Ability List

From MassiveCraft Wiki
Revision as of 09:06, 28 September 2022 by Birdsfoot violet (talk | contribs)
Jump to navigation Jump to search

This page is an indexed list of all Abilities for easy reference. If you want to see rules for Abilities and niche functions, read the Abilities page HERE. If you want to see rules for Artifacts and their Abilities, which are unique, check out the Artifacts page HERE

Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. Aesthetics are fairly free to determine unless otherwise specified. For example, if an Ability states that it has only a limited number of Aesthetics mentioned by name, options are limited. If however no specific aesthetics are mentioned, or they are left open-ended, then player has complete freedom. Minor, non combat, non functional or useable aesthetic additions to abilities are also fine: as long as they do nothing but look cool or fun. When Emoting an Ability, the Emote should always start with the exact Ability name, only then followed by an aesthetic description to the player for what it looks like. Aesthetic descriptions may also be ignored altogether, and a Player may simply Emote "Bob uses Dark Curse on Harry, giving him a Target Curse". If the player asks for an explanation of the Ability, you may give it, or redirect them to this page. It is important to note that Modifiers for Abilities will change depending on where the Ability is sourced from (say, an Ability gained from Vampirism might have a different modifier than an ability gained from Undead-ism). Modifiers are never optional, and must always be applied, but on this page there are multiple modifiers for multiple ability sources. Only one of those Modifiers will apply, depending on where the Ability is gained from (such as magic, or an affliction.)

Constant Passives

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Altered Power Constant Passive Self

If the user has 2 or less Spell Packs bought from Spell Point-Buy, these Spells become a dimension clarified in the modifier, instead of Void or Exist. Having 3 or more Magic Spells defaults all of them to Void or Exist. This still makes the user an Occult, however they will be Occult of the dimension specified in the Modifier. Eronidas-Slizzar-Sihai-Songaskian

Area Power Constant Passive Self

The user can use Spell Point Buy Abilities in any environment regardless of the dictated circumstances, for example Underwater (without water drag/visibility issues) in heavy stormy weather, in pitch-black rooms or in areas devoid of pressure or air. N/A
Asha Speed Constant Passive Self

The Character is permanently as fast as an Asha. This means they can outrun any other Race, unless they also have “As fast as an Asha” as part of their Abilities or Mechanics. Asha speed confers no benefits in combat, it is only for escaping/running fast to a point. N/A
Body Ranged Constant Passive Self

The user is capable of using their own body as a ‘weapon’ for the use of Basic Attack and Mundane Techniques from Ranged Point Buy. They do not need to use an actual ranged weapon, or even summon a weapon from their body for this (but they could if they want to), but they cannot quick-swap between using a Melee weapon they have in hand, and are expected to treat it with fairness in mind. N/A
Control Immune Constant Passive Self

The user is immune to any Control Abilities that would be applied to them. They can however choose to permit the Control Ability to work if they are aware it is being used on them beforehand and want the effect to apply. Dwarf-Bralona

Eternal Durability Constant Passive Self

The user is immune to any damage inflicted with the Unarmed Pack in Melee Weapon Point Buy. Additionally, any Mundane Techniques in Defensive Point Buy do not require a Shield to use, instead allowing the body of the user to be used. If these Techniques require the user to immobilize themselves, or hold a shield up, etc, the user cannot engage in other actions at the same time and must hold their arms/body up to block it. If this is done, these Mundane Techniques still hurt them. N/A
Eyes of the Hunt Constant Passive Self

The user has night vision, allowing them to see fine during the night, as if it was day. Additionally, the user is also immune to any Mundane based Darkness or Blindness (such as blindfolds or masks) but not Ability based Darkness or Blindness. Kathar

Flame Immune Constant Passive Self

The user is immune to any damaging properties of fire whether that is from a Mundane Technique, Ability, or Environment. The user can simply walk through fire without it burning them, though they can still be harmed by magma. This does not apply to optional fire aesthetics being applied to Magic Abilities other than Fire Spell Pack, but it make them Immune to Fire Spell Pack’s Ability. N/A
Ghost Recall Constant Passive Self

The user installs a Ghost Recall device on themselves. First, all of the user’s memories are remotely backed up in a Control Unit in their Rental/Estate/Base. No Ability or Mundane Technique can affect their memories in any way, nor can any of their memories be altered. Secondly, if the person dies, their consciousness is uploaded as an engram to their Control Unit, which can then be installed by another into a Mechwalker or Automaton to revive them as this mechanical being, or into a Bralona to create another personality residing in the same body. This Ability can only be used on self. Technician Modifier

Home Advantage Constant Passive Region

While within their own Rental Region or a Noble Estate / Clandestine Base that they are a member of, the user gains +1 Constitution and +1 Strength while inside the Building. Sihndar-Draconic Custodian

Invasion Immune Constant Passive Self

The user is Immune to any type of Invasion or Control that would cause some other entity to invade their body or mind, and control it. This also applies to Ordial Shades, Void and Exist Demons, but not Greater Demons or Event Entities. Additionally, the user will also know that they were just invaded, but they cannot forcibly expel the invader if they do not want to leave. Finally, they can choose to let the invader take control, but can take control back anytime. Teledden Modifier

Knockdown Immune Constant Passive Self

The user is immune to any Ability or Mundane Technique that would cause them to be knocked over. Damage is still applied, but the Character is never Knocked over or Knocked down. N/A
Lifelink Engineering Constant Passive Self

The user has a Lifelink device that changes their damage output. Any Ability or Mundane Technique they use that would cause damage, or any Emote they perform in Combat Roleplay, no longer does damage. For example, punching or sword-stabbing a person no longer inflicts damage to the Target. Instead, for each successful attack hitting a Target Enemy, the user may undo one wound or hit suffered from a Target Ally in Emote Range, including themselves. There is no way to undo or suspend this effect. N/A
Limb Recovery Constant Passive Self

The user has extreme body-loss replenishment. So long as their head and torso stay relatively intact, they can regrow any lost limb in 48 hours, including eyes, tails, horns, fingers, a tongue, all of it. The Character can still pass out from pain or blood loss, but cannot die from injuries unless the brain or the heart is destroyed or severed from one another. Smaller wounds like cuts and gashes close in 10 minutes, though re-open if the user enters combat again within 1 hour. After the hour has passed, those wounds heal. Urlan-Death Magic

