If the Ally fails the Attack via the dice roll, and not through other means, apply the Weakened Status Effect to them for 2 turns.
|
Overwhelm Command Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Overwhelm Command
|
Link Technique
|
Emote Range
|
Once per Combat
|
Target an Ally and apply a Link to them that allows the first Ability they use per turn to not use their Action if that Ally has 0 Allies and 2+ Enemies within 4 blocks. The effects of Overwhelm Command are suspended but not canceled if these requirements are not satisfied.
|
Aegis Command Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Aegis Command
|
Passive Technique
|
Emote Range
|
No Cooldown
|
Aegis Command isn’t active until you have a Link attached to an Ally. When it activates, you gain +1 Defense per Linked Ally. Additionally, when you reach Health Stage 1 grant 1 Block Token to a Linked Ally.
|
Endure Command Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Endure Command
|
Instant Technique
|
Emote Range
|
Once Ended, use Command Stance Basic 6 times to Reuse
|
Target an ally who has just lost a Defense Dice Roll, for the next 2 times they lose Defense Dice Rolls, reduce the Damage dealt to them by -1HP.
|
Dexterity
Ranger Point Buy
Stance Ability
The Ranger Stance Stance Ability is required for all Ranger Point Buy Abilities. This Ability is granted for free for any Ranger Point Buy Pack chosen. Stances cannot be Staggered. Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Ranger Stance
|
Stance
|
Self
|
20 Minutes, once ended
|
You can enter Ranger Stance without using an Action, but ending it requires one. Ranger Stance confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your Max Attack is 8. When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. Ranger Stance has an indefinite duration, until ended by you, or until combat is over.
|
Ranger Point Buy Packs
Ranger Tag Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Ranger Tag
|
Instant Technique
|
Emote
|
No Cooldown, but Once per Enemy per Combat
|
Target an enemy within Range and apply the Marked Status Effect to them. Additionally, if any Ally within 3 blocks of the target enemy has the Marked Status Effect, remove it and apply it to a second Enemy within range.
|
Ranger Fan Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Ranger Fan
|
Instant Technique
|
3 Blocks
|
Once per Combat
|
Target two Enemies in front of you within Range, Displace them away from you by 6 blocks. Additionally, if any of the Targets Impact, apply the Fleeting Status Effect to them.
|
Ranger Viper Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Ranger Viper
|
Instant Technique
|
Emote
|
Twice per Combat, but only Once per Health Stage
|
Target an Enemy within Range and make a Basic Attack against them with +3 Attack. Additionally, you may make this Attack using an Ally’s Line of Sight for targeting.
|
Ranger Meteor Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Ranger Meteor
|
Instant Technique
|
Emote
|
Once per Combat
|
Target a Character within Range and apply the Snared Status Effect to them. Additionally, apply the Snared Status Effect to all Enemies within Melee Range of the Target, and deal -1HP Damage to any Enemies who already had the Snared Status Effect. Ranger Meteor does not Stack.
|
Ranger Companion Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Ranger Companion
|
Passive Technique
|
Emote
|
Triggers Once per Health Stage
|
Ranger Companion isn’t active until the Marked Status Effect triggers on an Enemy within Emote Range, if Marked is triggered by an attack or Ability by you, gain +2 Defense for your next two Defense Rolls. If Marked is triggered by an Attack or Ability used by an Ally, inflict the Bloody Status Effect on that enemy for 2 turns.
|
Ranger Cover Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Ranger Cover
|
Counter Technique
|
Emote
|
Thrice per Combat
|
You can only use this when an Ally is Displaced. Make them immune to Impact for that Displacement, increase their next Move range by 3 Blocks, and allow them to ignore Move Reactions for their next 2 Moves.
|
Ranger Cut Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Ranger Cut
|
Instant Technique
|
Emote
|
Thrice per Combat, but only during Health Stage 3/2
|
Target a character who is part of a Link but not the original caster, sever one Link affecting them and grant them +2 Attack for their next 2 Attack Rolls. Additionally, if the Target has a Status Effect, apply Marked to the Link Caster.
