Ability List: Difference between revisions

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This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.  
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.  
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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.)
This page is just an indexed list of all Abilities, which helps the Ability Plugin function.
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==Instant Powers==
==Passive Powers==
==Passive Powers==
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Divine Aura
 
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To reinforce other Paladins, Divine Aura is a constant effect radiating Holy energy around the user. Anyone within range who has Divine Defense active gains +1 Faith Proficiency (breaking cap up to 11). This does not affect the user themselves, but if the user also has Divine Defense active, they can gain the benefit from other Paladins using Divine Aura. Divine Aura can stack twice on any Paladin, meaning they can never gain more than +2 Faith regardless of how many Divine Auras are present. Divine Aura has no Critical Strike effect, and no Cooldown.
| N/A
|-
|-
| Divine Synergy
|}  
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To utilize otherwise unusable point buy packs in a stance, use this ability to grant access to Tanking Point Buy packs the user has purchased. When using Divine Defense, the user can use abilities from Tank Point Buy as if they had Tank Stance active, but they do not gain any of the passive benefits or restrictions from Tank Stance, but still requires a shield. Additionally, they cannot use Melee Weapon Point Buy Abilities while in Divine Defense. Divine Synergy can only be used when Divine Defense is active, but has no cooldown.
| N/A
|-
| Enchant Oceana
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can breathe underwater, see underwater, speak underwater, and move unhindered while swimming underwater. Additionally, they can use Abilities and Attack Emotes as if they were on dry land, targeting those inside and outside the water.
| N/A
|-
| Hex Aura
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To reinforce other Theurgists, Hex Aura is a constant effect radiating energy around the user. Anyone within range who has Hex Defense active, gains +1 Faith Proficiency (breaking cap up to 9) This does not affect the user themselves, but if the user also has Hex Defense active, they can gain the benefit from other Theurgists using Hex Aura. Hex Aura can stack twice on any Theurgist, meaning they can never gain more than +2 Faith regardless of how many Hex Auras are present. If Ritual Offering is used on this Ability, it does not reset the Cooldown as it has none, but instead allows the Theurgist to target one Spirit or Spirit Possessed person, and grant them the benefits from Hex Aura, but with +1 Main Defense Stat, instead of Faith. Hex Aura has no cooldown.
| N/A
|-
| Hex Plot
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
|  To use Ritual Offering more often, this Ability activates automatically when the user has used Ritual Offering three times, healing the user by 4 HP. Hex Plot can trigger multiple times. Hex Plot has no cooldown, and Ritual Offering has no effect on it.
| N/A
|-
| Hex Synergy
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To utilize otherwise unusable point buy packs in a stance, use this ability to grant access to Cutthroat Point Buy packs the user has purchased. When using Hex Defense, the user can use abilities from Cutthroat Point Buy as if they had Cutthroat Stance active, but they do not gain any of the passive benefits or restrictions from Cutthroat Stance. Additionally, they cannot use Melee Weapon Point Buy Abilities or Shield Point Buy Abilities while in Hex Defense, and must have a melee weapon equipped, but can use Dexterity as their Main Combat Stat for melee attacks. Hex Synergy can only be used when Hex Defense is active, but has no cooldown.
| N/A
|-
| Shaman Aura
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To reinforce Shamans, Shaman Aura is a constant effect radiating energy around the user. For every enemy Spirit or person possessed by a Spirit in Range, the user gains +1 Faith applied only when defending against attacks from Spirits or persons possessed by Spirits (breaking cap up to 11). If there are no Spirits, Shaman Aura grants a flat +1 Faith instead. For every 2 KO enemies in a Combat Scene, the user can apply -1 Main Combat Stat Debuff as part of Corpse Count onto any enemy that lasts until KO'd or the end of combat, which can stack from subsequent Corpse Counts or from other Shamans, but only up to -2 Main Combat Stat. Shaman Aura has no Cooldown.
| N/A
|-
| Shaman Synergy
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To utilize otherwise unusable point buy packs in a stance, use this ability to grant access to Bruiser Point Buy packs the user has purchased. When using Shaman Defense, the user can use abilities from Bruiser Point Buy as if they had Bruiser Stance active, but they do not gain any of the passive benefits or restrictions from Bruiser Stance. Additionally, they cannot use Shielding Point Buy Abilities while in Shaman Defense, and the user must have a melee weapon equipped.  Shaman Synergy can only be used when Shaman Defense is active, but has no cooldown.
| N/A
|-
| Shaman Exchange
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can, at any point during a fight (even not during the user's action or turn) transfer any Block Tokens from themselves to allies, even in response to attack Emotes hitting them, thus consuming the Block Token and preventing damage. Additionally, any Faith Proficiency (base and buffs) can be granted from themselves to an Ally instead, granting them Main Defense Stat, but this does not break cap. Block Tokens and Stats handed away cannot be taken back until end of Combat. Shaman Exchange has no Cooldown.
| N/A
|-
| Sinistral Explode
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To get the maximum value out of downing a foe, use this ability when within Melee Range of a target. When downing an enemy with melee range, the user can choose to activate this ability. Upon activation, the user heals 1HP, and additionally Knocks Down all enemies within 3 blocks of the downed target. If an enemy is Brittled, they additionally take 2HP of damage, which can additionally trigger instances of Sinistral Explode if able. Sinistral Explode has a 2 Hour cooldown.
| N/A
|-
|}


==Counter Powers==
==Dispel Powers==
{| class="wikitable"  
{| class="wikitable"  
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Enchant Revenge
 
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| If the user reaches 0 HP, they are allowed one final emote to use any Magic Ability (Enchant, Sinistral, Radiant), or Magic Attack Emote (ignoring range even in Melee), but can only Target the person that reduced their HP to 0. After using Enchant Revenge, it goes on Cooldown until Server Restart, even if the user is Revived in Combat.
| {{#simple-tooltip: N/A }}
|-
| Divine Wrath
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To Counter Dark Magic, this Ability can be used to react and Counter a Sinistral Point Buy, or Theurgy Point Buy Ability targeting the user or one of their Allies. If Divine Wrath triggers Critical Strike, the Ability is instead redirected, not countered, and the original user of that ability suffers all the effects of it instead. Divine Wrath has a 2 Hour Cooldown.
| N/A
|-
| Exorcism
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To protect against Afflicted Abilities, use this Ability to Counter any Instant, Link, or Movement Power used by a Character that is Afflicted that targets the user or an ally. This only applies to Abilities from the Arcane Proficiency Category, and Enchant Point Buy. Additionally, outside of combat, the user can perform general Exorcisms, but they do not have a guaranteed effect, and require negotiation with Spirit Players, or Event DMs. If the user is Afflicted themselves, this Ability is Disabled. Exorcism has no cooldown for Curing or general Exorcisms, but its Counter function has a 4 Hour Cooldown, and a 30 Minute Internal Cooldown.
| N/A
|-
| Martyrdom
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can only activate this Ability when an Ally within Range would take damage from an attack or Ability. The user instantly dashes to intercept the hit, taking the damage for the ally instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would knock out, or defeat, the user, the ally gains +2 Main Combat Stat and +2 Constitution, which breaks caps, and cleanses any Debuffs currently applied to them. If the user is revived in any way, the bonuses from Martyrdom end. Martyrdom can be used once per Server Restart.
| N/A
|-
| Rebuke Faith
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can Counter any Power from Cleric Point Buy, but only if it is from a different Religion than the user's, cancelling its activation and putting it on a 30 minute Cooldown, regardless of its original cooldown. Rebuke Faith has a 3 hour cooldown.
| {{#simple-tooltip: Theurgy| The user can counter any Power from Cleric Point Buy, regardless of Religion. Additionally, the target receives -1 Main Defense Stat reduction for the next 20 Minutes. If the Power would have been used on someone other than the Target, any additional targets also receive this -1 Main Defense Stat reduction. This cannot go into the negatives.}}
|-
| Sacred Rebuke
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To interfere with an enemy, the user can, as a reaction to an enemy from another Religion using a Power from Cleric Point Buy, immediately apply the Brittle Debuff to them. The target also suffers a -1 Main Defense Stat reduction for the next 20 minutes. Sacred Rebuke has a 2 hour cooldown, and does not Stack.
| N/A
|-
| Sacred Martyr
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To protect an ally from harm, use this ability when an Ally within Range would take damage. The user instantly dashes to the ally, taking the damage instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would KO the user, the ally gains +1 Main Combat Stat and +1 Main Defense Stat, which breaks caps, and cleanses any Debuffs currently applied to them. If the user is revived in any way, the bonuses from Sacred Martyr end. Sacred Martyr has a cooldown of 4 hours, and does not Stack.
| N/A
|-
| Strength Snare
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Strength Snare is able to be used as a reaction to another character being targeted with a Buff Power from any Point Buy Category. The user immediately becomes the target of the ability being used instead of the person originally being targeted. If this benefit is indefinite, the user of Strength Snare must benefit from it positively once, before it can be ended early or changed to a different target. Once used, this ability has a 1 hour cooldown.
| N/A
|-
|-
|}
|}


==Instant Powers==
==Link Powers==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Enchant Mimic
 
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To mimic anyone, copy their Abilities, Heritage Traits and Proficiencies exactly, while discarding your own. The user is now able to use this "kit" exactly like the source, but a Custom Kit cannot be copied. Enchant Mimic has no Cooldown, but the Mimic Kit remains active until the Combat Roleplay Scene ends. Additionally, the user can choose to copy the appearance of the target, but this does not count as a disguise mechanic.
| {{#simple-tooltip: N/A }}
|-
| Divine Aggro
| Instant Power
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To draw aggression from allies, use this Ability to target an ally within range. The first time an Enemy attacks that target, the user can grant that ally 1 Block Token. If an enemy attacks the user instead, this ability ends, and the user gains +2 Main Defense Stat (breaks cap up to 9) for that roll only. If Divine Aggro triggers a Critical Strike, it grants 2 Block Tokens, and instead of granting +2 Main Defense Stat, the Paladin gains +2 HP. Divine Aggro has a 2 Hour Cooldown.
| N/A
|-
| Divine Blessing
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To increase Critical Strike chances, use this Ability to guarantee a Critical Strike on the next Ability (thus not needing to Dice Roll). This Ability consumes the user's action and does nothing else. If Divine Blessing triggers a Critical Strike, the next Ability is guaranteed to Critical Strike, and Divine Blessing immediately goes off Cooldown. Divine Blessing has a 4 Hour Cooldown.
| N/A
|-
|  Divine Smite
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To cast away foes, use this Ability on a Target that is either a Spirit, possessed by a Spirit, Undead, a Vampire, or a Geist. The Target is Knocked Back by 5 Blocks, and has the Brittle Debuff applied to them. If this Ability triggers a Critical Strike, the Target also suffers a guaranteed hit. Divine Smite has a 2 Hour Cooldown, does not Stack, and has an internal cooldown of 30 minutes.
| N/A
|-
| Group Cleanse
| Instant Power
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user cleanses all Debuffs on every character within Range of them, including themselves. Group Cleanse has a 2 hour cooldown.
| N/A
|-
| Hex Choice
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To curse an enemy and force them to pick between two bad options, the user can apply both the Brittle and the Threatened debuff to an enemy within range. If the target Cleanses the Brittle debuff, the Threatened debuff triggers, and knocks the target down. If the Brittle debuff triggers normally, the Threatened debuff ends. Hex Choice has a 4 hour cooldown.
| N/A
|-
| Hex Parasite
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To steal benefits from an enemy, this Ability can only be used in response to an Enemy using a Buff Power from Point Buy. The user counts as one extra target for that Buff Power, gaining any benefits it might grant, while ignoring targeting limitations. If the Buff Power was also a Link Power, the Link cannot be willingly ended prematurely. Once ended, Hex Parasite has a 4 hour cooldown.
| N/A
|-
| Hex Guide
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To help an ally in a fight, use this ability as a reaction to an ally missing a basic attack roll. For their next two basic attack rolls, grant the ally +2 Main Combat Stat that breaks cap up to 11. Hex Guide has a 1 hour cooldown, and does not Stack.
| N/A
|-
| Radiant Bolster
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To cleanse Allies, use this Ability to remove a single Debuff on an Ally. This Ability can only target an Ally if they have a Debuff. The Debuff is removed, and the Ally is given +1 Block Token. The Cooldown of the Ability that applied the Debuff to the Ally by the Enemy is reduced by half. Radiant Bolster has a 1 Hour Cooldown.
| N/A
|-
| Radiant Push
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To move an Enemy or Ally, this Ability can be used to Knockback a Target for 10 Blocks. The Target can be moved in any direction, meaning further away from the user, or closer, anywhere along a horizontal direction but never vertically or diagonally up or down. Radiant Push has a 30 Minute Cooldown.
| N/A
|-
| Radiant Relocate
| Movement Power
| {{#simple-tooltip: 15 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To move an ally, use this Ability to relocate them forcibly anywhere else in range, even on higher ledges up to 5 blocks in height. This Ability can also be used by the user themselves, but can never be used to circumvent fortifications like castle walls and a gatehouse, or teleporting through walls. This cannot be used on an KO'd ally. Radiant Relocate has a 1 Hour Cooldown.
| N/A
|-
| Radiant Shield
| Instant Power
| {{#simple-tooltip: Viewing Distance | Viewing Distance means range does not matter so long as the user can see the Target(s).}}
| To shield an ally, use this Ability to automatically target the lowest HP ally that can be seen, or to target the user themselves, and apply +1 Block Token to them. This ability can be used reactively, meaning, while an Ally is taking Damage, thus negating that Damage instead as the Block Token is immediately consumed. Radiant Shield has a 2 Hour Cooldown.
| N/A
|-
| Saving Grace
| Instant Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user targets an ally within range, removing all current debuffs on them and pulling them to any block adjacent to the user. Saving Grace cannot cleanse debuffs from Artifacts. Saving Grace has a 2 hour cooldown.
| N/A
|-
| Shaman Earth
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To protect an ally, this Ability can be used to grant an ally within range +1 Block Token. This Ability can be used as a reaction to an ally being attacked, allowing them to instantly use the Block Token to protect themselves. After 2 enemies are KO'd in a Combat Scene, the user becomes immune to the Brittle Debuff as part of Corpse Count (this constant effect applies even while the Ability is on Cooldown). Shaman Earth has a 2 Hour Cooldown.
| N/A
|-
| Shaman Puppet
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
|  To meddle with enemies, target an opponent and read/ask for their Character App to read their Abilities. Choose one Ability from Point Buy (regardless if it is on Cooldown), and use a copy of it from the target's location, but as if it was being used by the user instead (meaning it can harm the target's allies, and benefit the user's allies, but not vice versa). If the Ability involves any sort of resources, it must use the user's resources, not the target's. This does not consume the next turn for the Target. For every 2 KO enemies in a Combat Scene, the Cooldown of this Ability is reduced by 30 Minutes as part of Corpse Count. Shaman Puppet has a 2 Hour Cooldown, and does not stack.
| N/A
|-
| Sinistral Corrode
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| In order to debilitate an opponent, use this ability to corrode the defenses of a target character within Emote Range. The target suffers a -1 Main Defense Stat. If the target would be healed, that healing is reduced by 1 (even to 0), and if the target would gain a Block Token, they are additionally Marked. Sinistral Corrode ends when either one of these conditional effects are triggered, but they cannot both activate at the same time. Sinistral Corrode has a 2 Hour Cooldown, a 30 Minute Internal Cooldown, and does not Stack.
| N/A
|-
| Sinistral Implode
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
|  To mitigate enemy protections, use this Ability as a reaction to a character gaining a Block Token from an Ability. When used, the Target loses all Block Tokens they would have gained, and are additionally given the Brittle Debuff. Sinistral Implode has a 2 hour cooldown, and a 30 minute internal cooldown.
| N/A
|-
| Sinistral Puppet
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To puppeteer two enemies to attack each other, use this Ability to target them and force them to attack each other. This Ability must respect range, a swordsman can't attack out of melee range. Both targets are forced to perform a Mundane Attack Emote against the other, with both applying their Dice Rolls. This does not affect their current or next Action, but they can take damage. The same person can only be affected by Sinistral Puppet once every 2 Hours. Sinistral Puppet has a 2 Hour Cooldown.
| N/A
|-
| Sinistral Rage
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To mark a target as your enemy, use this ability to apply the Threatened Debuff for the next 10 minutes. While Threatened, if the target willingly leaves the Attack Range of the user, they suffer a guaranteed hit. If the target remains within Attack Range of the user, the user gains +2 Main Combat Stat (breaking cap up to 11) for attacks made against the Target for the duration. Sinistral Rage has a 2 hour cooldown, does not Stack, and a 1 hour Internal cooldown.
| N/A
|-
| Sinistral Sever
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To remove a Link Power on someone, target them with this Ability and a Link Power of choice that is active on them will immediately be ended. Any Link Powers they are using will be forced to go on Cooldown. Additionally, the Target cannot be targeted by Link Powers or Abilities defined as Link Powers for the next 20 Minutes. Sinistral Sever has a 2 Hour Cooldown.
| N/A
|-
|-
|}
|}
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Armor Summon
| Summon Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| 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.
| N/A
|-
| Hex Revive
| Summon Power
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To bring back an ally as a pseudo ghost, use this Ability as a reaction to an ally being KO'd. The ally attaches to the user, meaning the ally can no longer take damage or be targeted by Abilities by enemies, but the ally cannot use Abilities of their own. The user cannot make attack and defense rolls or emotes afterwards, but the ally can for them using the Ally's stats instead. The first time an ally is attached, the user gains 1 Block Token. When the user is KO'd, Hex Revive ends and the ally returns to being KO'd. If Hex Revive is used multiple times on multiple allies, the first ally gains +2 Main Combat and Main Defense Stat per ally added, breaking cap up to 14. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Hex Revive has a 2 hour cooldown.
| N/A
|-
| Weapon Summon
| Summon Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can summon any type of weapon from Melee Point Buy, or Ranged 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.
| N/A
|-
|}


