More actions
This page is part of the Ability System, which is part of the Proficiency System for Combat Roleplay.
- To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page.
- To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page.
- To see an indexed list of all Abilities, read the Ability List Page.
Passive Techniques
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. |
Bardic Harmony | Passive Technique | Emote Range | No Cooldown | You may use the Harmonic Tags of Bardic Point Buy Abilities. You may Target Allies with which to Harmonize. Harmonic Tags grant Bardic Point Buy Abilities additional effects based on their use order, with the first Bardic Ability used by you or a Harmonized Ally being labeled the Intro, and the last Bardic Ability used by you or a Harmonized Ally being labeled the Outro. You may use Basic Attacks between Bardic Point Buy Abilities without losing use of Harmonic Tags, but using any Ability that doesn’t activate an Outro, except Passives and Stances, causes interruption and prevents the use of Harmonic Tags until an Intro is restarted. |
Breather | Passive Technique | Self | 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. |
Bruiser Grit | Passive Technique | Self | Once per Combat | Bruiser Grit isn’t active until you reach Health Stage 1. When it activates, you gain +5 Attack, decreasing by -1 for every successful Basic Attack you make, until it hits 0. This bonus automatically drops to 0 if you exit Health Stage 1. |
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. |
Cavalry Summon | Passive Technique | Self | 20 Minutes once Ended | You can use Cavalry Summon without using an Action, but Dismounting requires one. Cavalry Summon confers the following benefits and limitations: You gain +4 Blocks Range to your Move Actions and Movement Abilities for the immediate turn after you use a Movement Ability. If the Mount seats multiple, Allies can ride on the same Mount as you. If sharing a Mount, you only have one Move Action between all Riders, and any Snared or Prone Status Effects are duplicated, as well as any Displacements. If the Snared or Prone Status Effect is removed from one Rider, remove it from the other, as well. If a Displacement is countered or reduced by one Rider, reduce it for the other, as well. If one Rider does not have this Ability, the Mount will be unable to Move an increased Range. Cavalry Summon has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown. |
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. |
Cutthroat Quickstab | Passive Technique | Self | Twice per Combat, Once per Health Stage | Cutthroat Quickstab isn’t active until you have applied 4 Status Effects, but only counted once per Ability usage. When it activates, your next Basic Attack only is a guaranteed hit that deals -1HP Damage. |
Deadeye Barrage | Passive Technique | Emote | Once per Combat | You must spend an Action to activate Deadeye Barrage, but may use a Basic Attack without using an Action. While active, you gain +1 Attack per Basic Attack made for the next 3 turns, stacking up to +2. If the 3rd Attack is successful, it deals +1HP Damage, then Deadeye Barrage ends. Additionally, you cannot move for the duration of Deadeye Barrage, unless you cancel it prematurely. |
Deadeye Luckshot | Passive Technique | Emote | Once per Combat | You always have Deadeye Luckshot. While active, you may roll /dice 1 4, and set the Damage of your next successful Basic Attack to the number rolled. If you roll a 1, set the Damage of your next successful Basic Attack to -1HP and inflict the Brittle Status Effect to the Target. Deadeye Luckshot ends once you make a successful Basic Attack against an Enemy. |
Engineer Fabrication | Passive Technique | Self | Thrice per Combat, but Once per Health Stage | Engineer Fabrication isn’t active until you spend a turn without Moving beside your Turret, or Moving 2 Blocks with your Turret using Engineering Stance. When it activates without Moving, gain 1 Block Token. When it activates by Moving the full distance, gain 2 Block Tokens. |
Fate’s Wheel | Passive Technique | Self | Once per Health Stage | Fate’s Wheel isn’t active until you make a Dice Roll in Combat Roleplay, that isn’t an Attack Dice roll or Defense Dice roll. When it activates, without using your Action, you may re-roll the dice and choose which result to use. |
Fleet Footed | Passive Technique | Self | Twice per Combat, Once per Health Stage | Fleet Footed isn’t active until you make a successful Melee Basic Attack against an Enemy, you may Move an additional 4 Blocks after that Attack. |
Flexible Maneuver | Passive Technique | Self | Once per Health Stage | Flexible Maneuver isn’t active until you make an Attack or Defense Dice Roll at the lowest result. When it activates, you can choose to re-roll your Attack Dice Roll if you have taken a Move action on this turn, or choose to re-roll your Defense Dice Roll if you have not taken a Move action on this turn or the turn before. |
Fortify Command | Instant Technique | Emote Range | Once Ended, use Command Stance Basic 3 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. |
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. |
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. |
Medical Buff | Passive Technique | Melee Range | Four Times per Combat, Twice per Health Stage | Medical Buff isn’t active until you successfully heal an Ally with Medical Stance. When it activates, without using your Action, you may grant that Ally +2 Attack or Defense for 3 Dice Rolls. Multiple instances of Medical Buff, even from different sources, do not stack. |
Medical Purging | Passive Technique | Melee Range | Twice per Combat | Medical Purging isn’t active until you succeed on a Roll to heal an Ally through Medical Stance, you may choose to remove one Status Effect from the Target Ally. |
Momentum | Passive Technique | Self | Triggers Twice 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. Additionally, you may remove one of the Prone, Snared or Fleeting Status Effects from the Target Ally. |
Overstep | Passive Technique | Self | Once per Combat | 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 2 Move Actions. |
Paladin Vengeance | Passive Technique | Emote Range | 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. |
Puretek Blessing | Passive Technique | Self | Twice per Combat, Once per Health Stage | Puretek Blessing isn’t active until you have a Status Effect applied to you by an Occult Character. When it Activates, you may remove that Status Effect and gain +1 Attack against the Character that applied the Status Effect for your next attack only . |
Rage Counter | Passive Technique | Self | 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. |
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. |
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. |
Resilience | Passive Technique | Self | Once per Health Stage | Resilience isn’t active until you make multiple Defense Rolls in succession from different sources, increase your Minimum Defense Roll for the second Attack onward by a number equal to the number of Attacks made against you, +2. |
Ritualist Gale | Passive Technique | Self | No Cooldown | 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. |
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 3+CON. This increase is capped at +7 for Ranger Stance attacks, and +6 for Deadeye Stance Attacks, and +5 for all other Ranged Attacks. |
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. |
Stalwart | Passive Technique | Self | Once per Combat. | 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. |
Tank Rally | Passive Technique | 3 Blocks | Once Ended, use Tank Stance Basic 5 times to reuse. | You must spend an Action to activate Tank Rally, but only when you have 1+ Allies within Range. While active, all Allies within Range gain +2 Attack or +2 Defense for the duration, and +2 to their Minimum Attack or Defense Dice for their first Attack or Defense roll only. Multiple instances of Tank Rally, even from different people, don’t stack with each other. Tank Rally lasts until you have no Allies in range. |