|
Ranger Shower Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Ranger Shower
|
Instant Technique
|
Emote
|
Once per Combat
|
Target an Enemy within Range and make an Attack Roll against them, if successful, make an Attack Roll against a different Enemy within Melee Range of the Target. If both Attacks are successful, apply the Vulnerable Status Effect to both Enemies in addition to the Damage. If only the first Attack is successful, it deals -3HP Damage. You must have at least 3 Enemies within Range to use Ranger Shower.
|
Cutthroat Point Buy
Stance Ability
The Cutthroat Stance Stance Ability is required for all Cutthroat Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Cutthroat Point Buy Pack has been purchased. This Ability enables further Cutthroat Abilities. As a general ground rule. Stances cannot be Countered, Prevented, Canceled, or interrupted in any way. Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Cutthroat Stance
|
Stance
|
Self
|
20 minutes, once ended
|
You can enter Cutthroat Stance without using an Action, but exiting it requires one. Cutthroat Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. If an Enemy removes a Status Effect that you applied in any way other than having it trigger or remove itself, you gain +2 Attack for your next Attack Roll against whomever removed it. Cutthroat Stance has an indefinite duration, until ended by you, or until combat is over.
|
Cutthroat Point Buy Packs
Cutthroat Quickstab
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Cutthroat Quickstab
|
Passive Technique
|
Melee Range
|
Twice per Combat, Once per Health Stage
|
Cutthroat Quickstab isn’t active until you have applied a total of 5 Status Effects. When it activates, your next Basic Attack only is a guaranteed hit that deals -1HP Damage.
|
Cutthroat Target
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Cutthroat Target
|
Instant Technique
|
Melee Range
|
Once per Health Stage 3/1 only.
|
Target an Enemy within Range, and apply the Marked Status Effect. Additionally, this doesn’t use an Action if you use it to make a Basic Attack, immediately consuming the Marked Status Effect. If your Attack roll fails, reapply the Marked Status Effect.
|
Cutthroat Dodge
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Cutthroat Dodge
|
Instant Technique
|
Self
|
Once per Health Stage 3/1 only.
|
You can only use this when an Enemy would deal Damage to you with a Basic Attack. Without using an Action, reduce the Damage from that Attack by -1HP, and apply the Weakened Status Effect to Self for 2 Turns.
|
Cutthroat Tether
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Cutthroat Tether
|
Link Technique
|
Emote Range
|
Once per Combat
|
Target an Ally within Range and apply a Link to them that allows you to instantly Move to an unoccupied block adjacent to them without provoking Move Reactions and moving through people. Additionally, apply the Prone Status Effect to the first Enemy you move through, and apply the Fleeting Status Effect to yourself after Moving. Cutthroat Tether ends after you have moved adjacent to the Linked Ally once.
|
Cutthroat Bleed
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Cutthroat Bleed
|
Instant Technique
|
Melee Range
|
Once per Health Stage 2/1 only.
|
Target an Enemy within Range, and apply the Bloodied Status Effect for 3 Defense rolls. Additionally, Cutthroat Bleed does not use your Action if you use your Action to make a Basic Attack.
|
Cutthroat Escape
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Cutthroat Escape
|
Instant Technique
|
Melee Range
|
Once per Health Stage 1 only.
|
Target up to 3 Enemies within Range, and apply the Snared Status Effect. If an Enemy is already Snared, apply the Prone Status Effect instead. Additionally, you may add +5 Blocks to your next Move Action only.
|
Cutthroat Flash
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Cutthroat Flash
|
Instant Technique
|
10 Blocks
|
Once per Combat
|
You Target one Enemy within Range and apply the Blinded Status Effect for 1 Turn, which also applies to all characters within 2 blocks of the Target.
|
Cutthroat Mirror
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Cutthroat Mirror
|
Counter Technique
|
Emote Range
|
Twice Per Combat, but once per Health Stage.
|
You can only use this when an Enemy applies a Status Effect to you. When gaining a Status Effect, apply the Warned Status Effect to the Enemy who targeted you. They must choose to either suffer the same Status Effect for the same duration or suffer -2 Attack for their next 3 Attack Dice Rolls. Cutthroat Mirror does not use an Action.