==Skill Powers==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Enchant Bolts
| Skill Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To cast with magic, use this Ability with Magic Attack Emotes from Radiant or Sinistral Spell Point Buy to attack from Ranged, instead of Melee. Ranged Magic Casting follows all rules for Basic Ranged Attacks (with regards to dice rolls). Enchant Bolts has no cooldown, but the user cannot quickly swap between Melee and Ranged, and must spend an emote 'swapping' before they can Attack or use an Ability again.
| {{#simple-tooltip: N/A }}
|-
| Enchant Defense
| Skill Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To change the rules of combat, when the user enters combat, Wisdom Proficiency will apply for Main Defense Stat (instead of for example Constitution), and the user gains +1 Block Counter, but can no longer use a Shield. This Ability does not consume an Action, and can be used reactively to prevent damage from applying. This ability does not work if the user is wearing armor, does not apply if the user puts on armor afterwards, and does not refresh Block Counters associated with Armor. Enchant Defense has no Cooldown, but automatically activates, and cannot be removed.
| N/A
|-
| Shaman Ancestor
| Skill Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability summons the Spirit of an Ancestor, as well as a weapon in their hand, allowing their ancestor to guide them in combat. If Shaman Defense is not active, this gives the user +2 Main Combat Stat (breaking cap up to 11) and -2 Main Defense Stat. If Shaman Defense is active, the user loses access to all other Abilities, sets their Main Combat Stat to 11, but can use Abilities from Shaman Point Buy. Shaman Ancestor lasts until the end of Combat and has no Cooldown.
| N/A
|-
|-
|}
|}


==Healing Powers==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Medical Revive
| Active Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| This ability requires Medical Stance to be active. To bring back a fallen ally, use this Ability to try and bring them back into fighting shape. The user creates a Link Power between themselves and a downed target within range, remaining in that state for 5 minutes. If left unbroken, the target is immediately brought back on their last legs (or 2 HP in the Optional System), and their Main Combat Stat reduced by 2 for the next 30 minutes.  This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Medical Revive has a 4 hour cooldown, regardless of if successful or not.
| N/A
|-
| Radiant Revive
| Active Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To empower an Ally, Target them with this Ability. If the Ally reaches 0 HP, they are given a choice: Revive with 4 HP and half (rounded down) Main Combat Stat, or give another Ally 1 Block Token, and give them half (rounded down) Main Combat Stat (breaking cap until 11) until that Block Token is removed. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Radiant Revive has a 2 Hour Cooldown.
| N/A
|-
| Timed Healing
| Healing Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user applies a Link Power to a target within Range. For as long as the Link is active, the target heals their most recent wound every 10 minutes. This healing occurs at the end of the 10 minute timer. Timed Healing can only be active on one target at a time, and the same person can only be affected by one instance of Timed Healing at a time. Timed Healing has a 2 hour cooldown.
| N/A
|-
|}


==Buff Powers==
==Buff Powers==
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Enchant Protect
 
| Buff Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To protect an ally, use this Ability to Summon a set of Armor that immediately envelops them, and also gives them a Shield. This Ability can also be used on the user themselves, however they will not get a Shield, as Mages cannot use Shields. Enchant Protect has no Cooldown, but it cannot be re-used while a set of Armor is active.
| {{#simple-tooltip: N/A }}
|-
|-
| Divine Savior
| Buff Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To protect an Ally, use this Ability to shield them. Upon targeting an Ally, this Ally is removed from active combat by being encased in holy light, making them unable to move or perform any actions for 5 minutes (but Cooldowns continue ticking). After the 5 minutes have passed, if the Paladin using this Ability is still alive, they can reposition their encased ally to anywhere in range, and the Target Ally gains +1 HP (if the Paladin is KO'd, Divine Savior does nothing). Also, they gain +1 Main Combat Stat (breaks cap up to 11) for their first attack after being freed. If Divine Savior triggers Critical Strike, the 5-minute timer is skipped and the target instead instantly gains +3 HP. Divine Savior has a 4 Hour Cooldown, and does not Stack.
| N/A
|-
| Gear Boon
| Buff Power
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user blesses the equipment of up to 5 allies within range, including their armor, weapons, shields, etc. The targets gain +1 Constitution, that breaks cap, and can optionally have their gear emit bright light, that dispels mundane darkness around them. The same person can only be affected by one instance of Gear Boon at a time. Gear Boon lasts for 1 hour, and has a 3 hour Cooldown.
| N/A
|-
| Medical Buff
| Buff Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This ability requires Medical Stance to be active. To protect an ally's strength, use this Ability on a chosen ally within range. If the target has their proficiencies reduced in any way, this effect is immediately ended and the target is returned to full strength. Additionally, the user gains a Block Token if successful. Medical Buff has a 2 Hour Cooldown.
| N/A
|-
| Medical Bolster
| Buff Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Medical Stance to be active. To protect an ally from harm, use this Ability to grant them 1 Block Token. While under the effects of this Block Token, the target’s Main Defense Stat is raised by 2, up to a maximum of 9. Medical Bolster has a 2 hour cooldown, and does not stack.
| N/A
|-
| Medical Canteen
| Buff Power
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Medical Stance to be active. To share bonuses with an ally, use this Ability when targeted with a Buff Power that is not Medical Canteen. Targeting an Ally within range, the user immediately grants a copy of the Buff Power they received to the target. This effect lasts for up to 30 minutes, after which Medical Canteen goes on a 1 hour cooldown.
| N/A
|-
| Medical Resist
| Buff Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Medical Stance to be active. To reduce the harm an ally receives for a set amount of time, use this Ability on an Ally within range. For the next 10 minutes, the target only suffers minor wounds from any incoming damage that would affect them, or is reduced by 1 HP (but never to 0) in the Optional Combat System. Once ended, Medical Resist has a 2 hour cooldown, and does not stack.
| N/A
|-
| Radiant Barrier
| Buff Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To protect an ally from Ranged Attacks, use this Ability to make them immune to Mundane Ranged, Magical Ranged, Firearms, and Archery Attack Emotes. This Ability is a Link Power, and remains active for as long as the Link Power is active. If the Link Power is broken or removed, Radiant Barrier has a 2 Hour Cooldown.
| N/A
|-
| Radiant Feather
| Buff Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To protect allies, this Ability can be used to make any amount of Allies immune to damage from falling, giving them Feather Fall, which will slow them to a gentle floating speed. The same effect is permanently applied to self. Radiant Feather has no Cooldowns.
| N/A
|-
| Sacred Buff
| Buff Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To protect an ally from stat reductions, apply a Link Power to an ally within Range. For as long as the Link is active, if the Target's stats would be reduced in any way, this Stat Reduction is nullified, and the Stat that would be reduced instead gains +1. This ability can be used as a reaction to an ally's stats being reduced, applying its effect, but can only ever boost one stat.  Sacred Buff can last for a maximum of 30 minutes, once ended has a 2 hour cooldown, and does not Stack.
| N/A
|-
| Sacred Feather
| Buff Power
| {{#simple-tooltip: Viewing Distance | Viewing Distance means range does not matter so long as the user can see the Target(s).}}
| To protect an ally falling from a great height, use this Ability to negate any falling damage the ally would take, and grant them immunity to Knockdowns for the next 10 minutes. If multiple allies are falling at the same time, the user can protect them from falling, but only one is granted the Knockdown immunity. Sacred Feather has a 2 hour cooldown.
| N/A
|-
| Sacred Gear
| Buff Power
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To bless the equipment and enhance the defenses of allies, the user targets up to 3 allies within range. The targets gain +1 Main Defense Stat, that breaks cap up to 9. If the ally worships the same religion as the user, they also gain +1 Main Combat Stat that breaks cap up to 11. Sacred Gear lasts for 30 minutes, has a 4 hour cooldown, and does not Stack.
| N/A
|-
| Sacred Healing
| Buff Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To heal allies over time, the user applies a Link Power to an ally within Range. For as long as the Link is active, the target heals 2 HP every 10 minutes. This healing occurs at the end of the 10 minute timer. Sacred Healing can only be upheld for a maximum of 20 Minutes, but if the user deals damage through any means while it is active, it instantly ends and any healing done is reverted. Once ended, Sacred Healing  goes on a 2 hour cooldown, and does not Stack.
| N/A
|-
| Sacred Revive
| Buff Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To revive an ally that is currently KO'd, the user can sacrifice 1 HP of their own, which cannot be blocked or reduced in any way, to revive that ally with 2 HP. Sacred Revive has no cooldown, and can be used as much as the user has HP, but the same person cannot be affected by more than one Revive Ability (Sacred Revive, Chem Revive, etc) per Combat scene.
| N/A
|-
| Stability Boon
| Buff Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user enhances themselves, and up to one ally within Range, granting them immunity to Displacements for 15 minutes. Stability Boon has a 2 hour cooldown.
| N/A
|-
|-
|}
|}
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Shaman Darkness
| Movement Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This Ability can only be used if one or more enemies are within 3 Blocks of the user. When used, the user can choose anywhere within range (on a horizontal surface) to relocate to. Additionally, any enemies within 3 Blocks of the position they relocate from, have the Blindness Debuff applied to them. For every 2 KO enemies in a Combat Scene, the remaining Cooldown of this Ability is reduced by 30 Minutes as part of Corpse Count. Shaman Darkness has a 2 Hour Cooldown.
| N/A
|-
| Sinistral Leap
| Movement Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To close a gap with a foe, this Ability can be used to instantly leap towards them and immediately perform an Attack Emote which has +3 Main Combat Stat applied to it that can break cap up to 10. The Target cannot be targeted by another Movement Power until after they have used an Ability or Attack Emote after reacting to this Ability. Sinistral Leap has a 2 Hour Cooldown.
| N/A
|-
|}