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. |
Tech Exhaust | Passive Technique | Self | Once per Combat. | 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 Speed by 4 Blocks. |
Tech Resist | Passive Technique | Self | Once per Combat. | 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, which lasts until the Block Token is Broken. When activated by a Ranged Attack, decrease the Damage taken by half rounded up, but apply the Vulnerable Status Effect to yourself. |
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. |
Veteran Sentinel | Passive Technique | 4 Blocks | Once per Combat | You must spend an Action to activate Veteran Sentinel. While active, you may make Melee Attacks against Enemies that use the Move Action within Melee Range without using your Action, but set the Maximum Dice roll for these Attacks to 10. If an Enemy Moves within Range but outside of Melee Range, apply the Marked Status Effect to them without using an Action. This can only apply once per Target. Once you Move, Veteran Sentinel ends. |
Vigor | Passive Technique | Self | Once per Combat | Vigor isn’t active until your Basic Attack would be Replaced. When it activates, you become Immune to the next Status Effect placed on you that you are not already Immune to. |
Wounded Ego | Passive Technique | Self | Twice Per Combat, Once per Health Stage | Wounded 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. |
Instant Techniques
Name | Type | Range | Cooldown | Description |
---|---|---|---|---|
Aria of Distorting | Instant Technique | Emote Range | Twice per Combat, Once per Health Stage | Target an Enemy within Emote Range and apply the Confused Status Effect to them for 4 Turns. If used as an Intro, alternatively apply the Blinded Status Effect instead of Confused. If used as an Outro for an Aria Bardic Point Buy Ability, Target two Enemies, applying Blinded to one, and Confused to the other. |
Aria of Harming | Instant Technique | Emote Range | Twice per Combat, Once per Health Stage | Target an Ally within Emote Range and grant +4 Attack and +2 Minimum Attack for their next Attack Roll only. If used as an Intro, if the Enemy the Ally attacks is at Health Stage 3, apply the Brittle Status Effect to them after the Ally’s Attack. If used as an Outro for an Sonata Bardic Point Buy Ability, apply the Marked Status Effect to the Enemy if the Ally’s Attack is successful, and apply the Brittle Status Effect if it fails. Both Status Applications apply after the Attack, not before. |
Aria of Weakening | Instant Technique | Emote Range | Twice per Combat, Once per Health Stage | Target an Enemy within Range and inflict -2 Attack or Defense for their next 2 Rolls of the chosen Stat. If used as an Intro, the effect lasts for 3 Rolls instead of 2. If used as an Outro for an Elegy Bardic Point Buy Ability, the first Ally to make a successful Attack against the Target Enemy gains +2 Attack or Defense that lasts for their next 3 Rolls of the chosen Stat. |
Assault Command | Instant Technique | Emote Range | Once Ended, use Command Stance Basic 3 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. |
Blinding Prayer | Instant Technique | 10 Blocks | Once per Health Stage | Target an Enemy within Range, inflict -1 Attack or Defense for their next 3 Rolls of the chosen Stat. Additionally, apply the Blinded Status Effect, which ends when the Stat Reduction does. |
Breakthrough | Instant Technique | Melee Range | Once per Combat | 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 within Melee Range. Additionally, your next Attack against an Enemy with the Prone Status Effect from Breakthrough does not consume an action. |
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 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 Tackle | Instant Technique | Melee Range | Twice per Combat, Once per Health Stage. | 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, remove the Brittle Status Effect and deal -1HP Damage to them. Additionally, if they Impact, apply the Brittle Status Effect to the Character they Impact with. |
Bruiser Unsheathe | Instant Technique | 5 Blocks | Twice per Combat, Once per Health Stage | Target an Enemy within Range and make a Basic Attack against them at that Range instead of Melee. Additionally, Displace the Target 6 Blocks away from you and inflict -2 Defense for their next two Defense Rolls. |
Chaining Throw | Instant Technique | 10 Blocks | Twice Per Combat, Once per Health Stage | 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. |
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 your Action, 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. You cannot use Chem Berserk whilst you have the Status Effects applied by Chem Berserk. |
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 | 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 Block Token, but set the Move Speed of their next Move 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 Hyperfocus | Instant Technique | Self | Twice per Combat, Once per Health Stage | You set your Minimum Attack Roll to 4 for your next 3 Attack Rolls. Additionally, when you use your Action to use this Ability, you may refund your Action, 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. You cannot use Chem Hyperfocus whilst your Minimum Attack Roll is reduced by Chem Hyperfocus. |
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 Mend | Instant Technique | Emote Range | Twice per Combat, Once per Health Stage. | 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. |
Concussive Blow | Instant Technique | Melee Range | Twice Per Combat, Once per Health Stage | 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. |
Cutthroat Bleed | Instant Technique | Melee Range | Once per Health Stage 2/1 only. | Target an Enemy within Range, and apply the Bloody Status Effect for 3 Defense rolls. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. |
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 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 +4 Blocks Move Speed to your next Move only. |
Cutthroat Flash | Instant Technique | 10 Blocks | Once per Combat | You Target one Enemy within Range and apply the Blinded Status Effect for 3 Turns, which also applies to all characters within 2 blocks of the Target. |
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 your action to make a Basic Attack, immediately consuming the Marked Status Effect. If your Attack roll fails, reapply the Marked Status Effect. |
Deadeye Doubletap | Instant Technique | Emote | Once per combat | Target an enemy within Range who has just been Revived from KO and perform a doubletap, allowing the target one turn before you instantly KO them after. This does not consume an action, cannot have its target changed, and cannot be intercepted. |
Deadeye Drillshot | Instant Technique | Emote | Twice per Combat, Once per Health Stage. | Target an Enemy within Range and make a Basic Attack against them that ignores the benefits of Minimum Defense Increases. Additionally, if successful, reduce the Target’s Minimum Defense Roll against your attacks only by -3 for 2 turns. |
Deadeye Execute | Instant Technique | Emote | Once per Combat | Target an Enemy within Range who is on Health Stage 1, make a Basic Attack against them with +4 added to the Final Result that deals -1HP Damage if it misses. |
Deadeye Focus | Instant Technique | Emote | Twice per Combat, Once per Health Stage. | Target yourself and remove a Status Effect that isn’t Weakened, apply the Weakened Status Effect to yourself for 2 turns. Additionally, gain +2 Attack for your next attack only. |