|
Faith
Paladin/Ritualist/Prayer Point Buy requires your Character to have a Religion and be a believer. Any Religion counts (including Minor Faiths). We do not moderate whether your Character is a “good enough” believer of the Religion, all provisions are in good faith that you will be honest about your Character and actions. Suppose you at any point become a heretic, lose your faith, or act against the interests of your Religion. In that case, you can choose to have your Character become a Fallen Paladin/Ritualist/Faithful, which doesn’t remove your Point Buy Packs but makes them fueled by the Demon Gods of Evolism instead (you cannot become a Heretic to Evolism). You can re-earn your previous God’s blessing through some kind of re-connection with the faith that is generally not back-breaking but can’t be as simple as a public apology.
Paladin Point Buy
Paladin Stance
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Paladin Stance
|
Stance
|
Self
|
20 Minutes once Ended
|
You can enter Paladin Stance without using an Action, but exiting it requires one. When entering Paladin Stance, choose Blade or Bow. Paladin Stance confers the following benefits and limitations depending on which was chosen. Blade: You cannot use Abilities from Tech or Training Point Buy, Bow: You cannot use Abilities from Melee or Shielding Point Buy. When you choose Bow, you gain: Your Attacks can be made at Emote Range, but your Max Attack is 8. When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. This counts as Ranger Stance for the purpose of enemy Abilities. Paladin Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|
Paladin Armaments
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Paladin Armaments
|
Instant Technique
|
Self
|
Use Basic Attacks 3 Times to Reuse
|
Target yourself and switch Paladin Stance, if you were in Blade, switch to Bow, and vice-versa. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Your first Attack after using Paladin Armaments gains +3 Minimum Attack.
|
Paladin Guard
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Paladin Guard
|
Counter Technique
|
Self
|
Twice per Combat, during Health Stage 3/2 Only.
|
Paladin Guard’s effects differ based on which Paladin Stance is Active. Blade: You can only use this when you would take Damage from a Ranged Basic Attack, reduce the Damage you would take by -1HP, and make a Basic Attack against an Enemy in Melee Range that deals -1HP Damage if it hits. Bow: You can only use this when an Ally within Emote Range would be Targeted for a Basic Attack, obscure their Line of Sight and prevent them from being Targeted, but allow the Attacker to change Targets afterward. Additionally, choose one Enemy adjacent to Target Ally, Target them and apply the Blinded Status for 2 turns.
|
Paladin Repulse
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Paladin Repulse
|
Instant Technique
|
Self
|
Twice per Combat, during Health Stage 3/2 Only.
|
Paladin Repulse’s effects differ based on which Paladin Stance is Active. Blade: Displace all Enemies within 4 Blocks backward away from you by 4 Blocks. Additionally, if any Enemies Impact, inflict -1 Defense to them for their next Defense Roll. Bow: Displace an Enemy within Emote Range backward away from you by 10 Blocks. Additionally, if they Impact inflict -2 Defense for their next 2 Defense Rolls.
|
Paladin Cleanse
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Paladin Cleanse
|
Instant Technique
|
Self
|
Twice per Combat, during Health Stage 2/1 Only.
|
Paladin Cleanse’s effects differ based on which Paladin Stance is Active. Blade: Target an Ally in Melee Range and apply two of the following effects to them: Remove Defense Reductions, Remove one Status Effect or break one Link Applied to them by an Enemy. Bow: Target an Ally in Emote Range apply one of the following effects: Remove one Status Effect or Break one Link applied to them by an Enemy.
|
Paladin Veilbane
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Paladin Veilbane
|
Instant Technique
|
10 Blocks
|
Twice per Combat, during Health Stage 2/1 Only.
|
Paladin Veilbane’s effects differ based on which Paladin Stance is Active. Blade: Target an Enemy within 10 blocks and Move to a block adjacent to them without triggering Move Reactions and moving through people, apply the Silenced Status Effect to the Target for 2 Turns. This counts as a Movement Technique. Bow: Target an Enemy within Range and apply the Silenced Status Effect for 3 Turns, if the Target had just used a Power, also apply the Marked Status Effect.