==Link Powers==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Hex Sapper
| Link Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To tire one's enemies, the user can target up to 3 enemies to divide 4 total Main Combat Stat reduction between them. This means they can spread it evenly one each, but can only put a maximum of -3 on one enemy. For every enemy Targeted, a Link is established. Once all Links are Broken or removed, Hex Sapper goes on a 2 Hour Cooldown, and does not stack. It is not possible to re-distribute the Stats without going on Cooldown first.
| N/A
|-
| Weakening Ward
| Link Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user applies a Link Power to an enemy within Range, and also chooses one ally. For as long as the Link is upheld, if the target attacks or targets the chosen ally, they receive a -2 Main Combat Stat reduction, but only while they are targeting or attacking the chosen ally. Once the target and ally are chosen, they cannot be changed for the duration of the Link Power. Weakening Ward has a 1 hour cooldown.
| N/A
|-
|}
==Passive Techniques==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Bruiser Agony
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To heal on the edge of defeat, this ability will automatically trigger when the user is a single attack away from defeat, or at 2 HP or less. The next basic attack that successfully strikes an enemy heals the user for 2 HP worth of wounds. If the target has the Brittle Debuff, then this ability instead heals the user for 4 HP worth of wounds. Bruiser Agony  has a 2 hour cooldown, and begins after the effect has been successfully used. Bruiser Agony requires the user to be in Bruiser Stance.
| {{#simple-tooltip: N/A }}
|-
| Dagger Expert
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is proficient at wielding daggers and knives with great effect, able to wield them proficiently without any Strength investment. If the user wields a dagger or knife as a weapon, they are able to attack with the equivalent Strength of their Dexterity Proficiency (up to a maximum of 4).
| N/A
|-
| Debuff Endurance
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| When the user has a Debuff applied to them, they gain a +1 boost to Constitution for as long as the Debuff is applied to them. If the Debuff is cleansed or Removed, the +1 Constitution is also removed. Debuff Endurance has no Cooldown, and can activate and de-activate multiple times. 
| N/A
|-
| Focus Command
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. This Ability has two functions to prevent a Commander from being Countered a lot. Firstly, the user is immune to Link Break Abilities, though any Targets they have with Links on them are not. Secondly, if any of their Links are broken by a Link Break Ability, their Link Targets cannot have a Link Break Ability used on them for the next 15 Minutes.
| {{#simple-tooltip: N/A }}
|-
| Last Stand
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
|  To fight past the point of defeat, when the user would be reduced to 0 HP in combat, this ability immediately activates. The user heals 3HP, but can no longer gain Block Tokens for the duration of the fight. If the user already has a Revive Ability applied to them, Last Stand does not activate during the same combat scene, and that ability is used instead. Last Stand can only be used once per combat scene.
| {{#simple-tooltip: N/A }}
|-
| Rebound
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To get back on your feet, this ability passively activates on the first Knocked Down Debuff applied to the user. The user is able to instantly stand back up without using their action or turn (but this does not make them immune to the Knockdown). After Rebound is used, it goes on a 3 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Shield Command
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This ability requires Command Stance to be active. If the user takes any damage, they can choose any Ally's Block Token, as long as they are within range, and remove that Block Token to block damage applied to themselves, however as damage is prevented on them, they cannot use the relocation mechanic of Command Stance. Shield Command has no Cooldown and can be used in rapid succession, until there are no Block Tokens left that are held by allies, in which case it does nothing.
| {{#simple-tooltip: N/A }}
|-
| Soft Landing
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To avoid falling damage, this ability activates when the user takes damage from falling off of something. They instead brace themself before they hit the ground, breaking their fall and ignoring the damage. Soft Landing has no cooldown.
| N/A
|-
| Tech Armory
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To protect oneself, this Ability grants the user a passive +1 Block Token that is always active, even outside of combat, and refreshes if removed at the end of Combat. However, the user can no longer wear conventional armor. If the user has the Ability Tech Defense, Tech Armory no longer grants 1 Block Token, but instead grants +2 Main Defense Stat (breaks cap up to 9) for as long as the user has the Block Token gained from Tech Defense. When that Block Token is lost, this bonus is lost as well. Tech Armory has no Cooldown.
| N/A
|-
| Swimming Expert
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to swim at high speeds, outmatched only by aquatic races, and is able to hold their breath for much longer underwater, whilst also being able to see near perfectly. Once per server restart, the user can guarantee a dodge from a basic Attack Emote against them as long as it was used on them underwater. Additionally, the user is able to fight with melee basic attacks underwater, with their Main Combat Stat reduced by 4.
| N/A
|-
| Unarmed Expert
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is trained as a professional in unarmed combat, allowing them to use their fists as weapons. The user’s unarmed strikes bypass any immunity to unarmed combat, and can allow the user to use other Techniques from Melee Point Buy and Bruiser Point Buy without a weapon.
| N/A
|-
|-
|}
|}