Deadeye Overwatch | Instant Technique | Emote | Twice per Combat, on Different Targets | Target an Enemy within range and apply the Snared Status Effect to yourself and the Target. This does not consume an Action, but cannot be used on Enemies on Health Stage 1. |
Deadeye Pinshot | Instant Technique | Emote | Once per Combat. | Target an Enemy within Range with the Marked Status Effect and make an Attack Roll against them, dealing -3HP Damage on a successful hit, or re-apply the Marked Status on a miss. |
Deadeye Quickshot | Instant Technique | Emote | Once per Combat | Target an enemy within Range and make an Attack, rolling three times and selecting the highest result. Additionally, if two of the Rolls were above 10, apply Marked to the Target, if three of the rolls were above 10, also apply Marked to a second enemy within range. Deadeye Quickshot deals -1HP additional Damage to enemies with the Marked Status Effect. |
Elegy of Foreboding | Instant Technique | Emote Range | Once per Combat | Target an Enemy within Range and apply the Warned Status Effect, whilst Warned, the next Action the Enemy takes must Target you or one Ally of your choosing. If they Target you or the Ally, inflict -2 to the Minimum of their next 2 Rolls. If they choose not to Target you or the chosen Ally, grant the chosen Ally 1 Block Token. If used as an Intro, choose 2 Enemies instead of 1 to apply the Warned Status Effect to. If used as an Outro for an Elegy Bardic Point Buy Ability, grant the chosen Ally +4 Blocks Range and allow them to ignore Move Reactions for their next Move only. |
Elegy of Headwind | Instant Technique | 15 Blocks | Twice per Combat, Once per Health Stage | Target an Enemy within Range and Displace them a number of Blocks in any direction relevant to their Health Stage: Health Stage 3: 6 Blocks, Health Stage 2: 4 Blocks, Health Stage 1: 2 Blocks. If used as an Intro, apply the Snared Status Effect to the Target at the end of their Displacement. If used as an Outro for an Aria Bardic Point Buy Ability, increase the Displacement Range by +2 Blocks, and apply the Prone Status Effect to them if they Impact. |
Elegy of Tailwind | Instant Technique | Emote Range | Once per Combat | Target an Ally within Range and grant them +4 Blocks Range for their next Move, additionally, if they end this Move adjacent to an Enemy, apply the Vulnerable Status Effect to that Enemy. If used as an Intro, reduce the Damage the Target Ally would take from Move Reactions by -1HP. If used as an Outro for a Sonata Bardic Point Buy Ability, if the Ally ends this Move adjacent to an Ally and nobody else, heal the Target and the Ally they stop adjacent to +1HP. |
Endure Command | Instant Technique | Emote Range | Once Ended, use Command Stance Basic 4 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. |
Engineer Alarm | Instant Technique | Emote | Twice per Combat, Only on health stages 3/1 | Target an enemy within range, and within Line of Sight of you or your Turret, apply the Silenced or Weakened Status Effect to them for 2 turns. Additionally, you can consume 1 Block Token to increase the duration of the applied Status Effect by 2 turns, and reduce their Attack by -2 for the Duration of the Status Effect. |
Engineer Emergency | Instant Technique | 10 Blocks | Once per Combat | Target an ally within Range or adjacent to your Turret on Health Stage 1, consume 1 Block token to heal them +2HP. Additionally, you may consume 2 Block Tokens to heal them +3HP instead. |
Engineer Maintain | Instant Technique | Melee | Twice per Combat, Once per Health Stage | Target yourself or an Ally adjacent to your Turret, if the Ally has no Block Tokens, give them 1 but apply the Snared Status Effect to them. If used on yourself, grant 2 Block Tokens and the Snared Status Effect and this Ability does not use an Action. |
Engineer Overheat | Instant Technique | Self | No Cooldown | Target yourself and consume 1 Block Token, your next Basic Attack can be made at Emote Range against an enemy within Line of Sight of you or your Turret, and is made with +1 Attack. If you haven’t had a Block Token for 5 turns consecutively, you can ignore the cost to activate this Ability to overheat your Turret, granting +2 Attack to yourself and up to 3 Allies who are adjacent to it, this lasts until you gain a Block Token. |
Engineer Reel | Instant Technique | Emote | Twice per Combat, Once per Health Stage | Target an Enemy within Range and Displace them 4 Blocks towards your Turret, ignoring LOS as long as the Turret would have LOS on the Target. You can spend a Block Token to add +4 Blocks to the Displacement. If the Enemy would Impact, gain 1 Block Token. |
Escape Artist | Instant Technique | Self | Twice per Combat, once per Health Stage | Target yourself and remove the Snared Status Effect, or negate one instance of any Movement Speed reduction currently applied to you. Additionally, outside of Combat, you are able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold you down. |
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. |
Fancy Footwork | Instant Technique | 1 Block | Once per Combat | Target an Enemy within 1 Block Range and take the Move action, if possible. Move until you are standing within 1 Block of a different Enemy, and for this Move, you are immune to the first 2 Opportunity Attacks that would Target you. Count the number of Blocks moved, and receive a bonus to your next minimum Attack Roll equal to the number of Blocks (max 6). 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. |
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. |
Guided Prayer | Instant Technique | Self | Once per Health Stage | Target yourself and increase the Attack and Minimum Attack of your next Basic Attack by +2. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. |
Heavy Throw | Instant Technique | Melee Range | Twice per Combat, Once per Health Stage | 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. |
Improvised Attack | Instant Technique | Emote Range | Twice per Combat, Once per Health Stage | Target an Enemy within Range and roll /dice 1 3. If you roll a 1 or 2, make an Attack at Emote Range with -2 Attack. If you roll a 3, make an Attack at Emote Range with +2 Attack. |
Knockback Sweep | Instant Technique | Melee Range | Once per Combat. | 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. |
Medical Bolster | Instant Technique | 10 Blocks | Twice per Combat, Only during Health Stage 2/1 | Target an Ally within Range and grant them 1 Block Token, whilst they have this Block Token increase that Ally’s Defense by +2. The next time you would take -HP Damage, the Target Ally suffers it instead of you. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Medical Stance Basic Attack. |
Medical Extension | Instant Technique | Emote Range | Once per Combat | Target an Ally on Health Stage 1 and grant them an additional Basic Attack use without using an Action when they reach 0HP. Additionally, if the Attack is successful, it deals -3HP Damage, if it is unsuccessful, it deals -1HP Damage. |
Medical Rescue | Instant Technique | 10 Blocks | Twice per Combat | Target an Ally within Range and displace them to a block adjacent to you. Additionally, grant them 1 Block Token and heal them +1HP. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Medical Stance Basic Attack. |
Medical Resist | Instant Technique | 10 Blocks | Twice per Combat | Target Yourself or an Ally on Health Stage 2/1 who has just lost a Defense Roll, reduce the Damage taken by that Ally by -1HP for the next 2 failed Defense Rolls. |
Medical Sweep | Instant Technique | 5 Blocks | Once per Combat, but only after you have used Medic Stance Basic 5 Times | You move to a non-vertical unoccupied space in Range. This does not provoke Move Reactions, allows you to move through people and heals Allies passed through for +1HP. You can only heal up to 3 Allies using Medical Sweep. |