|
Paladin Bulwark
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Paladin Bulwark
|
Instant Technique
|
Self
|
Twice per Combat, during Health Stage 2/1 Only.
|
Paladin Bulwark’s effects differ based on which Paladin Stance is Active. Blade: Target up to 3 Enemies in Melee Range and apply the Warned Status Effect. When Warned, they must Choose: If their next Basic Attack does not Target you, reduce the Damage they would deal by half, if their next Basic Attack Targets you, and all three hit, reduce the damage of the 3rd attack by -2. Bow: Target an Ally within 10 Blocks who uses Melee Basic Attacks, Move to a Block adjacent to them without provoking Move Reactions and moving through people. Additionally, grant them +1 Attack. This counts as a Movement Technique.
|
Paladin Smite
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Paladin Smite
|
Instant Technique
|
Self
|
Twice per Combat, during Health Stage 3/2 Only.
|
Paladin Smite’s effects differ based on which Paladin Stance is Active. Blade: Target an Enemy with a Block Token within 10 Blocks and make a Basic Attack against them at that Range with +3 Attack. Bow: Target two Enemies with Block Tokens within Emote Range, and adjacent to each other, make an Attack Roll against one of them. Additionally, make an Attack Roll against the other with 2 Attack Maximum (dice 12).
|
Paladin Vengeance
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Paladin Vengeance
|
Passive Technique
|
Self
|
Once per Combat
|
Paladin Vengeance’s effects differ based on which Paladin Stance is Active, and is inactive until an Ally within Emote Range would reach 0HP by an Enemy. Blade: Apply the Brittle Status Effect to the Enemy that reduced them to 0HP, and the next Basic Attack you make against that Enemy gains +3 Attack and +3 Minimum Attack. Bow: Apply the Marked Status Effect to the Enemy that reduced them to 0HP, and the next Basic Attack you make against that Enemy gains +2 Attack and +2 Minimum Attack.
|
Paladin Cleave
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Paladin Cleave
|
Passive Technique
|
Self
|
Twice per Combat, Once per Health Stage
|
Paladin Vengeance’s effects differ based on which Paladin Stance is Active. Blade: Apply the Fleeting Status Effect to all Enemies within 2 Blocks, if Fleeting is applied to 2 or more Enemies, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Bow: Target an Enemy within 2 Blocks and apply the Fleeting Status Effect. Additionally, inflict -2 Attack for their next 2 Attack Rolls.
|
Ritualist Point Buy
Ritualist Stance
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Ritualist Stance
|
Stance
|
Emote Range
|
20 Minutes once Ended
|
You can enter Ritualist Stance without using an Action, but exiting it requires one. Ritualist Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. Your Melee Range for Attack Emotes & Abilities are reduced to 1 Block Range. Your Emote Range Abilities are reduced to 15 Block Range. Ritualist Stance gains +2 to Minimum Attack Rolls. Ritualist Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|
Ritualist Slaughter
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Ritualist Slaughter
|
Instant Technique
|
Melee Range
|
Once per Health Stage
|
Target an Enemy within Range and roll for an Attack Emote twice. If one roll would hit, deal -2HP Damage. If both rolls would hit, deal -2HP Damage and apply the Brittle Status Effect after the Attack Emote. If both rolls would miss, apply the Bloody Status Effect to the Target Enemy for their next two Defense Dice Rolls.
|
Ritualist Hunt
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Ritualist Hunt
|
Instant Technique
|
Self
|
Twice per Combat, Once per Health Stage
|
Target yourself and gain +4 Blocks Range to your next Move Action taken. Additionally, for every Opportunity Attack an Enemy takes against you, you gain +2 to Defense against that Opportunity Attack. If the Enemy’s Opportunity Attack hits you, you get to make an Opportunity Attack back with +2 Attack for that roll only.
|
Ritualist Roots
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Ritualist Roots
|
Instant Technique
|
10 Blocks
|
Once per Combat
|
Target an Enemy within Range and apply the Prone Status Effect. Additionally, while the Enemy has the Prone Status Effect from Ritualist Kneecap, you gain +2 Attack against them.