==Active Techniques==
==Instant Techniques==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Ability Description
! Ability Description
! Possible Ability Modifiers
! Possible Ability Modifiers
|-
| Agonizing Shot
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
|  The user fires their weapon at a target in range that is currently affected by Brittle. This shot deals a guaranteed hit to the target, triggering the Brittle effect and additionally causing the target to be knocked down once hit. After being used, Agonizing Shot goes on a 4 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Aquatic Command
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. This Link Ability can Target two Allies at once, but does not go on Cooldown until both Links are broken or removed. The Target Allies gain Enchant Oceana, meaning they can breathe underwater, see underwater, speak underwater, and move unhindered while swimming underwater. Additionally, they can use Abilities and Attack Emotes as if they were on dry land, targeting those inside and outside the water. Aquatic Command has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Attack Command
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user can target up to 3 Allies to divide 3 total Main Combat Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 3 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, Attack Command goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.
| {{#simple-tooltip: N/A }}
|-
| Battle Flurry
| Active Technique
| {{#simple-tooltip: 1 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To viciously attack everyone around the user, this Ability has the user roll one dice with a number for every character within range of this technique, and hits as many of them based on the number rolled, with a minimum of one. (ex. 3 people in range is /dice 1-3) The user can choose who gets hit or not, but this technique cannot be used if only one target is in range. Battle Flurry has a 3 Hour Cooldown.
| N/A
|-
| Belt Shot
| Active Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| 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 range is knocked back 5 Blocks. If a target is unable to dodge back the full 5 blocks (hitting a wall, for example) or are incapable of moving, this ability does a guaranteed hit. Belt Shot has a 30 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Brawl Stampede
| Brawl Stampede
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To drag an enemy with you, use this ability to grab ahold of an enemy within melee range. Stampeding forward by 10 blocks, both the user and the target are forcibly moved the full range. The user cannot use Movement Powers for 10 minutes after using Brawl Stampede. Brawl Stampede counts as both a Movement Power and Displacement in the case of Ability counters, and has a 3 hour cooldown.
| To drag a target with you, use this ability to grab ahold of a character within melee range. Stampeding forward by 10 blocks, both the user and the target are forcibly moved the full range. The user and target cannot use Movement Powers for 10 minutes after using Brawl Stampede. Brawl Stampede counts as both a Movement Power and Displacement in the case of Ability counters, and has a 2 hour cooldown.
| N/A
|-
| Break Down
| Active Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To tear down enemy barricades, use this ability to target any 1 block thick stone or wood wall, gate, or doorway. Physically smashing through, the user additionally staggers any character within 2 blocks in front of them. Break Down has a 2 hour cooldown.
| N/A
| N/A
|-
|-
| Bruiser Flurry
| Bruiser Flurry
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To disrupt the battlefield, this ability lets the user spin their weapon around, Knockback all characters within range by 5 blocks and choose one target to suffer the Brittle Debuff. If any target already had the Brittle Debuff, they instead take a guaranteed hit and are knocked down. Bruiser Flurry has a 1 hour cooldown. Bruiser Flurry requires the user to be in Bruiser Stance.
| To disrupt the battlefield, instantly displace all characters within range, by 5 blocks backwards, and choose one to apply the Brittle Status Effect to. If any target already has the Brittle Status applied, deal -2HP to them, and apply the Prone Status Effect. Bruiser Flurry has a 2 hour cooldown.  
| {{#simple-tooltip: N/A }}
|-
| Bruiser Rampage
| Active Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To become unstoppable, this ability can be used right after a successful basic melee attack, becoming immune to the next Displacement ability. If the target was Brittle, then instead the user becomes immune to Displacement abilities for the next 10 minutes. This ability has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Bruiser Ruin  
| Bruiser Ruin  
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To charge up a big attack, this ability targets an enemy within range whilst immobilizing the user for a single emote. If the user is targeted by an Ability or Basic Attack, Bruiser Ruin ends and the user can act once again. After an emote has passed, the user is able to deal a guaranteed hit on the target for 4 HP worth of damage. If the target has the Brittle Debuff, it instead does damage equal to 6 HP. If it ends early, Bruiser Ruin goes on a 30 minute cooldown, otherwise Bruiser Ruin has a 4 hour cooldown. Once this timer is completed, Bruiser Ruin cannot be canceled by any effect.
| To charge up a big attack, target an enemy within range, and take no Action or Move action this turn. If the user is targeted by an Ability or Attack, Bruiser Ruin immediately ends. If the user passes another turn, taking no Action or Move Action, on their next turn they instantly deal a guaranteed Attack that deals -4HP to target. If the target has the Brittle Status Effect, -6HP instead. If it ends early, Bruiser Ruin goes on a 30 minute cooldown, otherwise Bruiser Ruin has a 4 hour cooldown. Once this timer is completed, Bruiser Ruin cannot be canceled by any effect.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Bruiser Slam
| Bruiser Slam
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To close the distance with a foe, this ability lets the user leap to a target enemy within range, landing on any block adjacent to them and apply the Brittle debuff. If the target already has the Brittle debuff, then instead this ability deals a guaranteed hit and inflicts Knockdown to the target. Bruiser Slam has a 1 hour cooldown, and counts as a Movement Power in the context of counters. Bruiser Slam requires the user to be in Bruiser Stance.
| To close the distance with a foe, leap to target Enemy within Range, ignoring Opportunity Attacks, but not passing through people. Instantly apply the Brittle Status Effect to target, but if they already have Brittle applied, instead deal -2HP and apply the Fleeting Status Effect. Bruiser Slam counts as a Movement Power, and has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Bruiser Tackle  
| Bruiser Tackle  
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To use an enemy as a weapon, use this ability to tackle an enemy within range, knock them back 5 blocks and apply the Brittle Debuff to the target. If the target hits another character before being moved the full distance, the Displacement effect ends and the other character also has the Brittle Debuff applied. If the target already has the Brittle Debuff, they take a guaranteed hit and are knocked back 10 blocks, following the same rules for hitting another character as before. Bruiser Tackle has a 2 hour cooldown. Bruiser Tackle requires the user to be in Bruiser Stance.
| To use an enemy as a weapon, target an enemy within range, displace them backwards 5 Blocks and apply the Brittle Status Effect. If they hit another character before moving the full 5 blocks, also apply Brittle to that character. If the target already has the Brittle Status Effect, deal a guaranteed Attack, and displace them 10 blocks. Bruiser Tackle has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Building Scale
| Building Scale
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof. Building Scale has a 3 Hour Cooldown, and counts as a Movement Power in the context of counters.
| The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof. Building Scale has a 3 Hour Cooldown, and counts as a Movement Power in the context of counters.
| N/A
| N/A
|-
| Champion Command
| Active Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user Targets a single Ally. While this Link is active, the Ally's Main Defense Stat and Main Combat Stat limits are completely removed, even if they are imposed by other Abilities. Once broken or removed, Champion Command goes on a 2 Hour Cooldown. If a Target is affected by Overwhelm Command, Champion Command does nothing.
| {{#simple-tooltip: N/A }}
|-
| Chase Command
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. First establish a Link Power onto an Ally. Then, establish a Link Power between that Ally and another Ally, or an Enemy. The first targeted Ally now duplicates all Movement Powers used by the second Target, landing on the same destination, though not benefitting from additional mechanics in such Movement Powers (like attack Emotes, or Knockback effects). Once broken or removed, Chase Command has a 30 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Chem Berserk  
| Chem Berserk  
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To become a glass cannon in combat, use this Ability to add an additional 1 HP of damage to your Melee Basic Attacks, but the user also takes an additional 1 HP of damage from Basic Attacks targeting them in turn. Using Chem Berserk overrides Chem Enrage and Chem Endure, and removes their effects. Chem Berserk cannot be re-used until the effect has ended.
| To become a glass cannon in combat, use this Ability to add an additional 1 HP of damage to Melee Attacks, but the user also takes an additional 1 HP of damage from Attacks targeting them in turn. Also, remove all Block Tokens and prevent the user from gaining any for the duration. Chem Berserk lasts until the end of Combat, and can be used Once Per Combat.
| N/A
| N/A
|-
|-
| Chem Cleanse
| Chem Bloodboil
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To remove Debuffs from self, use this Ability to instantly cleanse all Debuffs that are active on the user only. Chem Cleanse has a 3 Hour Cooldown.
| To make the user’s blood caustic, immediately deal -2HP damage to self, but automatically deal 1HP damage to Target enemy the next 3 times the user takes damage from Target enemy’s Attack Emote, which can be multiple Enemies. Chem Bloodboil can be used Once Per Combat.
| N/A
| N/A
|-
|-
| Chem Endure
| Chem Cleanse
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To increase defense at the cost of attack, apply this Ability to gain +2 Main Defense Stat (breaking cap up to 9), and lose -2 Main Combat Stat (can go into minus). This Ability cannot be used if Chem Enrage is active, but Chem Berserk can override it (removing Chem Endure's effects). This effect remains active until end of Combat. This Ability does not count as a full Action. This Ability cannot be re-used until the effect has ended.
| To remove Status Effects from self, use this Ability to instantly remove one (choice, if multiple) Status Effects from the user, but deal 1HP Damage to self.  Chem Cleanse has a 15 Minute  Cooldown.
| N/A
| N/A
|-
|-
| Chem Enrage
| Chem Hyperfocus
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To increase damage at the cost of defense, apply this Ability to gain +2 Main Combat Stat (breaking cap up to 11), and lose -2 Main Defense Stat (can go into minus). This Ability cannot be used if Chem Endure is active, but Chem Berserk can override it (removing Chem Enrage's effects). This effect remains active until end of Combat. This Ability does not count as a full Action. This Ability cannot be re-used until the effect has ended.
| To become good at one thing only, choose Attack Stat or Defense Stat. Raise the chosen Stat by +2 (breaks cap up to 11 or 9), and lower the other stat by -3 (can go into minus). This effect remains active until the end of Combat. This Ability does not use an Action. This Ability cannot be re-used until the effect has ended.
| N/A
| N/A
|-
|-
| Chem Experiment
| Chem Revive
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To help in a fight, Target an enemy in Range with a Ranged Attack Emote, and perform the necessary rolls using Main Combat Stat. If the attack succeeds, the Target has a -1 Main Defense Stat (can go into minus) for the rest of Combat but is not damaged. If the attack fails, the user gains +1 Main Combat Stat (does not break cap) for the rest of Combat. Chem Experiment has a 2 Hour Cooldown, and cannot Stack.  
| To bring an ally back, target Ally at 0HP within range. Immediately revive the Ally with 4HP, and force their next 2 actions to be Attack Emotes. If either of these Attack Emotes reduce an enemy to 0HP, heal the Ally +2HP more. If neither Attack Emotes do, deal -3HP damage to the Ally. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Chem Revive has a 2 Hour Cooldown.
| N/A
| N/A
|-
| Chem Revive
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To empower an Ally, Target them with this Ability. If the Ally reaches 0 HP, they are instead revived with 2 temporary HP, and given 4 more Attack Emotes. If any of these Attack Emotes was able to put an enemy down to 0 HP, the 2 temporary HP is converted to permanent HP, and they heal an additional 1 HP. If they fail to put an enemy to 0 HP, the temporary HP is removed, and they KO properly. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Chem Revive has a 2 Hour Cooldown.
| {{#simple-tooltip: Undead| Undead cannot use this Ability on anyone but themselves. Instead, this Ability is always active (meaning they do not need to use it), and automatically triggers when they go to 0 HP. Also, this Ability has a 1 Hour Cooldown for Undead instead of 2 Hours.}}
|-
|-
| Concussive Blow
| Concussive Blow
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user swings their weapon at a target, Confusing them for 10 minutes, and ending the last two Link Powers they are using or affected by. Additionally, if the target is currently the caster of a Link Power, this Technique counts as a guaranteed hit. Concussive Blow has a 1 Hour Cooldown.
| To disrupt focus, target Enemy or Ally within Range, and immediately Link Break one Link Power (newest, if Multiple). If Target is the caster of a Link Power, also deal -1HP damage. If the Target has no Link Powers, instead apply the Confused Status Effect for one turn. Concussive Blow has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| N/A  
|-
| Covering Fire
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user fires a constant stream of inaccurate but intimidating shots to provide safety for their allies. As a reaction to an allies movement, the user is able to activate this Technique in order to ensure they are not attacked for as long as they need to reposition in one emote. Additionally, the ally gains a +2 Main Combat Stat (breaks cap up to 11) bonus to the first attack they make after re-positioning. Covering Fire ends the moment the user’s ally stops moving to attack, and has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Cutthroat Backstab
| Active Technique
| Melee Range
| This ability requires Cutthroat Stance to be active. The user makes a quick attack on a target that currently has a Debuff applied to them, dealing a guaranteed hit and cleansing the debuff that is affecting them. If this Debuff cannot be cleansed, this Ability fails. Cutthroat Backstab has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Cutthroat Dodge
| Cutthroat Dodge
| Active Technique
| Instant Technique
| Self
| Self
| This ability requires Cutthroat Stance to be active. As a reaction to being hit by a basic attack or Ability from Melee Point Buy, the user can quickly dodge to negate any damage they would have suffered, but still be affected by secondary effects. Additionally, the user is able to immediately move up to 5 blocks horizontally in any direction. Cutthroat Dodge has a 2 hour cooldown, and counts as a Movement Power in the context of counters.
| As a reaction to being hit by a basic attack of any kind, the user can quickly dodge to negate any damage they would have suffered, but still be affected by secondary effects. Additionally, the user is able to immediately move up to 10 blocks horizontally in any direction. After using this technique, the user can also perform a basic attack directly after. Cutthroat Dodge has a 1 hour cooldown, and counts as a Movement Power in the context of counters.  
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Cutthroat Evasion
| Cutthroat Evasion
| Active Technique
| Instant Technique
| Self
| Self
| This ability requires Cutthroat Stance to be active. The user boosts their adrenaline, allowing them to temporarily improve their ability to avoid harm. For the next 15 minutes, the user gains 2 Constitution that can break the proficiency cap up to a limit of 8. Once ended, Cutthroat Evasion goes on a 2 hour cooldown.
| The user boosts their adrenaline, allowing them to move an additional 5 blocks after making an attack for the next 30 minutes. Once ended, Cutthroat Evasion goes on a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Cutthroat Flank
| Cutthroat Flank
| Active Technique
| Instant Technique
| Melee Range
| Melee Range
| This ability requires Cutthroat Stance to be active. The user strikes at a target that is currently surrounded by two or more enemies, which can include the user. This attack does no damage, but causes the target to be Knocked Down as they’re tripped up by the user. If the target is already Knocked Down, this instead deals a guaranteed hit. Cutthroat Flank has a 2 hour cooldown, and a 30 minute internal cooldown.
| The user strikes at a target that is currently surrounded by two or more enemies, which can include the user. This attack does no damage, but the Prone Status Effect as they’re tripped up by the user. If the target is already Prone, this instead deals a guaranteed hit. Cutthroat Flank has a 2 hour cooldown, and a 30 minute internal cooldown.
| {{#simple-tooltip: N/A }}
|-
| Cutthroat Flash
| Instant Technique
| 10 Block Range
| Grants the user {{#simple-tooltip: Cutthroat Flash | The user launches a makeshift explosive at a target, affecting them and anyone within a 3 block radius. On use, any affected characters are given the Blinded Status effect until cleared manually. Once used, Cutthroat Flash has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Cutthroat Target
| Cutthroat Target
| Active Technique
| Instant Technique
| 10 Blocks
| 10 Blocks
| This ability requires Cutthroat Stance to be active. The user throws a harmless projectile onto the target, dealing no damage to them but applying the Marked Debuff to them for the next ten minutes. Cutthroat Target has a 1 hour cooldown.
| The user throws a harmless projectile onto the target, dealing no damage to them but applying the Marked Status Effect to them for the next ten minutes. Cutthroat Target has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Cutthroat Tears
| Cutthroat Tears
| Active Technique
| Instant Technique
| Melee Range
| Melee Range
| This ability requires Cutthroat Stance to be active. Upon being hit by a Basic Attack, the user can fall prone and perfectly feign defeat. At any time afterward, or as a reaction to them being attacked or targeted by an Ability, they are able to stagger any characters within range and immediately move 10 blocks horizontally in any direction. Once used, Cutthroat Tears goes on a 4 hour cooldown, and counts as a Movement Power in the context of counters.
| Upon being hit by a Basic Attack, the user can fall prone and perfectly feign defeat. At any time afterward, or as a reaction to them being attacked or targeted by an Ability, they are able to stagger any characters within range and immediately move 10 blocks horizontally in any direction. Once used, Cutthroat Tears goes on a 4 hour cooldown, and counts as a Movement Power in the context of counters.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Cutthroat Timer
| Deadeye Barrage
| Active Technique
| Instant Technique
| 10 Block Range
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Cutthroat Stance to be active. The user applies a Link Power to a target within range, which can be upheld for up to 20 minutes and can be broken at any time. Once ended or broken, the target and any character within 1 blocks of them are immediately Staggered and Rooted for 10 minutes, or until an emote is spent cutting themselves free. Once ended, Cutthroat Timer goes on a 2 hour cooldown.
| When activating this Ability, the user becomes completely immobilized. This does not consume the Turn, but the user must perform 4 Attack Emotes over the present Turn and next 3. The next 4 Attack Emotes gain +1 Attack Stat to their roll, and the 4th shot, if it hits, does +1HP Damage. If the user moves, willingly or unwillingly, Deadeye Barrage ends early, and has a 4 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Defend Command
| Deadeye Focus
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user can target up to 3 Allies to divide 3 total Main Defense Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 3 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, Defend Command goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.  