Nimble Bola | Instant Technique | 10 Blocks | Once per Combat | Target an enemy within Range and count the number of blocks between yourselves. If the number of blocks is Even, apply the Prone Status Effect. If the number of blocks is Odd, apply the Snared Status Effect. |
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, and +3 Attack. |
Paladin Bulwark | Instant Technique | Melee Range | 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 for their next 2 Dice Rolls. This counts as a Movement Technique. |
Paladin Cleanse | Instant Technique | Melee Range | 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 Cleave | Instant Technique | 2 Blocks | Twice per Combat, Once per Health Stage | Paladin Cleave’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 10 Blocks and apply the Fleeting Status Effect. Additionally, inflict -2 Attack for their next 2 Attack Rolls. |
Paladin Repulse | Instant Technique | 4 Blocks | Twice per Combat, Once per Health Stage. | Paladin Repulse’s effects differ based on which Paladin Stance is Active. Blade: Displace all Enemies within 4 Blocks backward away from you by 6 Blocks. Additionally, if any Enemies Impact, inflict -2 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 Smite | Instant Technique | 10 Blocks | Twice per Combat. | 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 Veilbane | Instant Technique | 10 Blocks | Twice per Combat, Once per Health Stage. | 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. Additionally, when you use your Action to use the Blade version of this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. |
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. |
Protocol Scout | Instant Technique | Emote Range | Twice per Combat | Target an Ally within Range, ignoring Line of Sight and consider them always in Range of you and your Abilities and Attacks, regardless of Line of Sight, for your next 2 Turns. Once Protocol Scout Ends, if that Ability is still active, you are no longer considered ‘in Range’ for that Ability (unless you would be normally without Protocol Scout). Protocol Scout does not use your Action. |
Puretek Reload | Instant Technique | Self | Once per Combat, Only during Health Stage 1 | Target yourself and grant an additional usage of any previously used and currently inactive Puretek, Ranger, or Deadeye Point Buy Ability without using an Action. |
Puretek Roulette | Instant Technique | Self | Once per Combat | Target yourself and roll /dice 1 6, apply an effect based on the number rolled. 1: Do Nothing but refund this Use of Puretek Roulette, 2: Grant yourself +1 Attack for your next two Attack Rolls, 3: Increase your Move by 3 Blocks for your next two Move Actions, 4: Grant yourself 1 Block Token, 5: Reroll your next Defense Roll even if you succeed, 6: Apply the Marked Status Effect to two Enemies in Emote Range. |
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 Entrapment | 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 Entrapment does not Stack. |
Ranger Fan | Instant Technique | 4 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 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. |
Ranger Tag | Instant Technique | Emote | Four Times per Combat, but Twice per Health Stage | 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 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 +2 Attack and +2 to the Minimum Dice Roll. Additionally, you may make this Attack using an Ally’s Line of Sight for targeting. |
Reflecting Strike | Instant Technique | Emote | Once Per Combat | 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. |
Ritualist Expulsion | Instant Technique | Melee | Twice per Combat, Once per Health Stage. | 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. |
Ritualist Hunt | Instant Technique | Self | Twice per Combat, Once per Health Stage | Target yourself and gain +4 Move Speed 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 Mirage | Instant Technique | 10 Blocks | Once per Health Stage | Target an Enemy within Range and apply the Confused Status Effect to them which lasts for 5 Turns, or until you make a Basic Attack against them, 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. |
Ritualist Roots | Instant Technique | 10 Blocks | Once per Combat | Target an Enemy within Range and apply the Prone Status Effect. While the Enemy has the Prone Status Effect from Ritualist Roots, you gain +2 Attack against them. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. |
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. |
Shattering Strike | Instant Technique | Melee Range | Twice Per Combat, Once per Health Stage | Target an enemy within Range and apply the Brittle Status Effect. Additionally, Shattering Strike does not use your Action but can only be used after making a Basic Attack. |
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 Phalanx | Instant Technique | 1 Block | Once Per Combat | You create a defensive zone within Range, ignoring LOS, and increasing your and allies’ Defense 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 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 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. |
Shrug Off | Instant Technique | Self | Once per Health Stage | 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. |
Smokescreen | Instant Technique | 4 Blocks | Once per Combat | Target yourself and become untargetable by Abilities used outside of this Range for the next 3 turns. Additionally, any Basic Attacks targeting you outside of this Range have -2 to the Final Result. |
Sonata of Justice | Instant Technique | Emote Range | Once per Health Stage | Target an Ally within Range and grant them +2 Attack or Defense to their next 3 Rolls of the chosen Stat. If used as an Intro, this lasts for 4 Rolls instead. If used as an Outro for an Elegy Bardic Point Buy Ability, whilst the Ally has this Stat Increase, grant them +2 Blocks Range for all Move Actions they make, and the first time they Impact because of an Enemy, heal them +1HP. |
Sonata of Purity | Instant Technique | 5 Blocks | Twice per Combat | Target yourself or an Ally within Range and remove 1 Status Effect of your choice from the Target. If used as an Intro, increase this Ability’s Range to 10 Blocks. If used as an Outro for an Aria Bardic Point Buy Ability, when you use this on an Ally, additionally Target the Enemy within Emote Range that applied the removed Status Effect and apply the Marked Status Effect if the Target Enemy is on Health Stage 3/2, and apply the Bloody Status Effect if the Target Enemy is on Health Stage 1, which lasts until they leave Health Stage 1. |
Sonata of Sanctuary | Instant Technique | Emote Range | Once per Combat | Target an Ally within Range on Health Stage 1 and grant them 1 Block Token. If used as an Intro, Target an Ally on Health Stage 2/1 instead. If used as an Outro for a Sonata Bardic Point Buy Ability, additionally heal yourself and the Target Ally +1HP. |
Tangle Strike | Instant Technique | Melee Range | Once per Combat | 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. |
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. |
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 speed to 4 Blocks for this turn only, or, if you already Moved, reduce the Move speed of your next Move to 4 Blocks. |
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. |
Tech Auto | Instant Technique | Self | Twice per Combat, 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. Additionally, if your Basic Attack is Replaced by something else when you use this Ability, instead of reducing the Damage you deal, increase the Damage you take from incoming Attacks by -1HP. |
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. |