|
Ritualist Mirage
Name
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Type
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Range
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Cooldown
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Description
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Ritualist Mirage
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Instant Technique
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10 Blocks
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Once per Health Stage
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Target an Enemy within Range and apply the Confused Status Effect to them which lasts for 5 Turns, or until you Move to a space adjacent to the Target Enemy, whichever comes first. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
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Ritualist Gale
Name
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Type
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Range
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Cooldown
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Description
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Ritualist Gale
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Passive Technique
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Self
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No Cooldown
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Ritualist Gale isn’t active until you are targeted with a Ranged Attack. When it activates, you may raise your minimum Defense Roll by a number of your choice between 0 and 5, +2. However, your next Minimum Attack Roll is reduced by the number chosen.
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Ritualist Surge
Name
|
Type
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Range
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Cooldown
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Description
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Ritualist Surge
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Movement Technique
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10 Blocks
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Twice per Combat, Once per Health Stage
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Move in a straight line as far as you can in cardinal direction. When you stop moving, either by reaching the maximum Range, or by meeting an obstruction, count the number of blocks moved and apply effects based on the distance traveled, stacking. 1-2 Blocks: This Movement does not trigger Opportunity Attacks. 3-4 Blocks: You may make a Basic Attack on an Enemy in Melee Range without using an Action, with +1 Attack. 5-8 Blocks: Gain an additional +1 Attack and +1 Minimum Attack to the Basic Attack. 9-10: Apply the Snared and Vulnerable Status Effects to the Enemy you Basic Attack, even if you miss.
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Ritualist Expulsion
Name
|
Type
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Range
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Cooldown
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Description
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Ritualist Expulsion
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Instant Technique
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Melee
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Once per Combat
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Target an Enemy within Range with a Status Effect, and make a Basic Attack with +1 Attack. After the attack, Displace them backwards away from you by 6 Blocks. Additionally, if they Impact, deal -1HP Damage to them.
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Ritualist Exchange
Name
|
Type
|
Range
|
Cooldown
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Description
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Ritualist Exchange
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Movement Technique
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10 Blocks
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Once per Combat
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Target an Ally within Range and swap places with them, neither of you provoke Opportunity Attacks and both of you can move through people, this uses the Target Ally’s Move Action. Additionally, apply the Weakened or Silenced Status Effect to up to 2 Enemies within Melee Range of you after the swap.
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Magic
Arcane Point Buy
- Arcane Investment: While most Categories are limited to 7 Investment, Magic has a maximum investment of 14. Additionally, if a character invests more than 9 points into Magic, they unlock a new Combat Style: True Mage. This Combat Style uses Magic for both Attack Stat and Defense Stat, allowing the Player to distribute their Magic Points between the two Stats, but only up to a cap of 7 for Attack and 5 for Defense. For example, if a Character has invested 10 Points into Magic, they can set their Attack stat to 6, and their Defense Stat to 4.
- Dimensional Alignment: To understand this Mechanic, please read the "Dimensional Alignment" section on the Magic Page. Magic Point Buy can be any of the Alignments listed as long as the Character Design limitations for the Alignment chosen are followed.
- Adapt Point Buy Packs: The Adapt Point Buy category has a number of Packs that also can count as Magical Spells, but are mostly non-Ability Mechanics. They are still relevant to know if a Player is building a character who uses all sorts of Magic.
Arcane Spell Packs
Arcane Blade Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
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Arcane Blade
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Stance Technique
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Self
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20 Minutes once Ended
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You can enter Arcane Blade without using an Action, but ending it requires one. Arcane Blade confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. When you use an Ability from Arcane Point Buy, set the Minimum of your next Attack Roll to 2, if you have a minimum of 9 Points in Magic, set it to 4 instead. Arcane Blade counts as Bruiser Stance for the purpose of Enemy Abilities. Arcane Blade has an indefinite duration, until ended by you, or until combat is over.