Mindtap Immune Constant Passive Self

The user is immune to any Specials or Abilities that would alter, erase or add memories. This includes even Passives or Abilities that only trigger on certain conditions, like Lesarra face-remembering. N/A
Omniaware Constant Passive Self

The user cannot be taken by surprise from any direction, even if they cannot see the direction from which an attack or Ability is coming from. While this is a constant effect, once per day the user can also use this Omniawareness to guarantee a dodge or counter attack. This does not work on Mundane Techniques or Abilities. N/A
Primed Defense Constant Passive Self

Once every 24 hours, the user is immune to the first mundane (non Ability and non Mundane Technique) attack emote used on them, allowing them to inexplicably avoid it. Slizzar

Subjugation Immune Constant Passive Self

The user is immune to any Specials that would involve establishing mind control or command control over them. Bralona

Waterborne Constant Passive Self

This Ability has several functions. Firstly, while inside (minecraft) water, the user can fight (such as slashing weapons) at normal speeds as if they were outside of the water. This does not include Firearms or Ranged weapons which do not work underwater. Secondly, user is not slowed down by armor or clothes that would normally drag while underwater, though wearing armor does force them to walk on the bottom of the body of water and prevents them from swimming around. Finally, jumping in and out of the water is near-instant for the user, meaning there is never an interruption of a chase or manuever while going in and out of water. N/A

Toggle Passives

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Higher Speed Toggle Passive Self

The Character can drop on all fours and run “Even faster than an Asha”. This Ability is singular, there is nothing faster than this Ability. While using this Ability, the user is unable to wield any weapons, use Abilities or Mundane Techniques, or fight, though they can fight when they reach a person reverting back to normal speed. N/A

Trigger Passive

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Aiding Metal Trigger Passive Self

If any of the user’s limbs are Paralyzed, Dismembered, or Disabled, Liquid Living Metal can replace or repair their function by encasing it and taking over its function, making them immune to the Paralysis for example. This can only apply to one limb, or one eye, only ever one body part, and cannot be switched, only the first ever applies until that body part is healed. Asha

Armor Rend Trigger Passive Self

If the user makes use of Unarmed Pack Combat, all of their attacks and Mundane Techniques used through Unarmed ignore any type of armor. This only works if the user has absolutely no weapons in their hands, and is using Unarmed and Mundane Techniques through Unarmed. N/A
Bralona Endurance Trigger Passive Self

Bralona cannot die in the traditional sense, and have a unique (enforced) “Health-Pool” system. They cannot feel pain, or bleed, or be traditionally wounded, but their physical cohesion take damage. If the Bralona is hit 6 times by unique attacks or Abilities or Mundane Techniques, their body disintegrates into a singular mass. Only Abilities and Mundane Techniques that specifically cause physical damage count for this. Bralona HP cannot be reduced by mundane punches, kicks, or any other non-enhanced unarmed attack. Their mass can be moved, but their eventual re-generation cannot be stopped, and they are conscious, but can’t do anything but observe. After 30 minutes, the Bralona completely regenerates and reforms with a full health pool. The Bralona's health pool naturally recovers while they are not actively in combat, 'healing' one point per hour, but they are completely unaffected by any other healing mechanics. Bralona's HP Pool does not count as a Pool for the Abilities rule that considers HP stacking, which means they can always have their own HP Pool, and one other HP Pool or HP bonus mechanic. Bralla-Bronn

Instant Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Ability Redirect Instant Power Emote Range

The user can redirect a single Ability Targeting them that is not a Channel and not a Mundane Technique, onto any other person, either ally or enemy. This Ability can be used once per 24 hours. Primal or Ordial Abilities also fall under this, as do Special Permission Abilities or Powers. The redirected Ability continues to follow range rules (Direct touch to Direct Touch, Emote Distance to within Emote). N/A
Arcane Knockback Instant Power 1 Block

The user can blast a chosen target within range, knocking them back up to 10 blocks in a chosen direction horizontally. This cannot be used to send a person over a ledge, but can be used to slam the target into an object or other person. The user can choose how many blocks to send the target back. This Ability has a 30 minute cooldown. N/A
Break Enchant Instant Power Melee Range

The user Targets any person in Melee Range, striking them with a magically infused attack (that does no damage). This attack instantly depletes additive Health Pools and HP counters applied to enemies. This Ability has a 1 Hour Cooldown. N/A
Complete Barrier Instant Power Self

The user can shroud themselves in a defensive barrier, protecting them entirely from the effects of any attacks, Abilities, Mundane Techniques, or specials. While they are shrouded in such a way, they cannot move, attack, or use any Abilities, Mundane Techniques, or specials, they can only look around and talk. While this Ability can be activated near-instantly, the user cannot de-activate it until 15 minutes have passed, at which point it ends naturally. Once this Ability ends, it cannot be used again for 24 hours. Draconic Shielding-Death Magic

Debilitating Bite Instant Power Self

The Character can bite another person. If their teeth hit exposed flesh, they inflict the victim with a rapidly-spreading magical malady that causes the target to lose 2 Strength for thirty minutes. This ability has a four hour cooldown. Undead

Detection Shroud Instant Power Self

The user can activate an invisible shroud over themselves alone, that makes them immune to any Detection mechanics, for the next hour. This Ability has a 12 hour cooldown. N/A
Disable Cleanse Instant Power Self

The user can target any person in Emote Range and instantly Cleanse any Rooting, Stunning, Trapping or Disabling, or any Mundane Technique that would prevent their free movement unless it is a Channeled Ability or Mundane Technique. This Ability can also be used on self, and has a 30 Minute Cooldown. N/A
Dragonkin Defense Instant Power Self

The user calls forth a being. This being then wraps in a defensive stance around the user and one additional person, acting as a Magical Barrier, however it cannot be broken by any Ability or Mundane Technique that would break Magical Barriers. Anyone attacking this being will get bitten in return equal damage that they inflict on the being. While inside, the user and +1 cannot use any Abilities or Mundane Techniques, can still speak, but cannot move. This Ability can be upheld indefinitely, and can only be broken by the user un-summoning it or by a Greater Entity like a Deity or Arken or Dragon. Abilities used against this Ability do not go on Cooldown. This Ability has a 3 Minute Cooldown. This ability cannot be used in reaction to anything, and must be used pre-emptively for all other effects. Primal