Theft | Instant Technique | 1 Blocks | Twice per Combat, Once per Health Stage | Target an enemy within Range and roll /dice 1 5. If you roll a 1, and the enemy has a Block Token, remove the Block Token and grant it to yourself, and if the enemy has no Block Token, treat this as rolling a 4. If you roll a 2, choose an Ability that is “Twice or Thrice per Combat” and refresh one of its uses. If you roll a 3, you and the Enemy gain the benefit of a 2 roll. If you roll a 4, reduce the enemy’s next Move action by -3 Blocks, and increase your next Move action by +3 Blocks. If you roll a 5, remove any Attack and Defense Stat increases the enemy has for the next 3 turns, and grant them to yourself for the next 3 turns (they are re-applied when this Ability ends). |
Venomous Strikes | Instant Technique | Self | Once per Combat. | Target yourself and modify your Attack for the next 4 turns. Whenever you deal Damage to an enemy, you can reduce the Damage by any amount (even to 0), and then reduce the enemy’s Attack or Defense Stat by the amount reduced. This Stat reduction lasts until you Damage the affected enemy without reducing the Damage, until this Ability ends, or until you are KO’d. The same enemy can only have their Stats reduced by a maximum of -3 in each Stat, even by multiple uses of Venomous Strikes. |
Veteran Solitude | Instant Technique | 10 Blocks | Twice per Combat | Count the number of Allies and Enemies, and apply a different effect of Veteran Solitude depending on the difference between the counted numbers. 0: Target 1 Enemy within Range and set your Minimum Attack or Defense Roll against them to 5, and grant the Enemy the opposite. 1-2: Grant yourself 1 Block Token, and apply the Marked Status Effect to one Enemy within Range. 3-4: Remove up to two Status Effects from yourself and apply 1 Status Effect of your choosing to an Enemy within Range, 5+: Target 3 Enemies in Range, inflict -3 Attack and Defense to all three for their next 3 Rolls. |
Veteran Swiftstrike | Instant Technique | 2 Blocks | Twice per Combat, Once per Health Stage | Target all Enemies within Range and displace them backward away from you by 4 Blocks. Additionally, target one Enemy displaced by this Ability and move to an unoccupied space adjacent to them without provoking Move Reactions. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. |
Veteran Tri-Slash | Instant Technique | Melee Range | Once per Health Stage, only on Health Stage 3/2 | Target an Enemy within Range and make a Basic Attack against them rolling /dice 1 19, ignoring all current bonuses and penalties, rolling three times and using the Highest Result. If 2 of the Rolls were above 15 without post-roll additions, this attack deals -3HP Damage. If 3 of the Rolls were above 15 without post-roll additions, this attack deals -4HP Damage and applies the Prone Status Effect to the target, and this Attack’s Damage cannot be reduced or ignored in any way. |
Warding Prayer | Instant Technique | 5 Blocks | Twice per Combat, Once per Health Stage | Target an Enemy within Range, the next time they take the Move Action, or the next time an Enemy adjacent to the Target takes the Move Action, apply the Snared and Fleeting Status Effect to the Target. |
Weapon Throw | Instant Technique | Emote Range | Thrice Per Combat, Once per Health Stage | Target an enemy within Range and make a Basic Attack at Emote Range, but with -2 Attack. |
Counter Techniques
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 within Emote Range that attacked you. |
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. |
Chem Bang | Counter Technique | 10 Blocks | Twice per Combat | 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. |
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 Maximum Defense Roll to 6 (cannot be raised) 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 your Action, but only if you immediately spend it to make a Basic Attack. |
Close Save | Counter Technique | Self | Once per Combat | You can only use this when an ally is targeted by a Basic Attack or an Ability that does -HP damage. Instead of the ally taking Damage, you become the Target and take Damage equal to half the original Damage, rounded up. Close Save only works if you can be a valid Target for the Attack/Ability. Multiple instances of Close Save, even from different people, don’t stack with each other. |
Cutthroat Mirror | Counter Technique | 10 Blocks | 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. |
Dirty Fighter | Counter Technique | 10 Blocks | Once per Combat | You can only use this when an enemy is within Range. Apply the Confused Status Effect to them for 2 turns. Additionally, if the target is within 2 Blocks of you, apply a -2 Defense Reduction for their next two Defense Rolls. Multiple instances of Dirty Fighter, even from different people, don’t stack with each other. |
Engineer Reinforce | Counter Technique | Emote | Twice per Combat, Once per Health Stage | You can only use this when an enemy would Displace an Ally adjacent to your Turret, reduce the distance the Ally is displaced by -4 Blocks. Additionally, you can consume 1 Block Token to apply the Marked and Snared Status Effects to whomever displaced that Ally. |
Feeble Prayer | Counter Technique | Emote Range | Twice per Combat, Once per Health Stage | You can only use this when an Enemy Targets you with a Technique. Reduce the Duration, Damage, and Displacement Distance of that Power on you by half rounded up. Additionally, apply the Weakened Status Effect for 2 Turns to the Enemy that used the Technique on you. |
Hushed Prayer | Counter Technique | Emote Range | Twice per Combat, Once per Health Stage | You can only use this when an Enemy Targets you with a Power. Reduce the Duration, Damage, and Displacement Distance of that Power on you by half rounded up. Additionally, apply the Silenced Status Effect for 2 Turns to the Enemy that used the Power on you. |
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 damage, gain Defense for your next two Defense Rolls equal to double the damage you took. |
Kneeling Prayer | Counter Technique | Self | Twice per Combat | You can only use this when an Enemy would Damage you with a Basic Attack. Reduce the Damage you would take by -1HP. Additionally, apply the Prone Status Effect to yourself, and you may only remove it by spending your Action, or using an Ability that removes Status Effects. |
Magebane Strike | Counter Technique | 5 Blocks | Twice per Combat, but only Once per Health Stage | 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 Move Speed for your next Move. |
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 for 1 Turn, 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. |
Puretek Evade | Counter Technique | Melee | Once per Combat | You can only use this ability when you are targeted for a Basic Attack by an Occult Enemy within range. You automatically succeed in the Defense Roll for that attack, and Displace yourself up to 10 blocks away from the enemy in a cardinal direction. Additionally, at the end of the displacement, apply the Vulnerable Status Effect to yourself. |
Puretek Sanction | Counter Technique | Emote | Once per Combat | You can only use this when an Occult Enemy targets you or an Ally with a Power, apply the Warned Status Effect to that Enemy. Whilst Warned, if the Target uses a Power in their next Action, inflict -2HP Damage to them, if they do not, apply the Silenced Status Effect for 2 turns. Multiple instances of Puretek Sanction do not stack. |
Puretek Wrath | Counter Technique | Emote | Twice per Combat, Once per Health Stage | You can only use this when an Occult Enemy Damages you with a Basic Attack, apply the Vulnerable Status Effect to them and decrease their next Move by 4 Blocks. |
Sharp Reflexes | Counter Technique | Self | Twice per Combat | You can only use this when you are Targeted by a Basic Attack. Sharp Reflexes must be declared before the Defense Roll, which adds +5 to the Final Result of your Defense Roll. This does not take an Action, but cannot be used twice on the same Roll. |