| This Ability does not consume Turn when used, but only allows an Attack Emote if used in the same Turn. The user must have a Status Effect that is not Marked applied to them in order to use this Ability. When used, any Status Effect the user is affected by is removed, and instead, the user has the Marked Status Effect applied to them. Additionally, they gain +2 Main Combat Stat (breaks Cap up to 11) for their next Attack Emote. Deadeye Focus has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Desperate Prayer
| Deadeye Luckshot
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability can only be used when the user has 4 HP left, though it can be used out of Turn, and even after someone has already emoted an Ability or Attack Emote targeting the user. When used, the user must choose between +2 Main Offense Stat or +2 Main Defense Stat (which can break Cap up to 11), for the remainder of the fight. Desperate Prayer can be used Once Per Combat.
| This Ability does not consume Turn, but improves the next Attack Emote that hits. When the attack succeeds, do not apply Damage, and instead roll a /dice 0 4. If the dice lands on 0, the Attack Emote is Staggered. If it lands on any other number, that number is now the HP Damage. If the Target takes 3-4 Damage, they can choose to transfer up to 2 damage to Allies in Emote Range. This Ability cannot be Staggered. Deadeye Luckshot has a 2 Hour Cooldown.  
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Dismount Shot
| Deadeye Pinshot
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user attaches a loud, yet harmless, explosive to a projectile and fires it at a Mounted enemy, exploding on contact and creating a very loud sound. This startles the mount and causes it to run away, dismounting the target and causing them to be Knocked Down. Dismount Shot has a 1 hour cooldown.
| This Ability can only Target a Character affected by the Marked Status Effect. If Targeting an Enemy, this Ability counts as an Attack Emote, applies +1HP Damage, and removes the Marked Status Effect from the Target. Afterwards, choose a new Enemy Target to apply the Marked Status Effect to. Deadeye Pinshot has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|Deadeye Venom
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user sets their Maximum HP to 6 upon activating this Ability. For the remainder of Combat, the user's Attack Emotes on singular Targets, when successful, apply a 1 Turn lasting Confused Status Effect onto the Target that only applies to their next Turn. This Ability does not consume a Turn. This Ability cannot be Staggered, nor can a Block Token be used to prevent its Damage to the User.
| {{#simple-tooltip: N/A }}
|-
| Desperate Prayer
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability can only be used when the user has 4 HP left, though it can be used out of Turn, and without using an Action. When used, the user must choose between +2 Attack Stat or +2 Defense Stat (breaks cap up to 11.9), for the remainder of the fight. Desperate Prayer can be used Once Per Combat.
| N/A
|-
|-
| Disrupt Prayer
| Disrupt Prayer
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user prays to their God to appear to the Target enemy in Emote Range, disrupting one single Link Power. Choose any of the Link Powers applied to them, or applied by them to break. Disrupt Prayer has a 1 Hour Cooldown.
| The user prays to their God to appear to the Target enemy in Emote Range, Link Breaking one Link Power they are using or have applied to them(choose if multiple). Disrupt Prayer has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| N/A
|-
|-
| Diving Tackle
| Diving Tackle
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To quickly move across the battlefield, use this ability to immediately move up to 10 blocks in a chosen direction toward a character within range. If the user lands beside an enemy, they can choose to make a basic attack immediately after landing. Diving Tackle has a 1 hour cooldown, and counts as a Movement Power in the context of counters.
| To quickly move across the battlefield, use this ability to immediately move up to 10 blocks in a chosen direction horizontally, not moving through people, but also not triggering Move Reactions. If the user lands beside an enemy, apply the Prone Status Effect to one enemy, and make an Attack Emote on that enemy in the same turn this ability was used. Diving Tackle Counts as a Movement Power, and has a 2 Hour Cooldown.
| N/A
| N/A
|-
| Dye Shot
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user fires an ink-stained projectile at a target. This projectile does no damage, but stains them with a chosen color. While stained, the target is Blinded until they spend 10 seconds wiping their eyes. The target can still defend themselves, but cannot actively attack other characters. Dye Shot has a 2 hour cooldown, and an Internal Cooldown of 20 minutes.
| {{#simple-tooltip: N/A }}
|-
|-
| Escape Artist
| Escape Artist
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to, whilst restrained, slip out of ropes, chains, handcuffs and other mundane restraints used to hold a player down. This allows them to instantly Cleanse a Root they are currently affected by. Additionally, they are also able to escape from any mundane holding cell or prison by picking the lock to the door in. This is never noticed by the captors until the user begins to move, attack or do any other action. Remember, resisting arrest or breaking out of Prison is highly illegal in Regalia, and can lead to worse punishment! Escape Artist has a 4 hour cooldown.
| The user is able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold a player down. This also allows them to lockpick doors and gates ingame, letting them escape or break into cells or prisons without immediate notice. Additionally, while in combat the user is able to cleanse themselves of the Trapped Status Effect before Escape Artist goes on a 1 hour cooldown. While out of combat, Escape Artist has no cooldown.
| N/A
| N/A
|-
| Evading Dash
| Active Technique
| {{#simple-tooltip: 10 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user rushes from one point to another. Choosing an unoccupied place within range that they can see, the user sprints in a straight line. While sprinting, the user is unable to be targeted, but also cannot attack or do anything but sprint. Evading Dash has a 2 hour cooldown, and counts as a Movement Power in the context of counters.
| {{#simple-tooltip: N/A }}
|-
|-
| Familiar Disrupt
| Familiar Disrupt
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user is born near, finds in childhood, (religiously) manifests, or magically creates a familiar that is life-linked with them and grows old with them. This familiar can be sampled from any domesticated animal no larger than a domestic dog. This pet can accompany the user, and aesthetically interact with the environment and other people. To hinder an enemy, the user targets one enemy within range, and knocks them Prone with their Familiar. Familiar Disrupt has a 4 Hour Cooldown.
| The user is born near, finds in childhood, (religiously) manifests, or magically creates a familiar that is life-linked with them and grows old with them. This familiar can be sampled from any domesticated animal no larger than a domestic dog. This pet can accompany the user, and aesthetically interact with the environment and other people. To hinder an enemy, the user targets one enemy within range, and knocks them Prone with their Familiar. Familiar Disrupt has a 4 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| N/A
|-
|-
| Force Toss
| Force Toss
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| In order to forcibly move a target, use this ability to grapple a character within range and instantly hurl them anywhere within a 10 block range. If the target is an ally, the user can additionally throw them up to 5 blocks vertically to a higher ledge. The target doesn’t take damage from this, but is Knocked Down upon landing. Force Toss has a 1 Hour Cooldown.
| In order to forcibly move a target, use this ability to grapple a character within range and instantly hurl them anywhere within a 10 block range. If the target is an ally, the user can additionally throw them up to 5 blocks vertically to a higher ledge. The target doesn’t take damage from this, but has the Prone Status Effect applied upon landing. Force Toss has a 1 Hour Cooldown, and a 30 Minute Internal Cooldown.
| N/A
| N/A
|-
| Getaway
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
|  To make a swift escape with a friend, use this Ability to target an ally within Range. Picking them up and placing them on the mount the user is on, both characters are moved up to 10 blocks in a chosen direction before the Target is placed back upon the ground. Getaway does not use the target’s turn, and has a 1 hour cooldown. Getaway counts as a Movement Power in the context of Mechanics and Counters.
| {{#simple-tooltip: N/A }}
|-
|-
| Guidance Prayer
| Guidance Prayer
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Target an opponent in Emote Range, applying the Marked Status Effect to them. This Ability may immediately be followed up with an Attack Emote, but the Marked Status Effect applied to the Target can only be consumed by the user, not allies. Guidance Prayer has a 2 Hour Cooldown.
| Target an opponent in Emote Range, applying the Marked Status Effect to them, and optionally instantly make an Attack Emote (if within Range) to trigger the Marked, in the same turn. The Marked STatus Effect can only be triggered by the user, not their Allies, and lasts for 10 Minutes. Guidance Prayer has a 2 Hour Cooldown.
| N/A
|-
| Gut Punch
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| In place of making an Opportunity Attack, use this ability to strike a weak point in a target passing by the user. This does no damage, but applies the Prone Status Effect to the target. Gut Punch has a cooldown of 1 Hour.
| N/A
| N/A
|-
|-
| Harming Prayer
| Harming Prayer
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user targets an opponent in Emote Range, and prays for their God to weaken them, applying the Bloody Status Effect to them. This Status Effect is not indefinite however (like normal Bloody Status Effects), the Target can use 3 Abilities or Attack Emotes and then the Bloody Status Effect is removed on its own (if it is not removed earlier through other Abilities). Harming Prayer has a 1 Hour Cooldown.
| The user targets an opponent in Emote Range, and prays for their God to weaken them, applying the Bloody Status Effect to them. The Bloody Status lasts for 3 Turns. Harming Prayer has a 1 Hour Cooldown.
| N/A
| N/A
|-
| Hit and Run
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To quickly move across the battlefield, use this ability immediately after landing a successful attack on a target, which does not consume an action. Once used, the user moves up to 5 blocks in a chosen direction before stopping and going on a 1 Hour cooldown. Hit and Run counts as a Movement Power in the context of mechanics and counters.
| {{#simple-tooltip: N/A }}
|-
|-
| Hook Shot
| Hook Shot
| Active Technique  
| Instant Technique  
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user fires a grappling hook attached to a projectile, leaving behind a sturdy rope. This can be shot upwards whilst directly beneath a block, allowing the user to climb to the top of it. Additionally, this can be shot across a horizontal gap to establish a zip-line that can be slid down to cross to the other side, but the use of this ability must always be fired downwards by at least a single block. The rope is only strong enough to support one person at a time. Hook Shot has a 4 hour cooldown and counts as a Movement Power in the context of counters.
| To get around quickly, the user instantly fires a grappling hook to propel themselves to anywhere within range, Horizontally or Vertically, with limits. This can be shot upwards whilst directly beneath a block, allowing the user to climb to the top of it. Additionally, this can be shot across a horizontal gap to establish a zip-line that can be slid down to cross to the other side, but the use of this ability must always be fired downwards by at least a single block. Hook Shot has a 4 hour cooldown and counts as a Movement Power in the context of counters. If Hook Shot is used outside of Combat, it has a Range of Emote Range.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Knockback Sweep
| Knockback Sweep
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user makes a wide swing of their weapon, knocking back anyone within Melee Range in front of or beside the user 5 blocks. If a character hits a wall, is Rooted, or Knocked Down, this knockback also deals a guaranteed hit. Knockback Sweep has a 2 hour cooldown.
| To create distance, target either one enemy within range, or everyone within 3 blocks in front of the user (not beside/behind). If one enemy, Displace target backwards by 10 Blocks. If everyone, displace targets backwards by 5 blocks. If any target(s) hit a wall, or are Trapped or Prone, deal -1HP Damage to them. Knockback Sweep has a 2 Hour Cooldown..
| {{#simple-tooltip: N/A }}
|-
| Lancer
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To extend ones reach, toggle this Ability while mounted for the next 30 minutes. While active, Lancer extends the range of Melee range attacks to 5 blocks, while granting a -2 to Attack Stat in turn. Once ended, Lancer goes on a 2 hour cooldown.  
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Knocking Shot
| Medical Barrier
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
|  To protect allies, use this Ability to create a temporary shield from danger. The user creates a mobile barrier, protecting themselves and any character within 2 blocks behind them from Abilities or Attacks targeting them from the front. While active, the user can’t use other Abilities or perform Attacks, but is able to move while Medical Barrier is in use. Medical Barrier can be held for a maximum of 20 minutes, and once ended is put on a 30 minute cooldown.
| N/A
|-
| Medical Bolster
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To protect an ally from harm, use this Ability to grant them 1 Block Token. While under the effects of this Block Token, the target’s Defense is raised by 2, up to a maximum of 9. Medical Bolster has a 2 hour cooldown, and does not stack.
| N/A
|-
| Medical Buff
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To create distance, the user fires a non-harming shot against a target within range that Knocks them back by 10 blocks. This does not interrupt any ongoing actions, knocking them back after their action completes. Knocking Shot has a 20 minute Cooldown, and a 20 minute internal cooldown.
| To protect an ally's strength, use this Ability on a chosen ally within range. If the target has their proficiencies reduced in any way, this effect is immediately ended and the target is returned to full strength. Additionally, the user gains a Block Token if successful. Medical Buff has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| N/A
|-
| Medical Canteen
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To share bonuses with an ally, use this Ability when targeted with a Buff Power or Technique from Medical Point Buy that is not Medical Canteen. Targeting an Ally within range, the user immediately grants a copy of the Ability they received to the target. This effect lasts for up to 30 minutes, after which Medical Canteen goes on a 1 hour cooldown.
| N/A
|-
| Medical Rescue
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To pull a target back to safety, use this Ability on an ally within range. Pulling the target to any block adjacent to the user, the target is granted 1 Block Token. Medical Rescue cannot be used as a reaction to an incoming attack, and has a cooldown of 2 hours.
| N/A
|-
| Medical Resist
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To reduce the harm an ally receives for a set amount of time, use this Ability on an Ally within range. For the next 10 minutes, the target only suffers minor wounds from any incoming damage that would affect them, or is reduced by 1 HP (but never to 0) in the Optional Combat System. Once ended, Medical Resist has a 2 hour cooldown, and does not stack.
| N/A
|-
| Medical Revive
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To bring back a fallen ally, use this Ability to try and bring them back into fighting shape. The user creates a Link Power between themselves and a downed target within range, remaining in that state for 5 minutes. If left unbroken, the target is immediately brought back on their last legs (or 2 HP in System Combat), and their Attack Stat reduced by 2 for the next 30 minutes.  This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Medical Revive has a 4 hour cooldown, regardless of if successful or not.
| N/A
|-
|-
| Marking Shot
| Pinning Throw
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user fires a non-damaging projectile at a target that they can see, applying the Marked Debuff for the next 30 minutes. Marking Shot has a 20 minute cooldown.
| To pin down a foe, target enemy within range, instantly apply the Trapped Status Effect for up to 10 minutes. If the Target takes damage, remove the Trapped Early, but prevent them from taking the Move action for that turn only. Pinning Throw does Not Stack, and has a 30 Minute Cooldown once ended.
| N/A
|-
| Puretek Evade
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To dodge lethal harm, use this Ability as a reaction to being targeted by a Melee Attack by an Enemy within Range. Instead of Rolling Defense, automatically succeed in Defense, and move anywhere horizontally within 10 Blocks, ignoring Opportunity Attacks. However, at the end of the Movement, apply the Prone Status Effect to the User. Puretek Evade counts as a Movement Power for the purpose of Counters. Puretek Evade has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Medical Barrier
| Puretek Reload
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Medical Stance to be active. To protect allies, use this Ability to create a temporary shield from danger. The user creates a mobile barrier, protecting themselves and any character within 2 blocks behind them from Abilities or Basic Attacks targeting them from the front. While active, the user can’t use other Abilities or perform Basic Attacks, but is able to move while Medical Barrier is in use. Medical Barrier can be held for a maximum of 20 minutes, and once ended is put on a 30 minute cooldown.
| To save oneself in a pinch, choose one Puretek, Deadeye, or Ranger Ability that is currently on Cooldown, not being used actively, and instantly take that ability Off Cooldown. Puretek Reload can be used Once Per Combat.
| {{#simple-tooltip: N/A }}
|-
| Ranger Blur
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To hinder enemies, instantly apply the Blinded Status Effect to an enemy within range. Ranger Blur has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Medical Rescue
| Ranger Cover
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This ability requires Medical Stance to be active. To pull a target back to safety, use this Ability on an ally within range. Pulling the target to any block adjacent to the user, the target is granted 1 Block Token. Medical Rescue cannot be used as a reaction to an incoming attack, and has a cooldown of 2 hours.
| To protect an ally's movement, use this ability as a Reaction to an ally taking the move action, which can be done out of Turn. The Ally is allowed to move through people, and if an Opportunity Attack is made against that Ally, the user gets to make an Attack Roll against the enemy making the Opportunity Attack. The user can attack as many times as there are enemies making Opportunity Attacks. Ranger Cover ends the moment the user’s ally stops moving, and has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Overwhelm Command
| Ranger Splash
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user Targets a single Ally. While this Link is active, the Ally can use two Melee Attack Emotes per Turn or Action (not Abilities, or Ranged Attack Emotes), however, the second attack cannot target the same Enemy, and the second attack must still respect Melee Attack Emote Range (2 Blocks). Once broken or removed, Overwhelm Command goes on a 2 Hour Cooldown. If a Target is affected by Champion Command, Overwhelm Command does nothing.
| To explosively interfere with enemies, target an enemy within Range, and any characters within 2 blocks of them. Apply the Prone Status Effect to all characters affected by this Ability. Ranger Splash has a 2 Hour Cooldown.}}
| {{#simple-tooltip: N/A
|-
| Ranger Tag
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To make it easier to hit your enemies, instantly apply the Marked Status to an enemy within Range, which lasts for 10 minutes, or until used. Ranger Tag has a 20 minute cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Pinning Throw
| Ranger Trap
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To pin down a foe, use this Ability to Root an enemy within Range for 10 minutes. If the target is affected by a damaging ability or basic attack, this Debuff ends early. Pinning Throw has a 30 minute cooldown, and does not Stack.
| To keep enemies in place, target an enemy within range, and all enemies within 2 blocks of the Target. Instantly apply the Trapped Status to the Target and all enemies within range, which lasts for 2 Turns. Ranger Trap has a 1 Hour Cooldown.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Pure Barrage