Hack Familiar Instant Power Emote Range

The user can target any Ability or Special based Familiar (not Engineering) that is made of Magic or summoned through some form of non-real animal existence and hijack it. For the duration of 1 hour, this Familiar now obeys the user, and follows them around with the same rules as it would apply to its original owner, but it still cannot be compelled to attack its original owner. This Ability has a 48 hour cooldown. Kathar

Intrusive Metal Instant Power Emote Range

Liquid Living Metal on the user can be shot out as a projectile towards any Engineering Macro Golem in range. This is guaranteed to hit unless the Target can use an ability that lets them create a reactive counter barrier before it hits. If it hits, the Living Metal starts seeping into the Golem and destroying the machine parts from the inside, thus instantly destroying an Engineered Golem. This Ability has a 24 hour Cooldown. Asha

Magic Smash Instant Power 5 Block

The user can Target any gate (like the Prison front gate or a palisade barrier) or an Ability based Barrier within 5 Block Range, and instantly smash it. This Ability has a 5 hour Cooldown. N/A
Reflection Strike Instant Power 10 Blocks

The user conjures an imperfect copy of themselves next to a target within range. This copy delivers a default melee hit (with a melee weapon or magic Combatforce) to the target before it vanishes. This hit functions as a normal melee hit and can be countered with block counters. This ability has a 1 hour cooldown. N/A

Summon Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Armor Summon Summon Power Self

The user can summon any type of Armor on any part of their body. Summoned armor has the same durability as mundane armor, but counts as Ability Armor. Undead-Metal Spell- Songaskian-Haat-Maraya-Isldar

Construct Bulwark Summon Power Self

The user can manifest a Construct as a separate entity from themselves . This Construct acts like an Engineered Macro Golem but with 5 Strength and 5 Constitution and any Weapon. The user can either merge with the Construct, or command it from a distance, but not use any Abilities or partake in Combat while the Construct is active by itself. The Construct has every single Melee Weapon Point Buy Mundane Technique, and can use them, but they all count as Primal Powers. They cannot use any other Abilities or Mundane Techniques. If the Construct is defeated, the user falls unconscious and the Construct dissipates, unless this was done in a friendly duel or fight, in which case the user remains conscious. If this was done during a Raid, the user remains conscious, but is counted as K/O for the purposes of the Raid. If the user dispels the Construct early, all wounds applied to the Construct are transferred to the user. Archon

Knight Summon Summon Power Self

The user can summon three things (either all at the same time, or only one/multiple): A full set of Armor, a Shield, and a Melee Weapon of any kind. These can be summoned on the user, but can also be summoned on others in Emote Range, and even be divided over different people, so long as a single one of each is produced. These summoned items can leave Emote Range, but cannot be switched between people. If one of the items is destroyed or unsummoned, all of them disappear. Both when unsummoned or destroyed, the Ability has a 1 Hour Cooldown. N/A
Puppeteer Summon Power Self

The Character can conjure a proxy golem for them to control after a 10-second channel. They place their own body within a deep, stationary sleep, laid in a trance and surrounded by a magical barrier that prevents harm from coming to them while they are controlling the golem. The Golem has a fixed stat spread of 3 Strength, 4 Constitution, 2 Dexterity and 0 points in other attributes, and can have 1 Weapon Pack, can use Mundane Techniques, but cannot use any Abilities or Specials. When the Golem is destroyed, the user awakens from their trance and this ability is placed on a 24 hour cooldown. Death Magic

Shield Summon Summon Power Self

The user can summon any type of shield into their hand with the toughness equivalent of steel. This shield functions like a normal shield would, and has the same durability. A destroyed summoned shield cannot be summoned again for 12 hours. N/A
Warring Metal Summon Power Self

Liquid Living Metal on the user acts as both a Summon Armor that can cover parts or the whole body of the Asha, and a Summon Weapon that can take only the form of Melee Weapons. Finally, Living Metal cannot be destroyed or aged, however Abilities or Mundane Techniques that ignore armor or weaken it still apply. Only armor or one weapon can be active at any time, never both. N/A
Weapon Summon Summon Power Self

The user can summon any type of weapon from Melee Weapon Point Buy, or Ranged Weapon Point Buy made out of Magic. This weapon functions like a normal weapon would, has the same durability, but does not use any ammunition to fire if ranged. The user can give the weapon to someone else, but can't summon more than one. A destroyed Summoned Weapon cannot be Summoned again for 12 IRL Hours. Crimson Witch-Suvial-Sihai Modifier-Haat-Maraya Modifier-Dwarf Modifier-Geist-Demonology

Memory Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Forgotten Face Memory Power Emote Range

When leaving Emote Range of another person, the user may force them to forget their face and voice. This must be dm'd to the Target when leaving Emote Distance, or send in OOC chat when applied to a group. This Ability cannot be used if the user is already Disguised by some other Ability or Special. Glamor Spell

Memory Pearl Memory Power Self

The user can target any person that is restrained and unable to escape, and wipe the last 24 hours from their memory. This produces a memory pearl in the hand the of the user which is stored into a Pearl Pouch that must always be on the user, but cannot be pickpocketed. When inspecting the Pearl Pouch, anyone can magically recognize whose memories belong to what pearls. Crushing any pearl from any distance will result in the memories of those 24 hours returning to the Target. The Target will know their memory was stolen, but not by who, when, or where. Lesarra

Skill Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Arcane Ranged Skill Power Self

The user can use any Ranged Weapon Point Buy they have purchased while wielding any melee weapon without needing to switch to a bow. These Mundane Techniques instead are classified as Abilities of Magical nature, and can only be used if the user is not already mid-melee swing or Knocked Over. The ranged projectiles take the shape of the melee weapon wielded (this is purely visual) and can have a variety of different magical aesthetics and do not use ammunition. This Ability can only be used to use Mundane Techniques, and does not allow for the usage of Default Ranged Shot. Solvaan

Magic Bolt Skill Power Self

The user can use magic to become a ranged caster. While they have this ability toggled on, they cannot use or wield Melee Weapons, Firearms, or Ranged Weapons (and any of their associated Techniques), but they can wield a shield and freely cast through their hands or other magical staff/wand/book/etc. They gain access to default Ranged Shot as a magical projectile while in 'casting mode.' If the user ends 'casting mode', this ability goes on a 2 Hour cooldown. N/A
Magic Throw Skill Power Emote Range