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 | 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 or any other type of Ranged Attack, 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. |
Steady Body | Counter Technique | Self | Twice per Combat, but once per Health Stage 3/2 | 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 your Action, but only if you immediately spend it to make a Basic Attack. |
Substitute | Counter Technique | 4 Blocks | Once per Health Stage, only during Health Stage 2/1. | 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. |
Tank Block | Counter Technique | Self | Once per Health Stage. | 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 Hero | Counter Technique | 4 Blocks | Once per Health Stage, 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 | 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 -6 Blocks, and apply the Prone Status Effect to them at the end of their Move. Tank Watch does not use your Action. |
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, including refunded Basic Attacks. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. |
Veteran Antimagi | Counter Technique | 4 Blocks | Once per Combat | Before you have used Veteran Antimagi, you gain +1 Attack. You can only use this when an Enemy within Range uses an Ability from Arcane Point Buy, without using an Action, target them and apply the Silenced Status Effect for 3 turns. When the Silenced Status Effect ends, set your Minimum Attack Roll against the Target to 5 for your next Attack. |
Veteran Impurity | Counter Technique | 4 Blocks | Once per Combat | Before you have used Veteran Impurity, you gain +1 Defense. You can only use this when an Enemy within Range uses an Ability from Puretek Point Buy, without using an Action, target them and apply the Weakened Status Effect for 3 turns. When the Weakened Status Effect ends, inflict -2 Attack or Defense to them for their next 2 Rolls. |
Veteran Parry | Counter Technique | 2 Blocks | Twice per Combat | You can only use this when an Enemy within Range uses a Basic Attack or a Technique, Target them and apply different effects depending on what was used. Basic Attack: Increase your Minimum Defense by +3 for your next 2 Rolls, Technique: Inflict the Fleeting Status Effect to the Target Enemy. |
Movement Techniques
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. |
Cavalry Buck | Movement Technique | Melee | Once per Combat | Target an Enemy within Range and displace them backward away from you by 4 Blocks, additionally apply the Prone Status Effect. |
Cavalry Charge | Movement Technique | 10 Blocks | Once per Combat | You and any other Riders move to an unoccupied block within Range without provoking Move Reactions and Moving through people. Additionally, apply the Prone Status Effect to up to 2 Enemies passed through with this Ability, and if there is an Enemy within Melee Range of the block you move to. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. |
Cavalry Ram | Movement Technique | 5 Blocks | Twice per Combat, Once per Health Stage | You move to an unoccupied block within Range without provoking Move Reactions but not moving through people. Additionally, Target an Enemy within Melee Range of your destination and Displace them backward away from you by 6 Blocks, if they Impact, gain +2 Attack for your next Attack against that Target. |
Cavalry Retreat | Movement Technique | 10 Blocks | Once per Combat | You and any other Riders move to an unoccupied block within Range without provoking Move Reactions and Moving through people. Additionally, Target an Ally within Melee Range and take them with you without using the Target Ally’s Move. |
Cavalry Roar | Movement Technique | 10 Blocks | Twice per Combat, Once per Health Stage | Target yourself and up to two Allies who are Mounted within Range and grant them +2 Attack for their next 2 Attack Rolls, this bonus is doubled if those Targets Move more than 8 Blocks before making their next 2 Attacks. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Multiple instances of Cavalry Roar, even from different sources, do not stack. |
Cavalry Trooper | Movement Technique | Melee Range | Triggers Twice per Combat, Once per Health Stage | You always block line of sight for enemies within 5 Blocks. Additionally, if you trigger an Opportunity Attack, you may make an Attack against that Enemy without using an Action, with +2 Attack. |
Diving Tackle | Movement Technique | 10 Blocks | Once per Combat | 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, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. |
Ranger Evade | Movement Technique | 10 Blocks | Once Per Combat | You can only use this when you are Targeted by a Melee Basic Attack. If that attack succeeds, Displace the Enemy backwards and away from you by 4 blocks. If that attack fails, grant yourself +2 Defense to your next 2 Defense Dice Rolls. In either case, after the Attack, Move in any direction up to 10 Blocks, moving through people and without triggering Move Reactions. |
Ritualist Exchange | Movement Technique | 10 Blocks | Once per Combat | 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 for 2 Turns to up to 2 Enemies within Melee Range of you after the swap. |
Ritualist Surge | Movement Technique | 10 Blocks | Twice per Combat, Once per Health Stage | 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. |
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. |
Stampede | Movement Technique | 4 Blocks | Once per Combat | 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. |
Tank Rush | Movement Technique | 10 Blocks | Twice per Combat, Once per Health Stage | 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 5+ Blocks, when you end your move, grant a Block Token to the Targeted Ally. |
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 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 or Engineering Point Buy Ability. |
Veteran Banishment | Movement Technique | 10 Blocks | Twice per Combat, Once per Health Stage | Before you have used Veteran Banishment, you gain +1 to your Minimum Attack Roll. Target a Conjuration or Turret within Range and Move to an unoccupied block adjacent to it. If you Target a Conjuration, destroy it, and apply the Confused Status Effect to the Target Conjurer within Emote Range for 2 Turns. If you Target a Turret, re-place the Turret anywhere you choose horizontally within 6 blocks of its original location, and apply the Blinded Status Effect to the Target Engineer within Emote Range for 2 Turns. |
Link Technique
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. |
Engineer Connect | Link Technique | Emote | Once per Combat | Target an Ally within Emote Range, apply a Link to them that grants you a Block Token every time that Ally breaks a Block Token, and grant that Ally +2 Defense for 2 Dice Rolls. Engineer Connect lasts until broken or you reach Health Stage 1. When it ends, give the Linked Ally 1 Block Token. |
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. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Command Stance Basic Attack on both Allies, granting one Ally the Defense Bonus, and the other the Attack Bonus. |
Medical Revive | Link Technique | Melee Range | Once per Combat | Target an Ally at 0HP within range and Revive them back at 4HP. Additionally, apply a Link Technique and Bloody Status Effect on them. If the Link Technique breaks, deal -3HP Damage to the Ally. The Link Technique also breaks if they leave Range from you. Multiple instances of a Revive Ability, even from different people, don’t stack with each other. |
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. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Command Stance Basic Attack. |
Puretek Burn | Link Technique | 10 Blocks | Once per Combat | Target an Occult Character within range and apply a Link to them for 4 turns that deals -1HP Damage to them when they use a Power. After this has dealt 2HP Damage, break the Link and inflict the Silenced Status Effect to the target for 2 turns. If Puretek Burn does not deal -2HP Damage to the Target within 5 turns, inflict the Weakened Status Effect on yourself for 2 turns. Multiple instances of Puretek Burn do not stack. |