| Ranger Wallop
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To overwhelm an enemy, use this ability to target an enemy with a Link Power, instantly applying the Rooted Debuff to both the user and the target. The target is hit by a barrage of Puretek blasts in a constant stream, having the Silenced and Confused debuffs applied to them for the duration of the Link Power, whilst the user is unable to use other Abilities or Attacks for the duration of the ability. Any Debuffs applied by this ability cannot be removed or cleansed by typical cleansing abilities or mechanics and instead require the Link Power to be broken (or by the user voluntarily ending the ability). This ability cannot be used if the Target is the only enemy (that is not defeated) in combat or in a duel. Pure Barrage can be upheld indefinitely, going on a 2 hour cooldown as soon as the effect is ended, does not Stack, and has a 1 hour Internal Cooldown. Pure Barrage requires the user to be Puretek Stance.
| To create distance, the user fires a non-harming shot against a target within range that Displaces them backwards and away from the user by 10 blocks. This does not interrupt any ongoing actions. Ranger Wallop has a 20 minute Cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Pure Overcharge
| Shield Brace
| Active Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To drastically increase firepower from Faith, use this ability to add all Faith Proficiency investment to the user's Main Combat stat, breaking the cap up to 14, whenever they use a basic attack from Firearms Point buy. However, the user's Main Defence stat is set to 0. This ability can be used at any time in the fight, not consuming the user's action, even right before attempting an attack or Optional Combat system dice roll. This effect remains active for the duration of Combat. Pure Overcharge requires the user to be in Puretek Stance.
| In order to protect oneself from incoming fall damage, use this ability when falling from a higher ledge without any other protections. As a reaction to falling from a higher ledge, the user uses their defenses to brace for the incoming impact, preventing them from suffering any harm and additionally allowing them to make a basic attack after landing. Shield Brace has no cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Shield Bunker
| Shield Bunker
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| In order to increase your defenses at the expense of damage output, use this ability to become a defensive wall temporarily. Shield Bunker allows the user to enter a defensive stance, cutting their own offensive output in exchange for survivability. While this Technique is active, the user is immune to Displacement effects, but cannot move from where they are standing. Additionally, the user’s main combat stat is reduced to 2, in exchange for 2 Block Tokens. If the user chooses to move, or this block token is expended, Shield Bunker goes on a 1 Hour cooldown. This temporary reduction of main combat stat cannot be reduced or negated for as long as Shield Bunker is active.
| In order to increase your defenses at the expense of damage output, enter a defensive stance temporarily. While this Technique is active, the user is immune to Displacements, but cannot take the Move action. Additionally, any damage the User deals is reduced by 1, but they gain 2 Block Tokens. If the user chooses to move, or these Tokens are expended, Shield Bunker goes on a 1 Hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Shield Phalanx
| Shield Phalanx
| Active Technique
| Instant Technique
| {{#simple-tooltip: 1 Block | 1 Block range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 1 Block | 1 Block range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| In order to create a shield wall with allies, use this Ability to gain increasing benefits the more allies you have. Upon activating this ability, the user braces their shield forward, and can ignore the next displacement applied to them. If one ally uses Shield Phalanx, and joins it with the user’s, they both can ignore the next two displacements applied to them. If two allies join, the two allies and the user gain +1 Constitution that breaks cap up to 9. If four or more allies join, the allies and the user are considered permanently under the effects of Shield Cover. Shield Phalanx can be maintained indefinitely, but ends immediately if the user exits its range. When ended, Shield Phalanx goes on cooldown, and can be used once per server restart.
| In order to protect your allies from harm, activate this ability to brace your defenses. For the next 30 minutes, the user and any allies within range have any incoming damage reduced by 1 HP (but never to 0). If another ally within range also has Shield Phalanx, they are able to immediately activate it as well without spending a turn. For each additional ally using Shield Phalanx in a line, all affected users additionally gain a +1 to Defense Stat that can stack up to 9. When ended, Shield Phalanx has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Shield Slam
| Shield Slam
| Active Technique
| Instant Technique
| {{#simple-tooltip: 5 Blocks | 5 Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Blocks | 10 Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| In order to close short distances and repel an opponent, use this ability to charge up to 5 blocks in a chosen direction. If the user moves the 5 full blocks, they also knock the target back 5 blocks, Staggering them. Shield Slam counts as a Movement Power. Shield Slam has a 2 hour cooldown.
| In order to close distances and repel an opponent, use this ability to charge up to 10 blocks in a chosen direction. Once ended, the User can choose any target within melee range and knock them back 5 blocks, also applying the Prone Status. Shield Slam counts as a Movement Power. Shield Slam has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Shield Taunt
| Shield Taunt
| Active Technique
| Instant Technique
| {{#simple-tooltip: 2 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| In order to force enemies to focus on yourself instead of allies, use this Ability to target all enemies within range. Any enemy targeted that performs a basic attack on a character that is not the user of Shield Taunt does so as if they had a -2 to their Main Combat Stat. Shield Taunt lasts for up to 30 minutes, after which it goes on a 2 hour cooldown. Shield Taunt cannot stack.  
| To force an enemy to focus on you, apply the Warned Status to all enemies within Range. While Warned, the enemy must either choose to spend their next turn attacking you, or suffer the Marked Status. Shield Taunt does not Stack, and has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Shield Wall
| Shield Wall
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user holds up their shield, protecting themselves and any character within 2 blocks behind them from Abilities or Basic Attacks targeting them from the front. While active, the user can’t use other Abilities or perform Basic Attacks, but is able to move while Shield Wall is in use. Shield Wall can be held for a maximum of 20 minutes, and once ended is put on a 30 minute cooldown.
| The user holds up their defenses, protecting themselves and any character within a 3x3 block area behind them from Abilities or Basic Attacks targeting them from the front. While active, the user can’t use other Abilities or perform Basic Attacks, but is able to move while Shield Wall is in use. Shield Wall can be held for a maximum of 20 minutes, and once ended has a 30 minute cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Shearing Shot
| Shrug Off
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user targets a character within range that currently is affected by a Link Power, firing a projectile at them. While doing no damage, the User immediately ends a single Link Power affecting the target. Shearing Shot has a 30 minute cooldown.
| To cleanse a Status Effect with Anger alone, instantly remove one Status Effect (choice, if multiple). But, apply -2 Attack Stat (can go into negatives) to the user’s next two Attacks. Shrug Off has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| N/A
|-
| Splash Shot
| Active Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user fires a bursting projectile of some kind at any character within range, affecting them and any other characters within 2 blocks of the target. Anyone caught within range of this technique is hit with a concussive force, causing them to be knocked over. Splash Shot has a 45 minute cooldown.
| {{#simple-tooltip: N/A }}
|-
| Spray and Pray
| Active Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user rapidly loads and unloads their weapon, releasing a flurry of inaccurate shots on anyone within range. The user performs a /dice roll with a number for every character within range of this technique, and hits as many of them based on the number rolled, with a minimum of zero (ex. 3 people in range is /dice 0 3). They can choose who gets hit or not, but this technique cannot be used if only one target is in range. Spray and Pray can only be used once per day, with the single charge refreshing on server restart.
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Charge
| Tank Charge
| Active Technique
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Tank Stance to be active. The user dashes at a target enemy within range, knocking them back 10 blocks. If the target hits a wall or is blocked from moving the full distance, they are additionally Staggered and have Brittle applied. Tank Charge has a 30 minute cooldown, and counts as a Movement Power in the context of counters.
| The user dashes at a target enemy within range, displacing them backwards 10 blocks. If the target hits a wall or person, apply the Brittle Status Effect. Tank Charge counts as a Movement Power, and has a 30 Minute Cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Hero
| Tank Hero
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Tank Stance to be active. The user dashes to a target ally they can see within range as a reaction to an attack or ability emote targeting the ally, forcing the user to be the target instead. When landing, the user knocks back all enemies within melee range by 5 blocks, and if the attacker that triggered this ability is also within range, they have Brittle applied. Tank Hero has a 30 minute cooldown and counts as a Movement Power in the context of counters.
| To protect an ally, use this as a reaction to an Ally within Range being targeted by an Attack Emote or Ability. Dash to target ally, without provoking Opportunity Attacks, but not through people, and re-direct the Attack or Ability to target the user instead. Also, displace all enemies within Melee Range of landing backwards by 5 blocks away from the user. If the original Attacker is within Range, also apply the Brittle Status Effect to them. Tank Hero counts as a Movement Power, and has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Rally
| Tank Rally
| Active Technique
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Tank Stance to be active. The user rallies the battlefield around them, granting allies within range +1 Main Combat stat that can break cap up to a maximum of 12. Tank Rally lasts for up to 30 Minutes, and has a 2 Hour Cooldown once ended.
| The user rallies the battlefield around them, granting all allies +1 Attack Stat (breaks cap up to 11). Also, grant an extra +1 Attack Stat when Allies make an Opportunity Attack roll, for that roll only. Tank Rally does not Stack, lasts for up to 30 Minutes, and has a 2 Hour Cooldown once ended.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Rush
| Tank Rush
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Tank Stance to be active. The user charges forwards with their shield up to 10 blocks in a single direction (but no less than 5), knocking back any enemies caught in this charge by 5 blocks to either the left or right (chosen by the user of the ability). Up to two enemies caught in this charge have Brittle applied to them. If any enemies were already Brittle, this additionally knocks the Brittled enemy down, and deals a guaranteed hit. Tank Rush has a 4 hour cooldown, and counts as a Movement Power in the context of counters.
| The user charges forwards with their shield, moving in any direction for minimum 5, maximum 10 blocks. The user can move through enemies, and does not trigger Opportunity Attacks. If the user passes through any enemies, displace them away from the user to the left or right (user choice) by 5 blocks. Also, choose one target, and apply the Brittle Status Effect. If any targets are already Brittled, also apply the Prone Status Effect to them specifically. Tank Rush counts as a Movement Power, and has a 4 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Slam
| Tank Slam
| Active Technique
| Instant Technique
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Tank Stance to be active. The user slams the ground with their shield, knocking over enemies within range. Additionally, the user can choose up to two people within range, applying Brittle to those two targets. Tank Slam has a 2 hour cooldown.
| The user slams the ground with their shield, applying the Prone Status Effect onto enemies within range. Additionally, the user can choose one target, and also apply the Brittle Status Effect. Tank Slam has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Switch
| Tank Switch
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| This ability requires Tank Stance to be active. The user quickly Staggers an enemy within range with their shield as a reaction to an attack or ability used on an ally. The user then instantly dashes, placing themselves between the attacked ally and the target. For one emote, if the target chooses to target (with an attack or ability) anyone but the user of this ability, the user swings their shield to apply Brittle to the target. Tank Switch has a 1 Hour cooldown and counts as a Movement Power in the context of counters.
| As a reaction to an enemy within Range Attacking an Ally, instantly Stagger the Attack. For the next turn only, if the Target attacks anyone other than the user, apply the Brittle Status Effect to them. Tank Switch does not use an Action. Tank Switch has a 1 Hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Tremor
| Tank Tremor
| Active Technique
| Instant Technique
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Tank Stance to be active. In order to pull enemies toward and disrupt their formation, use this ability to smash the ground and pull any enemies within range onto a block adjacent to the user. Additionally, if a target is Brittled, their Brittle debuff is removed, and the user of Tank Tremor gains one Block Token. Tank Tremor has a 1 hour cooldown.
| In order to pull enemies toward and disrupt their formation, displace all enemies within range 3 blocks towards the user. If any targets were Brittled, remove the Brittle Status Effect, and grant the user +1 Block Token per Brittle removed. Tank Tremor has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Watch
| Tank Watch
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Tank stance to be active. The user fortities their defense and holds the line as a reaction to a movement ability, creating an ‘anti-movement’ zone in a 10 block range around them for 15 minutes. If an enemy uses a movement power, or an ability that causes the user to move a certain amount of blocks, towards the user of Tank Watch or any allies within range, they are instantly Countered, sent back to where they started from and have Brittle applied. Tank Watch has a 4 hour cooldown.
| The user fortifies their defense, use this ability as a reaction to an enemy using a Movement Power targeting the user or an ally within Range. Reduce their distance moved by 5 Blocks, and apply the Brittle Status Effect to them. Tank Watch does not use an Action. Tank Watch has a 30 Minute Cooldown.  
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Tech Defense
| Tech Auto
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To change the rules of combat, use this Ability to activate a Tech Suit (think Iron Man) for the user. Upon activating this Ability, Wisdom Proficiency will apply for Main Defense Stat (instead of for example Constitution), and the user gains +1 Block Counter, but can no longer use a Shield. This Ability does not consume an Action, and can be used reactively to prevent damage from applying. This ability does not work if the user is wearing armor, does not apply if the user puts on armor afterwards, does not refresh Block Counters associated with Armor, but Tech Armory works as written. Tech Defense has no Cooldown, but when it is activated, it cannot be removed until the end of Combat.  
| To increase reliability, the user raises the minimum result on Attack rolls to 5 for the next 3 turns. During this time, the user’s damage from Attack rolls are reduced to 1 HP. Once ended, Tech Auto goes on a 30 minute cooldown.
| N/A
| N/A
|-
|-
| Tech Gravity
| Tech Charge
| Active Technique
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To change enemy distance, this Ability has two optional functions. Either pull everyone in range (including allies) towards the user, landing 1 Block away from them, or push everyone in range away from the user by 10 Blocks. In both instances, this counted as Knockback. Tech Gravity has a 1 Hour Cooldown.
| To empower an ally, grant a character within range +2 (breaks cap up to 11/9) to either their Attack or Defense for the next 30 minutes. For as long as Tech Charge is active, the user takes -2 from Attack or Defense (can go into negatives), depending on what was chosen. Tech Charge does not stack, and once ended, goes on a 1 Hour Cooldown.
| N/A
|-
| Tech Lasso
| Active Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To drag someone closer, use this ability to pull a character within range onto the block in front of the character. If they are on a different verticality (like on a roof), this ability’s range becomes emote range and they are pulled off the nearest ledge and take 1 HP falling damage if they fall more than 6 Blocks, unless they have Fall Damage Immunity. This secondary effect can target any character within Emote Range. Tech Lasso has a 1 Hour Cooldown.
| N/A
| N/A
|-
|-
| Tech Rockets
| Tech Exchange
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To discourage enemy abilities, use this ability to to garget 3 enemies within range. For the next 30 minutes, if they are affected by a Link Power by one of their allies, they gain the Brittle Debuff without breaking or countering the Link Power. This effect cannot stack more than once on the same person. Tech Rockets as a 2 Hour Cooldown.
| To reposition an ally, target an ally within range to trade positions with them. This movement can be used through other characters, does not trigger Opportunity Attacks, but the user is given the Trapped Status Effect for the next turn. Tech Exchange counts as a Movement Power. Tech Exchange has a 1 hour cooldown.
| N/A
| N/A
|-
|-
| Tech Sanction
| Tech Resist
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To protect an ally, Target an ally and give them +1 Block Token, then, pull the Target ally towards the user, causing them to land next to the user (on either side). Tech Sanction can also be used on Allies that are up on roofs, as it ignores fall damage. Tech Sanction has a 3 hour cooldown.
| N/A
|-
| Tech Stim
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To buff an ally, use this Ability to target them with a Link Power. Choose to apply either +2 Main Combat Stat (break cap up to 11) or +2 Main Defense Stat (break cap up to 9) for as long as the Link Power lasts. Tech Stim has a 2 Hour Cooldown, that is activated when the Link Power is Broken, not when it is first used.
| N/A
|-
| Unyielding Strike
| Active Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
|To cleanse a Debuff with Anger alone, use this Ability to instantly cleanse one Debuff applied to the user. Optionally, the user can immediately make a melee attack against an enemy, which has +1 Main Combat Stat (breaks cap up to 11) added to that single attack only. Unyielding Strike has a 3 Hour Cooldown.
| To specialize against a specific attack, choose either Melee, or Ranged and Deadeye. For the next 30 minutes, the user takes 1 HP less damage from the chosen attack type (never to 0), and takes 1HP extra damage from the other. Once ended, Tech Resist goes on a 2 hour cooldown.
| N/A
| N/A
|-
| Volley Assist
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user kneels down and fires a rapid volley into the air above a target enemy, raining down projectiles. These do no damage, but the target and anyone within 2 blocks of them is rooted to the ground for 5 minutes, until they are attacked or take damage from an ability. Volley Assist has a 45 minute cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Weapon Throw
| Weapon Throw
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To throw a side-weapon at an enemy in range, use this Ability to make a ranged attack that uses the user's Strength Stat instead of Dexterity, but subtracted by 1. Weapon Throw has a 30 minute cooldown.  
| To throw a side-weapon, use this Ability to make a Melee Attack against an enemy, with range of Emote Range. Also, make the roll with -2 to Attack Stat. Weapon Throw has a 30 minute cooldown.
| N/A
| N/A
|-
|-
|}
|}