This Ability can only be used if the wielder has a Melee weapon. When used, the user throws their Weapon at a Target in Emote Range. The user may then choose any Ranged Weapon Point Buy Ability except Quick Cover and Tripwire Pack, and have this throw count as one of those Abilities (having the pack is not required). When the Ability is complete, the weapon flies or teleports back to their hand. This Ability has a 1 Hour Cooldown. N/A
Perfect Copy Skill Power Emote Range

The user targets another person in Emote Range, after which they produce a perfect copy of their entire kit, including: Proficiencies, Point Investments, and any additional Abilities they may have gained from Afflictions and Racials (but never Artifacts or Custom Kits), while losing all of their own from these categories. If Abilities are copied that the user already had and used, Cooldowns are not refreshed. If the person copied uses for example Ranged Point Buy and the user does not have a Bow on them, a Magical weapon is produced for them that allows them to use all Abilities with the same capability. The user is stuck with their Perfect Copy Kit for 24 hours, though the ability does not have a Cooldown. N/A

Detection Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Area Detection Detection Power 10 Blocks

The user creates a detection field up to 10 Blocks far around them that detects a couple of things while they are within this area. Firstly, it detects any hidden body-passengers like body merged individuals, parasites, or possessions (but not who). Secondly, it detects any hidden traps or secret compartments/pocket dimensions. Thirdly, it detects invisible or cloaked entities that use some type of Ability to stay hidden. This Ability is obviously telegraphed with glowing hands and eyes. Solvaan

Healing Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Healing Hands Healing Power Self

The user and the (willing) Target (who is not Knocked Out or Downed) must be rooted together for the duration of this Ability, and cannot use any Abilities, Mundane Techniques, or Specials while this Ability is active. The user establishes a Link Power onto the Target, healing any wounds and refreshing their stamina over the duration of 10 minutes. If the Link Power is Disrupted, or the user is Displaced or attacked, the Ability is Canceled, though this Ability has 5 minute Cooldown. This Ability can be used out of combat on a knocked out or downed target, but only if they do not return to combat for at least 2 hours afterwards. N/A
Mercy of Life Healing Power Self

The user can Target any person who was Knocked Out, Downed, or lethally wounded to the point of near-death (a person completely disabled from a Combat Scene). This establishes a Link Power for 5 minutes that completely revives the person but does not refresh their Cooldowns. If this Link Power is Disrupted, the user is Displaced or attacked, the Ability is Canceled. If the Ability is Canceled, it goes on a 10 minute Cooldown. If however it succeeds, the Ability goes on a 24 hour Cooldown. N/A
Shared Pain Healing Power Emote Range

The user can apply Shared Pain on another person in Emote Distance. While in effect, any wounds or pain the Target suffers are halved, and the other half is transferred to the user. Minoor

Buff Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Battle Mentor Buff Power Emote Range

The user can target any other person in Emote Distance. They may choose any Proficiency (such as Strength or Dexterity or Constitution), and boost that person by 2 Points. Any person can only be affected by 1 Battle Mentor. When a target is chosen, Battle Mentor cannot be changed to a different Target for 5 minutes, even if the Target leaves Emote Distance (and the effect ends). Suvial

Empowerment Buff Power Self

The user gains +1 Strength and becomes as fast as an Asha in certain conditions. For the specific condition, consult the Modifier. Fin'ullen

Enchanted Wall Buff Power Emote Range

The user casting this Ability becomes immune to harm from any projectile based attacks, such as Firearms, Ranged, and Spell Point Buy for 15 minutes. Additionally, they may choose two more Targets in Emote Distance to grant this protection to. Once the timer has expired, this Ability goes on a 24 Hour Cooldown. N/A
Illusioned Self Buff Power Self

The user makes an additional Healthpool for themselves with three illusion clones. The user must be hit three times with any Ability or Mundane Technique or basic attack from any kind of weapon, before all illusions dissipate, and they can be attacked directly. This Ability has a 6 Hour Cooldown. If the user leaves Combat without all counters having expired, the Ability also goes on Cooldown. N/A

Movement Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Deathmarch Movement Power Emote Range

The user can select a target in range that they can see, causing a visible symbol to appear over the target’s head, and move toward them. They cannot stop themselves until the ability ends and must move in a direct line for the target, and can do anything that doesn’t make them stop. They cannot be slowed below their movement speed or halted, by any means. Any Ability-created barriers are shattered when they make contact, but normal barriers will stop them if they can’t be climbed over. The Ability ends once they are within 1 block of the target. This Ability has a 4 hour cooldown. Undead

Endless Watch Movement Power Emote Range

The user's soul leaves their body, scanning Emote Range around themselves, and identifying each person within Emote Range, and who they are (unless they are presently Disguised or Shapeshifted.) The user may then choose one person in Emote Range, and instantly teleport behind them. This process is instant and can be performed in the same Emote, however any actions performed afterwards are new actions and new Emotes. This Ability has a 1 Hour Cooldown, regardless of whether the teleport was used or not. N/A
Instant Leap Movement Power Emote Range

The user can instantly leap towards a Target person in Emote Range. The Target's speed does not matter, and the user can choose to land in front of, to the side of, or behind the target. This leap can only be used horizontally, and does not allow for any vertical movement outside of slight incline increases. Instant Leap has a 30 minute Cooldown. N/A
Magic Blink Movement Power Emote Range

The user can instantly teleport to any location they can see in Emote Range that they would realistically be able to walk to. The user can slip through obstacles like doors or gates, but cannot reach different elevation levels or transport from rooftop to rooftop. This Ability has a 60 minute Cooldown. N/A
Rift Step Movement Power 10 Blocks

The user can cast this spell at a target area they can see within 10 blocks of them. Their body is swallowed by magical essence, and they immediately teleport to the chosen location. The user cannot carry anyone else with them when using this Ability, and only objects that fit on their person travel with them. This Ability can be used to teleport horizontally, diagonally, or vertically as long as it is still within the 10 blocks range, and as long as the target area is a flat surface the user can stand on. This Ability can only be used once every 3 hours. Undead

Vehicle Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Bralona Envelopment Vehicle Power Self

The Bralona can choose one voluntary target to envelop with their body. While enveloped, the Bralona cannot use any Abilities, Attacks, or Mundane Techniques, except ones specified in this Ability. Their target is considered their ‘Host’ and gains extra benefits based on the Bralona’s type. While enveloped, the Host gains half of the Bralona’s current Health Pool as Block Counters (rounded down). These counters are counted per Bralona, so if the Bralona swaps hosts, and already used their counters, they don’t get new ones. Counters re-set on Server Restart. This Ability has no cooldown, and the Bralona can freely exit/re-envelop at will. Bralla-Bronn