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. |
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. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Command Stance Basic Attack. |
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 would be 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 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 Speed per Link affecting them. If used on an Enemy, inflict -1 Attack and Move Speed per Link affecting them. Tech Livewire breaks automatically after 4 Turns. |
Stance
Name | Type | Range | Cooldown | Description |
---|---|---|---|---|
Arcane Blade | Stance | Self | 20 Minutes once Ended | 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. Additionally, when you would change from one Health Stage to another, your next Basic Attack rolls /dice 0 20, ignoring all current bonuses and penalties. If you roll a 0 or a 20, displace the target backwards and away from you by 6 blocks, and apply the Brittle Status Effect. 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. |
Arcane Bolts | Stance | Self | 20 Minutes, once ended | 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 9 (dice 19). 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 Bolts counts as Ranger Stance for the purpose of Enemy Abilities. Arcane Bolts has an indefinite duration, until ended by you, or until combat is over. |
Arcane Medic | Stance | Self | 20 Minutes, once ended | You can enter Arcane Medic without using an Action, but exiting it requires one. You cannot enter Arcane Medic at Health Stage 2/1. 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. Your Basic Attack is Replaced, allowing you to target a Character within Melee Range and roll /dice 1 4, where anything above a 1 is a success, to heal the target +1HP. Additionally, if the Target is already at their Maximum HP, a success instead heals yourself +1HP. Additionally, after you use an Arcane Point Buy Ability, you succeed your Dice Roll done with Arcane Medic’s Basic Attack. Arcane Medic has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown. |
Arcane Tank | Stance | Self | 20 Minutes, once ended | 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 from Proficiencies is 7, not 5. You cannot have the Brittle Status Effect applied to you. You cannot deal Damage to Enemies through Attacks or Abilities, your Basic Attack is Replaced and Targets Allies in Melee Range. When you use this on an Ally, or up to 2 Allies, the next time they would be Targeted for a Basic Attack, you become the Target instead, and if you fail the Defense Roll, reduce the Damage you take 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. |
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. |
Chem Bolts | Stance | 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 (dice 19). 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. This counts as Ranger Stance for the purpose of other Abilities. Chem Bolts has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown. |
Command Stance | Stance | 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. Your Basic Attack is Replaced, and can now Target Allies within Emote Range. When you use this on an Ally, increase the Minimum of their next Attack or Defense Roll by +5. Command Stance has an infinite duration, until ended by you, or Combat is over. |
Conjurer Stance | Stance | Emote Range | 20 Minutes once Ended | You can enter Conjurer Stance without using an Action, but exiting it requires one. Conjurer Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. You may place one Conjuration upon entering Conjurer Stance, but can only place 3 Max at once. Conjurations cannot move, but any Ability that allows you to place a Conjuration allows you to move one that already exists instead. Conjurations do not have Opportunity Attacks, can be walked through, count for Impact as a player would, and Abilities with Melee Range can be cast through one of your Conjurations. But, if a Conjuration is removed and re-placed, any Abilities cast through it are also removed. Additionally, if you make an Attack against an Enemy whilst you or the Enemy is Adjacent to one of your Conjurations, gain +1 Attack for each Adjacent Conjuration. Destroy all Conjurations when you exit Conjurer Stance. |
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. |
Deadeye Stance | Stance | Self | 20 Minutes, once ended | You can enter Deadeye Stance without using an Action, but ending it requires one. Deadeye 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 10 (dice 20). 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 4. Deadeye Stance has an indefinite duration, until ended by you, or until combat is over. |
Engineer Stance | Stance | Self | 20 Minutes, once ended | You can enter Engineer Stance without using an Action, but ending it requires one. Engineer Stance confers the following benefits and limitations: You cannot use Abilities from Training Point Buy. You have no cap on Block Tokens, and Block Tokens no longer trigger to reduce Damage taken, and cannot be removed by other players by any means, instead being consumed for Engineering Point Buy Abilities. You Summon a Turret adjacent to where you are standing when entering Engineer Stance, and if you take the move action when standing adjacent to your Turret, you may move it with you, but limit that Move to 4 blocks. Engineer Stance has an indefinite duration, until ended by you, or until combat is over. |
Medical Stance | Stance | Melee Range | 20 Minutes once Ended | You can enter Medical Stance without using an Action, but exiting it requires one. You cannot enter Medical Stance on Health Stage 2/1. Medical Stance confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Your Basic Attack is Replaced, allowing you to target a Character within Melee Range and roll /dice 1 4, where anything above a 1 is a success, to heal the target +1HP. Additionally, if the Target is already at their Maximum HP, a success instead heals yourself +1HP. Medical Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown. |
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 9 (dice 19). 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. |
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 9 (dice 19). 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. |
Ritualist Stance | Stance | Self | 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. |
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 from Proficiencies is 7, not 5. You cannot have the Brittle Status Effect applied to you. You cannot deal Damage to Enemies through Attacks or Abilities, your Basic Attack is Replaced and Targets Allies in Melee Range. When you use this on an Ally, or up to 2 Allies, the next time they would be Targeted for a Basic Attack, you become the Target instead, and if you fail the Defense Roll, reduce the Damage you take by -1HP (never to 0). Tank Stance has an indefinite duration, until ended by you, or until combat is over. |
Veteran Stance | Stance | Self | 20 Minutes once Ended | You can enter Veteran Stance without using an Action, but ending it requires one. Veteran Stance confers the following benefits and limitations: You cannot use Abilities from Arcane Point Buy. Any Stat Reduction greater than -1 that would affect you is reduced by -1. Additionally, Once per Combat, you may set the Range of any X Block Range Veteran Point Buy Ability to 6 Blocks. Veteran Stance has an indefinite duration, until ended by you, or until combat is over. |
Passive Power
Name | Type | Range | Cooldown | Description |
---|---|---|---|---|