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Arcane Bolts Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
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Arcane Bolts
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Stance Technique
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Self
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20 Minutes, once ended
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You can enter Arcane Bolts without using an Action, but ending it requires one. Arcane Bolts confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your Max Attack is 8. When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. When you use an Ability from Arcane Point Buy, set the Minimum of your next Attack Roll to 2, if you have a minimum of 9 Points in Magic, set it to 4 instead. Arcane Blade has an indefinite duration, until ended by you, or until combat is over.
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Arcane Healing Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
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Arcane Healing
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Link Power
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10 Blocks
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Once per Combat
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Target an Ally and apply a Link to them that does nothing at first. After 2 Turns, heal +1HP and remove one Status Effect on the Ally. After another 2 Turns, heal +2HP on the Ally and apply the Bloody Status Effect on yourself which lasts for 2 Turns. If either of you leave Range of the other, the Link’s effects are suspended, but it doesn’t break.
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Arcane Counter Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
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Arcane Counter
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Counter Power
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Emote Range
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Twice per Combat, Once per Health Stage
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You can only use this when an Enemy within Range uses an Ability from Arcane Point Buy. If it Targets you or an Ally, give the Target +1 Defense for their next 3 Defense Rolls, and remove a Status Effect from them. If it Targets themselves or another Enemy, inflict -1 Defense for their next 3 Defense Rolls and apply the Vulnerable Status Effect.
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Arcane Portent Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Arcane Portent
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Instant Power
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Emote Range
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Twice per Combat
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Target yourself or an Ally within Range and roll /dice 0 6. For the next 2 Turns, without using an Action, add this result to the final result of either an Attack or Defense Dice Roll made by the Target, but this must be declared before the Roll. Additionally, if you roll a 0, gain an additional use of Arcane Portent.
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Arcane Snare
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Arcane Snare
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Instant Power
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Emote Range
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Once per Combat
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Target one enemy within Range and apply the Snared Status Effect. Alternatively, reduce the range of your next Move to 1 Block and apply the Prone Status Effect instead. When you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Arcane Snare does not interact with other Abilities.
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Arcane Distortion Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Arcane Distortion
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Instant Power
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3 Blocks
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Once per Combat, Only on Health Stage 2/1
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Apply the Confused Status Effect for 2 Turns to all Characters within Range of you, including yourself.
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Arcane Cleanse Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
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Arcane Cleanse
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Instant Power
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10 Blocks
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Twice per Combat, but only during Health Stage 3/2
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Target yourself or an Ally and remove 1 Status Effect of choice. Additionally, if Arcane Cleanse is used on yourself, you can apply the removed Status Effect to an Enemy within Range. This transferred Status Effect cannot Target the same Enemy that applied the initial Status Effect.
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Arcane Barrier Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Arcane Barrier
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Link Power
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Emote Range
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Once per Combat
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Target an Ally and apply a Link to them that, when targeted by a Ranged Attack Emote, the Ally’s Minimum Defense Roll is set to 7 for Ranger Stance Attacks, and 5 for Deadeye Stance Attacks. Additionally, if Arcane Barrier is Link Broken, grant the Ally 1 Block Token. If either of you leave range of the other, the Link’s effects are suspended, but it doesn’t break.
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Arcane Warp Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Arcane Warp
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Movement Power
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10 Blocks
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Once per Combat
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You move to a non-vertical unoccupied space in range, which can include higher ledges. If you use Arcane Warp on yourself, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Additionally, if used on an Ally, it does not use the Ally’s Move but it applies the Snared Status Effect on them. Arcane Warp does not provoke Move Reactions.
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Arcane Isolate Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
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Arcane Isolate
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Instant Power
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Emote Range
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Twice per Combat, Once per Health Stage
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Target an Enemy within Range that is affected by a Link Power or that possesses a Block Token gained from an Ability, break it. If a Link Ability is broken, apply the Marked Status Effect to yourself. If a Block Token is broken, apply the Brittle Status Effect to yourself.
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Arcane Shove Pack
Name
|
Type
|
Range
|
Cooldown
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Description
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Arcane Shove
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Instant Power
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Emote Range
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Twice per Combat, Once per Health Stage 3 & 1.
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Target an Enemy within Range and Displace them 6 Blocks in any direction.