Mech-Suit Vehicle Power Self

The user can produce a mechanized suit of ‘armor’ that they can wear. They can only put on or remove this suit at their Control Unit in their Rental/Estate/Base. While wearing the Mech-Suit, they gain the following benefits: The user gains +1 CON, and +1 STR, that do break caps but do not offer additional point buy. The Mech-Suit can count as a disguise, or not, if the user removes the face cover/visor, and can be designed however the user wants it to look, as long as it is distinctly mechanical and bi-pedal. This suit can additionally act as a replacement for maims, returning function to the body (including eyes, legs, tongue, ears, etc.) This does not grant them armor, however Knight Summon can apply armor to the suit, or normal armor they are already wearing can merge with the suit. If the user is defeated in combat, they lose the bonus Stats, and it no longer counts as a disguise, but otherwise it can’t be fully removed from them unwillingly. They gain the benefits again if they repair the Mech-Suit at their Control Unit. N/A

Dimension Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Pocket Dimension Dimension Power Self

The user can store up to a closet’s worth of items inside a pocket dimension or alternate dimension. This dimension cannot hold a living being, nor weapons, or Artifacts. If however the user is an Artifact holder and is presently using a disguise feature, they can store the Artifact inside the Pocket Dimension for up to 1 hour per day. N/A

Control Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Anti-Control Chip Control Power Self

The user may install an anti-control device in the host. This anti-control device has several effects. Firstly, the Target becomes immune to all Control Powers. Secondly, the Target is immune to infection by all Afflictions. Thirdly, the Target becomes a receiver of remote communication. The user can install a Control Unit in their Rental/Estate/Base, and from there, communicate into the minds of those who have anti-control devices installed, however this is one-way communication. Up to two people can have anti-control devices installed at any time, though they can only be removed by the user in person before changing a Target. N/A

| Power Curse | Control Power | Emote Range | The user can choose a Target in Emote Range to curse. This person becomes instantly Cursed, and is controlled by the user. The user must then choose a direction (north, east, south, or west) and move the Target in that direction (this all happens instantly). The Target is moved by their total Strength Points and total Constitution Points combined, times two. If the Target would be moved over 20 Blocks (regardless if there is space), they are also Dazed for 2 minutes. Dazed allows them to still move and fight, they just cannot use Abilities or Mundane Techniques for this duration. This Ability has a 30 Minute Cooldown. The same person can only be affected by Power Curse (from any source) once every 30 minutes. | N/A |- |}

Escape Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Misdirection Escape Power Self

This Ability can only be activated if the user and their allies are outnumbered 2 to 1. (ex, if the user is alone, they can use it if there are 2+ enemies, if the user has 1 friend, they can only use it if there are 4+ enemies, etc). The user activates their magic as a distraction or obstacle against opponents, and then makes a run for it. When this Ability is used, escape is guaranteed, but the user must run away and cannot turn back into conflict. This Ability does not work if the user has an Artifact. This Ability has a 24 hour Cooldown. N/A

Info Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Bonded Telepathy Info Power N/A The user may target another person creating a telepathic bond. These two may now telepathically communicate (via in-game Direct Message) across vast distances. This Ability has a 1 week cooldown before it can be applied to someone else, and only 1 person can ever be bonded to. N/A
Tracking Node Info Power Self

The user can apply a tracking node that they create to someone by touching them. The user can then use a small hand-held transceiver to Track the individual for as long as the node is attached to the individual. This node is clandestine and hidden for the first hour it is attached to the person. After the first hour passes, the Node begins to passively beep, and the target is aware of its presence (and can remove/destroy it if they wish) The target must alert the user of their location while the node is active. This Ability has a 24 hour cooldown. The user can only have one Tracking Node active at any given time. N/A

Target Curses

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Essence Corrupt Target Curse Emote Range

The user is able to cast a congealed ball of Essence towards the target to inflict them with the Essence Corruption Curse for 7 days. During these 7 days, the Target gives off Occult status to any Occult detection mechanisms or Abilities depending on the planar alignment of the Ability Modifier. Additionally, this Ability can also be used on any surface, causing the immediate 5 block wide area to become Corrupted with that particular alignment (send in a Ticket to World Staff to inquire about corrupting Regalian plants and trees). This Ability has two different cooldowns, a 24 hour cooldown for people, and a 7 day cooldown for areas in Regalia. Some Races or Afflictions may have additional functions when affected by Essence Corrupt. Kathar

Morph Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Altered Self Morph Power Self

The user can create a Magical disguise for themselves as some kind of mythical or magical creature, but never just a normal person or someone else. The appearance masks their identity, including all traits that could cause anyone to identify them, but it must always be the same. Aesthetics of the disguise (like being a literal skeleton) does not confer additional functions like ranged immunity. This disguise can only be removed at will by the user, and cannot be combined with any other Disguise Abilities or Specials. N/A
Body Claws Morph Power Self

When fighting with Unarmed, the user gains +2 Strength Proficiency (that cannot be spent on Point Buy) for as long as they use Unarmed. The moment they use a weapon or stop fighting, this effect is removed. Asha- Kathar

Drakkar Physiology Morph Power Self

The user transforms into a bipedal non-winged dragon-being styled after the Throne of the Matron that they were recruited by. This transformation includes full skin change to dragon scales, dragon horns, a dragon tail, and dragon claws. Weapons can still be wielded, and armor can still be worn. While this Transformation is active, the user gains +1 Constitution +1 Charisma that cannot break the Proficiency Limit, or grant new Point Buy. N/A

Link Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Area Wall Link Power Emote Range

The user Targets up to two targets in Emote Distance, and establishes a Link Power to them that disrupts any effects or buffs they gain from Weather or location based Abilities, including Abilities that increase Proficiency Points in Rentals/Estates/Bases. This Link Power lasts for 15 Minutes, after which it goes on a 2 Hour Cooldown. N/A
Body Tether Link Power 10 Blocks

The Character chooses a Target within 10 Blocks of them. This Target is instantly Linked to the user, meaning the Target can no longer move further than 10 Blocks from the user. The Link may be manually dismissed, or breaks automatically after 10 minutes. This Ability has a 1 Hour Cooldown. Maraya