==Counter Techniques==
==Passive Techniques==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
Line 1,064: Line 550:
! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Bruiser Feint
 
| Counter Technique
|}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
 
| To interrupt an enemy’s attack, use this ability to Stagger an enemy as a reaction to a Melee Basic Attack or Active Technique targeting self. The user then increases their Constitution by 3, breaking the cap up to 9, for the next 2 attack emotes against the user. If the target has the Brittle Debuff, then this ability instead increases the user’s Constitution by 3, breaking the cap up to 9, for the next 4 attack emotes. Bruiser Feint has a 2 hour Cooldown. Bruiser Feint requires the user to be in Bruiser Stance.
==Link Techniques==
| {{#simple-tooltip: N/A }}
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Bruiser Parry
 
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To deflect an arrow or bullet, use this ability to parry and Counter a single ranged attack, or a Firearms or Archery Active Technique. If the user of the countered ability currently has the Brittle Debuff, the effects of this attack or technique are reflected back at the target. Bruiser Parry has a 1 hour cooldown. Bruiser Parry requires the user to be in Bruiser Stance.
| {{#simple-tooltip: N/A }}
|-
|-
| Building Smash
|}
| Counter Technique
 
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
==Counter Techniques==
| This Technique can be used on a building, so long as another person is standing on its roof, or on some higher ledge like a roof trim or balcony or top of a tower. When used, the user smashes into a selected building causing it to shake and destabilize all characters standing on top of it. Anyone standing on a higher ledge of such a building will fall off the building, forward towards the user and causing 1HP of damage unless the user is immune to fall damage. All targets additionally are unable to use a Movement Power for 10 minutes after landing. Building Smash has a 1 hour cooldown and ignores Displacement Immunity.
{| class="wikitable"
| N/A
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
|-
| Close Save
 
| Counter Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To push an ally out of harm’s way, use Close Save as a reaction to an Archery or Firearms Point Buy attack or Active Technique. The ally is knocked back by 2 blocks, avoiding any damage, but not any extra effects. Close Save has a 4 hour cooldown.
| N/A
|-
| Cheap Shot
| Counter Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
|To counter magic targeting self, quickly strike the mage in retaliation. As a reaction to an enemy in range using a Power from Radiant or Sinistral Point Buy that targets the user, the user Counters that Power.  Additionally, the user may choose to move up to 3 Blocks immediately after, but this is optional. Cheap Shot has a 1 hour cooldown. Cheap Shot does not Stack.
| N/A
|-
| Chem Bang
| Counter Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To sabotage a foe, send an explosive charge at the Target. If the Target is Mounted (riding on a Mount), they are dismounted, and cannot re-Mount for 10 Minutes. If the Target was not Mounted, they are Weakened for 10 Minutes. Chem Bang has a 3 Hour Cooldown, cannot Stack, and has a 40 minute Internal Cooldown.
| N/A
|-
| Chem Slip
| Counter Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To prevent Movement Powers, use this Ability to cause Emote Range around the user to block the use of Movement Powers, until one is used. If a Movement Power is used, that Ability is Countered, and the effect (preventing Movement Powers) ends. The effect (preventing Movement Powers) can be ended early with an enemy performing a Mundane or Magical Attack Emote at the ground, but this consumes their entire Action that they cannot use to attack someone else. Chem Slip has a 2 Hour Cooldown.
| N/A
|-
| Critical Hit
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| In order to focus on a target and deal a heavy amount of damage, use this ability to charge a guaranteed hit. The user picks a target that they can see within range, charging their weapon for 10 minutes whilst becoming entirey immobilized. If the user is targeted with any Ability or Basic attack, or the target leaves their range, this Ability is interrupted and put on a 15 minute cooldown. If left uninterrupted, the user fires a projectile that deals 6 HP worth of damage to the target. Critical Hit cannot be interrupted, Countered, Staggered, or avoided once completed, and has a cooldown of 2 hours.
| {{#simple-tooltip: N/A }}
|-
| Cutthroat Reversal
| Counter Technique
| Self
| This ability requires Cutthroat Stance to be active. As a reaction to being displaced, the user can choose to change the direction they are moving to some other place. The user is still required to move the set distance, and cannot increase or decrease this distance outside of other Ability mechanics. Cutthroat Reversal has a 30 minute cooldown.
| {{#simple-tooltip: N/A }}
|-
| Dirty Fighter
| Counter Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To quickly react with a hidden firearm after being attacked, use this ability to instantly Blind whoever attacked the user, as long as they are within range. Dirty Fighter has a 2 Hour Cooldown. Dirty Fighter does not Stack.
| N/A
|-
| Dismount
| Counter Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| To knock an enemy off balance, use this ability to sabotage an enemy. If the Target is Mounted (riding on a Mount), they are dismounted, and cannot re-Mount for 10 Minutes. If the Target was not Mounted, they are instead Knocked Over. Dismount cannot be used while Mounted, has a 1 hour cooldown, and a 30 minute Internal Cooldown.
| N/A
|-
| Faithwall Prayer
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Dispel a Power from Theurgy, Diviner, Paladin, or Cleric Point Buy Targeting the user, if that Ability is used by someone of a different faith. Faithwall Prayer can be used Once Per Combat. If the Target whose Ability is meant to be Dispelled has the same faith as the user, this Ability does nothing.
}}
| N/A
|-
| Interception
| Counter Technique
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| In order to prevent your allies from coming to harm, use this ability to step in the way of attacks. As a reaction to an attack or Active Technique, the user can dive in and protect a target within 3 + CON Stat blocks from them from incoming harm. The user immediately moves in front of the target, becoming the target of the Technique from any category instead. The user cannot nullify or avoid the attack or Technique. Once this effect ends, it goes on a 30 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Kneeling Prayer
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This Ability can only be used to react to an Attack Emote being used on the user. When used, the user enters in a sudden kneeling prayer, causing the attacker to be Staggered as they trip over them. Kneeling Prayer has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Pure Sanction
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To counteract magic, use this ability as a reaction to a non-Mundane character using a Power from Point Buy. The target has the Threatened Debuff applied for the next 10 Minutes. If the target uses another Power from Point Buy, the Threatened Debuff ends and they are instead Silenced for 10 additional minutes. Pure Sanction has a 2 Hour Cooldown, does not Stack, and has a 30 minute Internal Cooldown. This ability requires the user to be in Puretek Stance.
| {{#simple-tooltip: N/A }}
|-
| Pure Wrath
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| As a reaction to being hit by a basic attack, the user immediately fires a quick-fire shot into the target's face after being hit and inflicting the Blinded Debuff to them for 10 minutes. Pure Wrath has a 1 hour cooldown, and a 20 Minute Internal Cooldown. Pure Wrath requires the user to be in Puretek Stance.
| N/A
|-
| Rage Counter
| Counter Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| In order to return fire on a heavily defensive opponent, use this Ability to deal harm to those who have harmed you. Upon taking damage from a basic attack or Active Technique from Point Buy, the user is able to immediately make a guaranteed strike against the target that attacked them before reacting to the attack they were targeted with themselves, as long as they are in range. This Technique cannot be used if the triggering effect was countered, cancelled, or ignored. Rage Counter has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Resist Command
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This ability requires Command Stance to be active. Target an ally in Emote Range that has just lost an Attack Emote dice roll, or a Defensive dice roll. Then, force them and the person who was rolling with them to re-roll. If they fail a second time, they may be forced to roll a third time. If they fail the third roll, nothing happens. Resist Command has a 30 minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Sharp Reflexes
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To dodge a dangerous attack, this ability can be used as a reaction to an attack targeting the user. The user adds +2 to their final roll, but must declare this before rolling. Sharp Reflexes can only be used if the user has a Dexterity Stat of at least 6. Sharp Reflexes has a 1 hour cooldown.
| N/A
|-
| Shield Block
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| In order to last longer in melee combat, use this Ability to block a single melee basic attack every 30 minutes. The user can also immediately make a basic attack after blocking, if they choose.
| {{#simple-tooltip: N/A }}
|-
| Shield Brace
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| In order to protect oneself from incoming fall damage, use this ability when falling from a higher ledge without any other protections. As a reaction to falling from a higher ledge, the user uses their shield to brace for the incoming impact, preventing them from suffering any harm and additionally allowing them to make a basic attack after landing. Shield Brace has no cooldown.
| {{#simple-tooltip: N/A }}
|-
| Shield Cover
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can raise their shield, independently or as a reaction to being shot at by a Ranged Basic Attack (Archery, Firearms, Magic), instantly blocking the shot and any damage from it. Shield Cover can only block from attacks in front of them, and cannot be used to instantly turn around and block shots from behind. The user cannot use any other Abilities or Attacks in the same instance they use Shield Cover, but Shield Cover has no cooldown and can be used to block any number of attacks.
| {{#simple-tooltip: N/A }}
|-
| Steady Body
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user braces themselves against (or avoids) a single Displacement or Root, rendering them immune to the use of that Ability.  After using this Technique, the user can perform a basic attack directly after. Steady Body has a 3 hour cooldown.
| N/A
|-
| Pure Antimagi
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To negate Magic, use this Ability to Counter one Radiant or Sinistral Spell Point Buy Ability that targets an ally, including the user of Pure Antimagi. Pure Antimagi has a 1 Hour Cooldown, and a 30 Minute Internal Cooldown.
| N/A
|-
| Technique Parry
| Counter Technique
| {{#simple-tooltip: Self Range | Self Range means that it applies to the user themselves, or something they can directly touch after casting it..}}
| To defend against an attack, use this Ability to protect the user from the effects of an Active Technique from Melee, Bruiser, or Cutthroat Point Buy. Additionally, the user may choose to move up to 3 Blocks immediately after, but this is optional. Technique Parry has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Cavalry Summon
 
| Mount Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user may whistle or shoot a flare or other method of summoning, to call their Mount to them. The user may then use the Pets plugin to summon a pet, and mount it, as if their Mount has arrived on the scene and they are able to mount it. From this point onwards, the user is Mounted. While Mounted, the user moves at Asha Speed. This Ability has a 5 Minute Cooldown once dismounted.
| N/A
|-
| Carriage Summon
| Mount Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user may hop onto a carriage and become the driver of it, "summoning" it through some contrivance of it being hidden or driven in by someone else. From this point onwards, the user is Mounted, and anyone else who hops into the carriage is also Mounted. If a Dismount Ability is used on the Carriage, the driver and anyone in it is dismounted, and they are Knocked Down. Carriage Summon has a 20 minute cooldown.
| N/A
|-
|}
|}


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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Bruiser Stance
 