Arcane Aura | Passive Power | Self | Once per Combat | Arcane Aura isn’t active until you are given the Prone, Fleeting, or Snared Status Effect. When it activates, you can remove the Status Effect and instead grant yourself +4 Blocks Move Speed on your next Move. |
Instant Powers
Name | Type | Range | Cooldown | Description |
---|---|---|---|---|
Arcane Apotheosis | Instant Power | Self | Once per Combat | 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. Additionally, whilst Silenced by Arcane Apotheosis, gain +1 Attack and Defense. |
Arcane Cleanse | Instant Power | 10 Blocks | Twice per Combat, but only during Health Stage 3/2 | 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, but if you do, reapply the removed Status Effect to yourself as well, but with a 2 Turn duration (if applicable). This transferred Status Effect cannot Target the same Enemy that applied the initial Status Effect. |
Arcane Distortion | Instant Power | 3 Blocks | Once per Combat, Only on Health Stage 2/1 | Apply the Confused Status Effect for 2 Turns to all Characters within Range of you, including yourself. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. |
Arcane Echostrike | Instant Power | Self | Twice per Combat | 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. |
Arcane Eruption | Instant Power | 2 Blocks | Twice per Combat, Once per Health Stage 3 & 2 | 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. |
Arcane Isolate | Instant Power | Emote Range | Twice per Combat, Once per Health Stage | 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. |
Arcane Portent | Instant Power | Emote Range | Twice per Combat | 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. |
Arcane Sap | Instant Power | 10 Blocks | Once per Combat | 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. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. |
Arcane Shove | Instant Power | Emote Range | Twice per Combat, Once per Health Stage 3 & 1. | Target an Enemy within Range and Displace them 6 Blocks in any direction. |
Arcane Snare | Instant Power | Emote Range | Once per Combat | 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 to the Target instead. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. |
Conjurer Bleed | Instant Power | Emote Range | Twice per Combat, Once per Health Stage | Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, Displace an Enemy within Range 4 Blocks toward one of your Summons of your choosing, if they Impact, apply the Bloody Status Effect to them for their next 4 Defense Rolls. |
Conjurer Bolt | Instant Power | Emote Range | Four Times per Combat, Twice per Health Stage | Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, make a Ranged Attack with +2 Attack against anyone within Melee Range of any of your Summons regardless of Line of Sight. |
Conjurer Fetter | Instant Power | Emote Range | Twice per Combat, Once per Health Stage | You cannot use Conjurer Fetter unless you have at least 2 Summons Active. Target two Enemies within Range and apply -2 Attack to one, and -2 Defense to the other that lasts for their next 3 Rolls of the affected Stat. Conjurer Fetter does not Stack. |
Conjurer Fog | Instant Power | Emote Range | Twice per Combat | Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, apply the Blinded Status Effect for 4 Turns Enemies who are within Melee Range of each of your Summons, up to a total number of Enemies equal to your current number of Summons. |
Conjurer Garrotte | Instant Power | Melee Range | Twice per Combat, Once per Health Stage | Target an Enemy within Range and make an Attack Roll against them that inflicts -1HP Damage and applies the Silenced or Weakened Status Effect to the Target for 3 Turns if successful. If the Attack roll fails, apply the Silenced or Weakened Status Effect to the Target for 2 Turns instead. |
Conjurer Plague | Instant Power | Emote Range | Once per Combat | You cannot use Conjurer Plague unless you have at least 3 Summons Active. Apply one of the the Bloody, Fleeting, or Vulnerable Status Effects to all Enemies within Melee Range of one of your Summons. If Bloody is chosen, apply it until the end of their current Health Stage. |
Conjurer Stall | Instant Power | Melee Range | Twice per Combat, Once per Health Stage | Target an Enemy within Range and apply the Prone Status Effect to them. Additionally, apply the Snared Status Effect to yourself or an Ally within Range. |
Counter Power
Name | Type | Range | Cooldown | Description |
---|---|---|---|---|
Arcane Counter | Counter Power | Emote Range | Twice per Combat, Once per Health Stage | 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. |
Movement Power
Name | Type | Range | Cooldown | Description |
---|---|---|---|---|
Arcane Warp | Movement Power | 10 Blocks | Once per Combat | 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 your Action, 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. |
Conjurer Warp | Movement Power | Emote Range | Once per Combat | Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, teleport horizontally to a block adjacent to any of your Summons within 10 Blocks, ignoring Opportunity Attacks and moving through people. |
Link Power
Name | Type | Range | Cooldown | Description |
---|---|---|---|---|
Arcane Barrier | Link Power | Emote Range | Once per Combat | 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, 6 for Deadeye Stance Attacks, and 5 for any other Ranged Attack. 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. |
Arcane Healing | Link Power | 10 Blocks | Once per Combat | 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 +1HP on the Ally and apply the Bloody Status Effect on yourself which lasts for 2 Turns. |
Arcane Puppeteering | Link Power | Melee Range | Once per Combat | 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. If the Target leaves Range of you, they can no longer take their Action until they move back within Range. Multiple instances of a Revive Ability, even from different people, don’t stack with each other. |
Arcane Revive | Link Power | Melee Range | Once per Combat | 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. |
Status Effects
Name | Type | Range | Cooldown | Description |
---|---|---|---|---|
Snared | N/A | N/A | N/A | When Snared, any Move from the Move Action or Abilities is reduced by Half, then the Effect ends. |
Silenced | N/A | N/A | N/A | When Silenced, you cannot use Powers that Target other Characters. |
Weakened | N/A | N/A | N/A | When Weakened, you cannot use Techniques that Target other Characters. |
Confused | N/A | N/A | N/A | When Confused, you cannot Target the person who Confused you with Abilities. |
Blinded | N/A | N/A | N/A | When Blinded, you cannot Target anyone with Emote Range Abilities. |
Marked | N/A | N/A | N/A | When Marked, the next Attack made against you gains +5 to the Minimum Dice Roll, then the Effect ends. |
Warned | N/A | N/A | N/A | When Warned, you must choose between two negative outcomes, then the Effect ends. |
Brittle | N/A | N/A | N/A | When Brittle, you take +1 Damage on the next Attack, then the Effect ends. |
Vulnerable | N/A | N/A | N/A | When Vulnerable, if you apply a Status Effect to an Enemy, take -1HP Damage, then the Effect ends. |
Prone | N/A | N/A | N/A | When Prone, you cannot Move. Use your Action to end this effect, or after 1 Turn, Make an Attack or Use an Ability to end it. |
Fleeting | N/A | N/A | N/A | When Fleeting, if you Impact, take -1 HP Damage, then the Effect ends. |
Bloody | N/A | N/A | N/A | When Bloody, your Defense is lowered by a number equal to your Health Stage. |
Custom Abilities
Name | Type | Range | Cooldown | Description |
---|---|---|---|---|
Faithful Shield | N/A | N/A | N/A | This is not a real Ability, and only applies to: Paladin Point Buy, Ritualist Point Buy, and Prayer Point Buy. The Character linking this shares a Religion with your Character, meaning they are immune to any Abilities you use from those Categories. The Gods' blessings do not pick sides in squabbles between the faithful. |