Combat Goliath Link Power Self

The user's body reacts to facing a strong opponent. At the start of Combat, the user may target one opponent. If this opponent has a higher Strength Proficiency than them (ignoring Link Powers or Buff Powers that increase it), their Proficiency is increased to that exact number, +1. This can break Proficiency Limit, but is removed the instant the user is no longer fighting. This effect cannot be switched to a different target and does not account for new combatants entering the scene. This Ability has a 30 minute Cooldown after having been removed. N/A
Enchanted Buffer Link Power Emote Range

The user is rooted into place, being unable to move, or use any other Ability or Mundane Technique except for Enchanted Buffer, or Enchanted Wall. While Enchanted Well is maintained, the user can grant up to 5 HP to any Target (or multiple) person, in any desired combination, which is applied through a Link Power while this affects them. Additionally, the user becomes Immune to any type of Displacement, meaning the only way to cancel this Ability is either by choice, or by attacking the user in Melee. When the Ability is ended, it goes on a 2 Hour Cooldown. N/A
Endurance Stim Link Power Emote Range

The user can target an ally in Emote Range and Links themselves to that Target. The Target gains +2 Constitution Proficiency that break caps for the duration of the Link Power. Multiple instances of Endurance Stim can stack on a user. The user can only use one instance of Steroid, Endurance or Speed Stim at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers), it goes on a 5 Minute Cooldown. N/A
Enfeebling Hex Link Power Emote Range

The user can target an enemy in Emote Distance and Links themselves to that Target. The Target gains -2 Strength Proficiency that can go into negative for the duration of the Link Power. Multiple instances of Enfeebling Hex can stack on a user. The user can only use one instance of Enfeebling, Weakening or Slowing Hex at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers), it goes on a 5 Minute Cooldown. N/A
Link Disrupt Link Power Emote Range

The user may target any person in Emote Distance who is not already affected by Link Disrupt or Sonic Boom , and apply a Link Power to them that Cancels any other Link Power applied to them while the Link Power is maintained. Link Disrupt can however be disrupted by other Link Power Counters besides Link Disrupt. This Ability cannot be switched between Targets, and goes on a 10 Minute Cooldown when Canceled. N/A
Magic Prison Link Power Emote Range

The user immobilizes themselves and Links themselves to a Target in Emote Distance. This Target is instantly Rooted, which can last up to a maximum of 10 minutes, by a Magical prison forming around them. While Rooted, the Target cannot move in any way, but can still turn around, use Abilities and Mundane Techniques and fight back, and speak. They can do anything they could do while standing in one single spot. This ability goes on a 30 minute Cooldown as soon as the Link is broken. If a person was already affected by Magic Prison once in the last 2 hours, this Ability cannot be used on that person. N/A
Shield Matrix Link Power Emote Range

The user is rooted into place, being unable to move, or use any other Ability or Mundane Technique, at all. While Shield Matrix is maintained, the user can Target one Ally in Emote Range, and project a Shield Matrix onto them, preventing any and all damage on them. Additionally, the user becomes immune to any type of Displacement, meaning the only way to Cancel this Ability is by attacking them with Ranged or Melee attacks or harming Abilities. The user can switch Target (but never on Self), but must go on a 1 minute recalibration Cooldown before Targeting a different Ally. When this Ability is ended, it goes on a 2 Hour Cooldown. N/A
Slowing Hex Link Power Emote Range

The user can target an enemy in Emote Distance and Links themselves to that Target. The Target gains -2 Dexterity Proficiency that can go into negative for the duration of the Link Power. Multiple instances of Slowing Hex can stack on a user. The user can only use one instance of Enfeebling, Weakening or Slowing Hex at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers), it goes on a 5 Minute Cooldown. N/A
Speed Stim Link Power Emote Range

The user can target an ally in Emote Range and Links themselves to that Target. The Target gains +2 Dexterity Proficiency that break caps for the duration of the Link Power. Multiple instances of Speed Stim can stack on a user. The user can only use one instance of Steroid, Endurance or Speed Stim at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers), it goes on a 5 Minute Cooldown. N/A
Steroid Stim Link Power Emote Range

The user can target an ally in Emote Range and Links themselves to that Target. The Target gains +2 Strength Proficiency that can break caps for the duration of the Link Power. Multiple instances of Steroid Stim can stack on a user. The user can only use one instance of Steroid, Endurance or Speed Stim at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers), it goes on a 5 Minute Cooldown. N/A
Weakening Hex Link Power Emote Range

The user can target an enemy in Emote Distance and Links themselves to that Target. The Target gains -2 Constitution Proficiency that can go into negative for the duration of the Link Power. Multiple instances of Weakening Hex can stack on a user. The user can only use one instance of Enfeebling, Weakening or Slowing Hex at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers), it goes on a 5 Minute Cooldown. N/A

Counter Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Leap Denial Counter Power Self

When the user is targeted by a Mundane Technique or Ability that would allow someone to instantly leap, jump, charge, or teleport to them, the user can instantly prevent the caster from moving, and instead send them flying backwards away from the user instead. The target is launched back a number of blocks equal to how far they would’ve had to move to leap/teleport/etc to the user. (ex. If they used an Ability with the intent to leap 10 blocks, they would be knocked back 10 blocks instead.) This Ability has a 15 minute cooldown. N/A
Target Disrupt Counter Power Emote Range

This ability can only be used as an immediate response to another person using a Spell Point Buy Ability, or Custom Kit Ability that targets a single specific Target. When used, this Ability allows the user to forcibly change the Target of the Ability onto anyone in Emote Range, but never onto themselves, or the person who originally used the Ability being redirected. If nobody else is in Emote Range, the targeted Ability is Countered instead. This Ability has a 2 Hour Cooldown. N/A

Region Enchants

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Magic Dampener Region Enchant Region

Grants the user Magic Dampener

N/A

Mundane Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Backup Shot Mundane Technique 2 Blocks

This Mundane Technique only works on a Target that is about to attack, or already in the middle of Emoting an attack on the user. This Mundane Technique Counters any melee attack or Mundane Technique on the User, following with them shooting at the Target’s feet while also simultaneously jumping back. The Target is Rooted for 10 seconds, while the user is flung back 10 blocks backwards. This Mundane Technique has a 10 minute Cooldown. N/A
Battle Flurry Mundane Technique 1 Block