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Arcane Revive Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
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Arcane Revive
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Instant Power
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Melee Range
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Once per Combat
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Target an Ally at 0HP within range and Revive them back at 4HP. Additionally, apply a Link Power and the Bloody Status Effect on them. If the Link Power breaks, deal -3HP Damage to the Ally. The Link Power breaks if they leave Range from you. Multiple instances of a Revive Ability, even from different people, don’t stack with each other.
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Arcane Sap Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
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Arcane Sap
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Instant Power
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10 Blocks
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Once per Combat
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Target an Enemy within Range, and apply a Stat Reduction based on Health Stage, but also to yourself, until the end of the Target’s current Health Stage. Stage 3/2: -2 Attack or Defense for Enemy, -1 Attack or Defense for you. Stage 1: -1 Attack or Defense for Enemy. Multiple instances of Arcane Sap, even from different people, don’t stack with each other.
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You can only purchase these packs after investing 9+ points in Magic Category
Arcane Medic Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
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Arcane Medic
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Stance Technique
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Self
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20 Minutes, once ended
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You can enter Arcane Medic without using an Action, but exiting it requires one. Arcane Medic confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy, Shielding Point Buy. You cannot deal Damage to Enemies through Attacks or Abilities, but you gain a new Basic Attack that targets an Ally in Melee Range. When you use this on an Ally, you roll /dice 1 4 where anything above 1 is a success, healing the Ally for +1HP. Additionally, after you use an Arcane Point Buy Ability, you succeed your Dice Roll done with Arcane Medic’s Basic Attack. When entering Arcane Medic, your HP is capped to 8 for the rest of the Combat. Arcane Medic has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
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Arcane Tank Pack
Name
|
Type
|
Range
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Cooldown
|
Description
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Arcane Tank
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Stance Technique
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Self
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20 Minutes, once ended
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You can enter Arcane Tank without using an Action, but exiting it requires one. Arcane Tank confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy. Your Defense Stat Floor is 7, not 5. You cannot have the Brittle Status Effect applied to you. You cannot deal Damage to Enemies through Attacks or Abilities, but you gain a new Basic Attack that targets an Ally in Melee Range. When you use this on an Ally, the next time they would roll Defense, you do it for them, as if you were the one being attacked, and if you fail, reduce the Damage by -1HP (never to 0). Additionally, after you use an Arcane Point Buy Ability, you succeed your next Defense Dice Roll done with Arcane Tank’s Basic Attack. Arcane Tank has an indefinite duration, until ended by you, or until combat is over.
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Arcane Echostrike Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
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Arcane Echostrike
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Instant Power
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Self
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Twice per Combat
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Target yourself and grant +2 Attack to your next Attack Emote. Instead of dealing -2HP Damage, it deals -1HP Damage this turn, and -1HP Damage the next turn. When you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
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Arcane Puppeteering Pack
Name
|
Type
|
Range
|
Cooldown
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Description
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Arcane Puppeteering
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Instant Power
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Melee Range
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Once per Combat
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Target an Enemy at 0HP within Range and Revive them back at 4HP, forcing them to be your Ally. They can only make Basic Attacks at Melee Range, and their Attack is set to 5. Additionally, apply a Link Power on them. If the Link Power breaks, deal -2HP Damage to the Target affected by Arcane Puppeteering. The Link Power breaks if they leave Range from you. Multiple instances of a Revive Ability, even from different people, don’t stack with each other.
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Arcane Eruption Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Arcane Eruption
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Instant Power
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2 Blocks
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Twice per Combat, Once per Health Stage 3 & 2
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You displace all Characters within Range 4 blocks away from you If they Impact, apply -2 Defense for 2 turns. If at least 4 Characters Impact, apply the Prone Status Effect to one of them.
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Arcane Apotheosis Pack
Name
|
Type
|
Range
|
Cooldown
|
Description
|
Arcane Apotheosis
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Instant Power
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Self
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Once per Combat
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Target yourself and apply the Silenced Status Effect for 5 turns. If this Silenced Status Effect is not removed after those 5 turns, grant yourself +3 to Attack or Defense, and +2 to the other, for the rest of your current Health Stage.
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