The user lashes out instantaneously to strike those surrounding them. The user rolls one dice with a number for every character within range of this technique, and hits as many of them based on the number rolled, a minimum of one. (ex. 3 people in range is /dice 1-3) They can choose who gets hit or not, but this technique cannot be used if only one target is in range. This Mundane Technique can only be used once per day, with the single charge refreshing on server restart. N/A
Belt Shot Mundane Technique 10 Blocks

The user rapidly loads and fires the weapon from the hip, causing a quick blow-out in short to medium range. Anyone in front of the user within 10 blocks is knocked back 5 Blocks to avoid getting hit by the shrapnel. This Mundane Technique has a 5 Minute Cooldown. N/A
Brittle Shot Mundane Technique Emote Range

The user shoots a brittle shot at the Target. The user must choose, left arm, right arm, chest, or head. When chosen, that specific armor piece worn by the Target gains the Brittle Debuff. The Armor does not break, but it can easily be bypassed and no longer affects the defensiveness of the Target on that specific body part. If the armor affected is Ability based Armor, this Mundane Technique counts as destroying all durability charges. If the Ability-Based armor has no charges, it just applies Brittle as if it was Mundane Armor. The Brittle Debuff lasts for 5 minutes. This Mundane Technique has a 5 minute Cooldown. N/A
Bunker Down Mundane Technique Self

Bunker Down allows the user to kneel and enter an immobile state while holding their shield. While kneeling, the user becomes immune to all abilities, mundane techniques, and attacks, regardless of effect. While in this stance, the user cannot attack or use any other abilities. There is enough space in this stance for a single other person to enter, placing them under the same immunity but also the same restrictions. This technique cannot be used to quick counter things, and should not be quick swapped on/off, but used pre-emptively and for extended periods of time to defend oneself. N/A
Cast Down Mundane Technique Emote Range

The user produces a makeshift hook or alchemical ‘bomb’ that they must use instantly. They may target one person they can see who is currently on a higher ledge than them, or on a higher position that is unreachable to them. The target person is pulled off of the ledge (safely), landing on the nearest open ground that is the same level as the user. This does not inflict any damage on the Target. This Mundane Technique has a 30 Minute Cooldown. N/A
Chuck and Run Mundane Technique Emote Range

Chuck and Run allows the user to instantly toss their improvised weapon as a distraction or obstacle against opponents, and then make a run for it. This Mundane Technique only works if the user is up against 2 opponents, if any more opponents are present, the user is unable to guaranteed run away. If however no more than 2 are present in a fight against the user, and this Mundane Technique is used, they escape guaranteed. When using this Mundane Technique, the user must run away and cannot turn back into conflict. This Mundane Technique has a 24 hour Cooldown. N/A
Crippling Strike Mundane Technique Melee Range

This Mundane Technique only works on a Target if that Target is presently affected by a Link Power. When used on the Target, whatever Links are applied to them instantly break, and are forced on their respective Cooldowns for the users. This Mundane Technique also counts as a guaranteed (non-fatal) hit, but cannot be used on self, and the harm-effect cannot be negated if used on allies. This Technique has a 30 minute cooldown. N/A
Defense Stance Mundane Technique Self

The user passively loses 3 Strength, but gains a single block counter that is instantly used the first time they would take damage from any source. This nullifies all damage they would take, and 3 Strength is instantly returned to them. Once used, this Ability goes on Cooldown until Server Restart. This Ability cannot be willingly turned on or off, and is always passively active until triggered. N/A
Force Smash Mundane Technique Melee Range

The user can attack with such ferocity that the user is able to destroy any mundane or Ability-Summoned shield instantly by shattering it on impact. If the target is using a Mundane Technique or Ability that relies on them having a Shield, it is ignored, and the Shield is destroyed anyways. The user can only destroy one shield per day. If this Technique is countered, and does not destroy a shield, it goes on a 30 minute cooldown. N/A
Interception Mundane Technique 5 Blocks

As a reaction to an attack or Mundane Technique, the user can dive in and protect a target within 5 blocks from them from incoming harm. The user immediately moves in front of the target, becoming the target of the Mundane Technique from any category instead. The user cannot nullify or avoid the attack or Mundane Technique. Once this effect ends, it goes on a 1 Hour cooldown. N/A
Knockback Sweep Mundane Technique Melee Range

Knockback Sweep allows the user to make a wide arch-swing. Anyone within Melee Range on either side or in front of the user is knocked back by 5 blocks. If there is a wall behind the target, or if they are rooted, they are instead struck with a guaranteed hit. This still counts as a displacement for the purposes of immunities/counters. This Mundane Technique has a 30 minute cooldown. N/A
Knocking Shot Mundane Technique Emote Range

This Mundane Technique specifically cannot be used in range under 5 Blocks as the Target would be too close. This shot causes the opponent to Stagger any ongoing attack, Ability or Mundane Technique as well as get Knocked Back by 10 blocks. This Mundane Technique does not do any damage. This Mundane Technique has a 10 minute Cooldown. N/A
Leaping Charge Mundane Technique Emote Range

Leaping Charge allows the user to instantly leap to a Target person in Emote Range. This Mundane Technique always lands the user in front of the target. This Mundane Technique also instantly includes an attack as a part of this Technique. This leap can only be used horizontally, and does not allow for any vertical movement outside of slight incline increases. This Mundane Technique has a 60 Minute Cooldown. N/A
Makeshift Weapon Mundane Technique Self

The user produces a makeshift weapon out of mechanical parts or alchemical concoctions. This Weapon can be Ranged, Firearm, or Melee weapon, however it does not count as a Weapon Summon. This Weapon can only be used in 3 distinct actions, whether that is 3 Mundane Techniques, 3 Abilities, or 3 attack Emotes (or any combination of them). (Even if the actions are countered/avoided/missed, they are still ‘used’). After the 3 uses have been used up, the Weapon disintegrates. This Mundane Technique has a 2 Hour Cooldown. N/A
Marking Shot Mundane Technique Emote Range

The user fires a marked projectile at the Target. This projectile does not harm the Target, but marks them for any Ally to use. If an Ally targets the Target with an Ability, Mundane Technique, or regular free-form combat-roleplay dice roll, the next use auto-succeeds the dice roll at the highest dice possible. This Mundane Technique has a 15 minute cooldown. N/A
Mute Shot Mundane Technique Emote Range

The user shoots a Mute Shot at the ground directly below them that explodes mute dust in Emote Distance around them. Anyone that can see the Mute Shot emote becomes Mute and Deaf for 5 minutes, including the user, and any allies of the user. They can no longer hear anything, or say anything. This Mundane Technique has a 2 hour Cooldown. N/A
Paralyzing Shot Mundane Technique Emote Range

The user must kneel and take aim to pinpoint a single limb (i.e. right arm, left leg, etc) of a target. After aiming, the shot is fired, and that specific limb on that person is Paralyzed for 5 minutes and receives a bleeding wound. This Mundane Technique has a 1 Hour Cooldown. N/A
Perfect Cover Mundane Technique Self

Perfect Cover allows the user to move their shield in a direction and gain immunity to abilities and mundane techniques or attacks from that direction, while rendering themselves unable to attack, and can only move at a walking pace. The user can redirect where their shield is pointing to follow the movements of others, though cannot rapidly move their shield to block attacks that come at their exposed back, or to catch up with people using movement abilities. A single person can position themselves behind the user to also become immune, allowing them to use exclusively ranged abilities or techniques from behind cover. Once this ability is canceled, it goes on a 2 hour cooldown. This ability cannot be used in reaction to anything, except for Basic Ranged Shot, and must be used pre-emptively for all other effects. N/A
Piercing Shot Mundane Technique Emote Range

The user fires a Shot that is of such a heavy calibre that it can instantly smash any summoned wall, alchemical obstacle, physical mundane obstruction, or non-shield cover used by a person. If the Target is hiding behind an obstacle or barricade, it is instantly destroyed. Additionally, they get a free 'shot' on only person directly behind the object/wall, piercing through the wall when it breaks it. This Mundane Technique has a 1 Hour Cooldown. N/A
Pinning Throw Mundane Technique Emote Range

Pinning Throw allows the user to throw a Short Blade (it does not have to be their main hand weapon, it can also be a pocket knife) to pin a person against a wall or floor surface for long enough to allow the user to chain up another Mundane Technique or attack Emote. Note, this does not Stun the Target, they are still able to fight back, just not dodge or escape. This Mundane Technique has a 30 minute cooldown. If the user doesn't attack or intend to attack, the target is freed after a minute. N/A
Polearm Hop Mundane Technique Self

Polearm Hop allows the user to Counter/Cancel one Ability, Mundane Technique or Mechanic that would Displace them from their current location, or be Rooted in place. After this Mundane Technique is used, the immunity to Displacement and Rooting remains active for 1 minute. This Mundane Technique can only be used once per day, with the single charge refreshing on daily server restart. N/A
Purifying Shot Mundane Technique Emote Range

The user fires a Purifying Shot at a Target that prevents the Target from using any non-Mundane Technique Ability (including Racial, but not Artifact) for the next 3 minutes, and prevents Channel Abilities for the next 10 minutes. This shot does not harm the Target. This Mundane Technique has a 30 minute Cooldown. N/A
Quick Cover Mundane Technique Self

The user crouches and quickly produces make-shift Cover for themselves (alchemy, engineering, deployable, etc.). This Cover is only large enough for themselves, and remains only active so long as they do not move. While behind this Cover, the user counts as behind an obstacle (from all directions) protecting them from certain Abilities and Mundane Techniques that need clear line of sight, as well as Displacement Abilities, however not from melee attacks. The user can still use Abilities and Ranged Mundane Techniques from behind this Cover. If the user is attacked or moves, the Cover is instantly destroyed. This Ability has a 2 Hour Cooldown.}} N/A
Rage Counter Mundane Technique Melee Range

On being hit by a normal melee attack or Mundane Technique from the Melee Weapon Point Buy category, the user is able to immediately make a guaranteed strike against the target that attacked them before reacting to the attack they were targeted with themselves. This Technique cannot be used if the triggering effect was countered, cancelled, or ignored. This Technique can be used once every 2 Hours. N/A
Rapid Blast Mundane Technique Emote Range

The user uses their ranged weapon arm to fire a single Mundane Technique at a Target in Emote Range. They must choose any Ranged Weapon Point Buy Ability except Quick Cover and Tripwire Pack, and have this Mundane Technique count as one of those Abilities (having the pack is not required). When the Ability is complete, this Ability goes on a 1 Hour Cooldown. N/A
Redstone Radio Mundane Technique Self

The user produces two Redstone Radios, one for themselves, and one for another person. They may communicate to each other remotely regardless of distance, however it is not possible to whisper into Redstone Radios, regular Local Chat must be spoken, and responses (received in Direct Message) must be emoted out. A new pair can be created, causing both to remotely fall apart. The Redstone Radio belonging to the other person can be stolen, but the one owned by the creator cannot be removed from them. Additionally, Redstone Radios can track each other like Radars. However, when this feature is activated, both Radio holders must emote a loud beeping noise repeatedly while the devices are searching.

}}

N/A
Shield Block Mundane Technique Self

Shield Block gives the user 2 Block Counters. They can each be consumed to dodge 1 Melee Attack, or 1 Mundane Technique from the Ranged Weapon Point Buy Category, and refresh at Server Restart. They cannot refresh mid Combat Roleplay. N/A
Sonic Boom Mundane Technique Emote Range

The user may target any person in Emote Distance who is not already affected by Link Disrupt or Sonic Boom, and apply a Link Power to them that Cancels any other Link Power applied to them while the Link Power is maintained. Sonic Boom can however be disrupted by other Link Power Counters besides Link Disrupt and Sonic Boom. This Ability cannot be switched between Targets, and goes on a 10 minute Cooldown when Canceled. N/A
Trailing Shot Mundane Technique Emote Range

The user hits the Target with a Trailing Shot, which causes them to leak a trail fluid that only the user can see. The Target knows they are being tracked also. This Tracking lasts for 30 minutes after the Target was hit, after which it automatically fades. Anyone the Target interacts with physically is also covered in the trailing fluid, but does not create a trail of their own. This Mundane Technique has a 1 hour Cooldown. N/A
Tripwire Pack Mundane Technique Emote Range

The user shoots a series of Tripwire Shots around themselves that net/wire/web an area in Emote Distance around them. This applies the Approach Debuff on anyone who attempts to move in their direction. It does not impede movement of foes or allies in any other direction except when running straight at the user. Instead of running, others must walk at normal walking speed, also nullifying Asha Speed. The Approach Debuff is active for 3 minutes, and moves with the user if they move, always applying in Emote Distance. This Ability has a 10 minute Cooldown. N/A