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user must have a weapon equipped to switch to Bruiser Stance. The user cannot have a shield equipped, or use Shielding Point Buy Techniques. While in Bruiser Stance, the user cannot have their Strength Stat reduced by outside forces. Bruiser Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended, Bruiser Stance goes on a 20 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Command Stance
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To enter Command Stance, the user must have no Weapon or Shield equipped, but Armor is permitted. When entering Command Stance, the user cannot use any other Abilities except Command Point Buy Abilities, and any active Link Powers are broken. The user may also not perform Attack Emotes, but can defend against incoming attacks with Wisdom as Main Defense Stat. Additionally, once per combat, if the user fails a Defensive roll while being attacked (and takes damage), they can immediately relocate to anywhere they can walk to within 15 Blocks after taking damage. Finally, any Link Abilities used by the user while in Command Stance remain active so long as they remain in Viewing Range, rather than breaking when leaving Emote Range. Command Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Command Stance goes on a 20 Minute Cooldown. If the user was Mounted, they remain Mounted while in Command Stance, but cannot use Abilities that require a mount.
| {{#simple-tooltip: N/A }}
|-
| Cutthroat Stance
| Stance Technique
| Self
| The user must have a lightweight weapon, such as a dagger or whip, equipped to switch to Cutthroat Stance. The user cannot have a Shield or Armor equipped, or use Melee Point Buy Techniques. Instead, they can utilize Dexterity as their Main Combat Stat when using Basic Attacks in Melee Range. While in Cutthroat Stance, the user becomes immune to the Rooted effect. Cutthroat Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Cutthroat Stance goes on a 20 Minute Cooldown.}
| {{#simple-tooltip: N/A }}
|-
| Divine Defense
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution). This Ability does not consume an Action. Divine Defense has no Cooldown, but when it is activated, it cannot be removed until end of Combat. If Divine Defense triggers Critical Strike, the user also gains +1 Block Token.
| N/A
|-
| Hex Defense
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution). The user can sacrifice 2 of their own HP, or 2 of their allies HP. This Ability does not consume an Action, and can be used as much as the Theurgist wants. Hex Defense has no Cooldown, but when it is activated, it cannot be removed until end of Combat.
| N/A
|-
| Medical Stance
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Medical Stance to be active. The user must not have a weapon or shield currently equipped to switch to Medical Stance. While in Medical Stance, the user’s Basic Attacks are replaced entirely, allowing them to heal 1 HP on a target within Melee range with a /dice 1 4 roll where anything above a 1 is a success. Medical Stance can be maintained indefinitely and can only be voluntarily ended by the user, though when ended Medical Stance goes on a 20 minute cooldown.
| N/A
|-
| Puretek Stance
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Puretek Stance to be active. The user cannot have a shield equipped while activating Puretek Stance. While in Puretek Stance, the user becomes immune to the Weakened and Confused Debuff. Additionally the user can instantly dash to anywhere within 10 blocks once per combat. Puretek Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Puretek Stance goes on a 20 Minute Cooldown.
| N/A
|-
| Shaman Defense
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability,  Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution), and the user loses 2 HP. This Ability does not consume an Action, but the user cannot use a Shield. Shaman Defense has no Cooldown, but when it is activated, it cannot be removed until the end of Combat. For every 2 KO'd enemies in a Combat Scene, the user gains +1 Block Token from Corpse Count as soon as the second goes down.
| N/A
|-
| Tank Stance
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user must have a shield equipped to switch to Tank Stance. The user cannot have a weapon equipped, use Melee Point Buy Techniques, or any Abilities that would cause damage to a target. Instead, they can intercept any attack within 3 blocks of them, taking the hit instead for 1 HP less damage while also being able to use Block Tokens (or other similar Abilities) to negate the damage. While in Tank Stance, the user becomes immune to the Brittle Debuff.  Additionally, the user is able to cleanse a debuff once per combat scene. Tank Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Tank Stance goes on a 20 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-


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Revision as of 07:12, 23 December 2023

The Ability and Proficiency System
This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page.

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

Instant Powers

Passive Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers

Dispel Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers

Link Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers

Summon Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers


Buff Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers

Movement Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers

Instant Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Brawl Stampede Instant Technique 10 Blocks

To drag a target with you, use this ability to grab ahold of a character within melee range. Stampeding forward by 10 blocks, both the user and the target are forcibly moved the full range. The user and target cannot use Movement Powers for 10 minutes after using Brawl Stampede. Brawl Stampede counts as both a Movement Power and Displacement in the case of Ability counters, and has a 2 hour cooldown. N/A
Bruiser Flurry Instant Technique Melee Range

To disrupt the battlefield, instantly displace all characters within range, by 5 blocks backwards, and choose one to apply the Brittle Status Effect to. If any target already has the Brittle Status applied, deal -2HP to them, and apply the Prone Status Effect. Bruiser Flurry has a 2 hour cooldown. N/A
Bruiser Ruin Instant Technique Melee Range

To charge up a big attack, target an enemy within range, and take no Action or Move action this turn. If the user is targeted by an Ability or Attack, Bruiser Ruin immediately ends. If the user passes another turn, taking no Action or Move Action, on their next turn they instantly deal a guaranteed Attack that deals -4HP to target. If the target has the Brittle Status Effect, -6HP instead. If it ends early, Bruiser Ruin goes on a 30 minute cooldown, otherwise Bruiser Ruin has a 4 hour cooldown. Once this timer is completed, Bruiser Ruin cannot be canceled by any effect. N/A
Bruiser Slam Instant Technique 10 Blocks

To close the distance with a foe, leap to target Enemy within Range, ignoring Opportunity Attacks, but not passing through people. Instantly apply the Brittle Status Effect to target, but if they already have Brittle applied, instead deal -2HP and apply the Fleeting Status Effect. Bruiser Slam counts as a Movement Power, and has a 1 Hour Cooldown. N/A
Bruiser Tackle Instant Technique Melee Range

To use an enemy as a weapon, target an enemy within range, displace them backwards 5 Blocks and apply the Brittle Status Effect. If they hit another character before moving the full 5 blocks, also apply Brittle to that character. If the target already has the Brittle Status Effect, deal a guaranteed Attack, and displace them 10 blocks. Bruiser Tackle has a 2 hour cooldown. N/A
Building Scale Instant Technique Melee Range

The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof. Building Scale has a 3 Hour Cooldown, and counts as a Movement Power in the context of counters. N/A
Chem Berserk Instant Technique Self

To become a glass cannon in combat, use this Ability to add an additional 1 HP of damage to Melee Attacks, but the user also takes an additional 1 HP of damage from Attacks targeting them in turn. Also, remove all Block Tokens and prevent the user from gaining any for the duration. Chem Berserk lasts until the end of Combat, and can be used Once Per Combat. N/A
Chem Bloodboil Instant Technique Self

To make the user’s blood caustic, immediately deal -2HP damage to self, but automatically deal 1HP damage to Target enemy the next 3 times the user takes damage from Target enemy’s Attack Emote, which can be multiple Enemies. Chem Bloodboil can be used Once Per Combat. N/A
Chem Cleanse Instant Technique Self

To remove Status Effects from self, use this Ability to instantly remove one (choice, if multiple) Status Effects from the user, but deal 1HP Damage to self. Chem Cleanse has a 15 Minute Cooldown. N/A
Chem Hyperfocus Instant Technique Self

To become good at one thing only, choose Attack Stat or Defense Stat. Raise the chosen Stat by +2 (breaks cap up to 11 or 9), and lower the other stat by -3 (can go into minus). This effect remains active until the end of Combat. This Ability does not use an Action. This Ability cannot be re-used until the effect has ended. N/A
Chem Revive Instant Technique Emote Range

To bring an ally back, target Ally at 0HP within range. Immediately revive the Ally with 4HP, and force their next 2 actions to be Attack Emotes. If either of these Attack Emotes reduce an enemy to 0HP, heal the Ally +2HP more. If neither Attack Emotes do, deal -3HP damage to the Ally. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Chem Revive has a 2 Hour Cooldown. N/A
Concussive Blow Instant Technique Melee Range

To disrupt focus, target Enemy or Ally within Range, and immediately Link Break one Link Power (newest, if Multiple). If Target is the caster of a Link Power, also deal -1HP damage. If the Target has no Link Powers, instead apply the Confused Status Effect for one turn. Concussive Blow has a 1 Hour Cooldown. N/A
Cutthroat Dodge Instant Technique Self As a reaction to being hit by a basic attack of any kind, the user can quickly dodge to negate any damage they would have suffered, but still be affected by secondary effects. Additionally, the user is able to immediately move up to 10 blocks horizontally in any direction. After using this technique, the user can also perform a basic attack directly after. Cutthroat Dodge has a 1 hour cooldown, and counts as a Movement Power in the context of counters. N/A
Cutthroat Evasion Instant Technique Self The user boosts their adrenaline, allowing them to move an additional 5 blocks after making an attack for the next 30 minutes. Once ended, Cutthroat Evasion goes on a 2 hour cooldown. N/A
Cutthroat Flank Instant Technique Melee Range The user strikes at a target that is currently surrounded by two or more enemies, which can include the user. This attack does no damage, but the Prone Status Effect as they’re tripped up by the user. If the target is already Prone, this instead deals a guaranteed hit. Cutthroat Flank has a 2 hour cooldown, and a 30 minute internal cooldown. N/A
Cutthroat Flash Instant Technique 10 Block Range Grants the user Cutthroat Flash

{{#simple-tooltip: N/A
Ranger Tag Instant Technique Emote Range

To make it easier to hit your enemies, instantly apply the Marked Status to an enemy within Range, which lasts for 10 minutes, or until used. Ranger Tag has a 20 minute cooldown. N/A
Ranger Trap Instant Technique Emote Range

To keep enemies in place, target an enemy within range, and all enemies within 2 blocks of the Target. Instantly apply the Trapped Status to the Target and all enemies within range, which lasts for 2 Turns. Ranger Trap has a 1 Hour Cooldown. N/A
Ranger Wallop Instant Technique Emote Range

To create distance, the user fires a non-harming shot against a target within range that Displaces them backwards and away from the user by 10 blocks. This does not interrupt any ongoing actions. Ranger Wallop has a 20 minute Cooldown. N/A
Shield Brace Counter Technique Self

In order to protect oneself from incoming fall damage, use this ability when falling from a higher ledge without any other protections. As a reaction to falling from a higher ledge, the user uses their defenses to brace for the incoming impact, preventing them from suffering any harm and additionally allowing them to make a basic attack after landing. Shield Brace has no cooldown. N/A
Shield Bunker Instant Technique Self

In order to increase your defenses at the expense of damage output, enter a defensive stance temporarily. While this Technique is active, the user is immune to Displacements, but cannot take the Move action. Additionally, any damage the User deals is reduced by 1, but they gain 2 Block Tokens. If the user chooses to move, or these Tokens are expended, Shield Bunker goes on a 1 Hour cooldown. N/A
Shield Phalanx Instant Technique 1 Block

In order to protect your allies from harm, activate this ability to brace your defenses. For the next 30 minutes, the user and any allies within range have any incoming damage reduced by 1 HP (but never to 0). If another ally within range also has Shield Phalanx, they are able to immediately activate it as well without spending a turn. For each additional ally using Shield Phalanx in a line, all affected users additionally gain a +1 to Defense Stat that can stack up to 9. When ended, Shield Phalanx has a 2 Hour Cooldown. N/A
Shield Slam Instant Technique 10 Blocks

In order to close distances and repel an opponent, use this ability to charge up to 10 blocks in a chosen direction. Once ended, the User can choose any target within melee range and knock them back 5 blocks, also applying the Prone Status. Shield Slam counts as a Movement Power. Shield Slam has a 2 hour cooldown. N/A
Shield Taunt Instant Technique 4 Blocks

To force an enemy to focus on you, apply the Warned Status to all enemies within Range. While Warned, the enemy must either choose to spend their next turn attacking you, or suffer the Marked Status. Shield Taunt does not Stack, and has a 1 hour cooldown. N/A
Shield Wall Instant Technique Self

The user holds up their defenses, protecting themselves and any character within a 3x3 block area behind them from Abilities or Basic Attacks targeting them from the front. While active, the user can’t use other Abilities or perform Basic Attacks, but is able to move while Shield Wall is in use. Shield Wall can be held for a maximum of 20 minutes, and once ended has a 30 minute cooldown. N/A
Shrug Off Instant Technique Self

To cleanse a Status Effect with Anger alone, instantly remove one Status Effect (choice, if multiple). But, apply -2 Attack Stat (can go into negatives) to the user’s next two Attacks. Shrug Off has a 1 Hour Cooldown. N/A
Tank Charge Instant Technique 5 Blocks

The user dashes at a target enemy within range, displacing them backwards 10 blocks. If the target hits a wall or person, apply the Brittle Status Effect. Tank Charge counts as a Movement Power, and has a 30 Minute Cooldown. N/A
Tank Hero Instant Technique 10 Blocks

To protect an ally, use this as a reaction to an Ally within Range being targeted by an Attack Emote or Ability. Dash to target ally, without provoking Opportunity Attacks, but not through people, and re-direct the Attack or Ability to target the user instead. Also, displace all enemies within Melee Range of landing backwards by 5 blocks away from the user. If the original Attacker is within Range, also apply the Brittle Status Effect to them. Tank Hero counts as a Movement Power, and has a 1 Hour Cooldown. N/A
Tank Rally Instant Technique 5 Blocks

The user rallies the battlefield around them, granting all allies +1 Attack Stat (breaks cap up to 11). Also, grant an extra +1 Attack Stat when Allies make an Opportunity Attack roll, for that roll only. Tank Rally does not Stack, lasts for up to 30 Minutes, and has a 2 Hour Cooldown once ended. N/A
Tank Rush Instant Technique 10 Blocks

The user charges forwards with their shield, moving in any direction for minimum 5, maximum 10 blocks. The user can move through enemies, and does not trigger Opportunity Attacks. If the user passes through any enemies, displace them away from the user to the left or right (user choice) by 5 blocks. Also, choose one target, and apply the Brittle Status Effect. If any targets are already Brittled, also apply the Prone Status Effect to them specifically. Tank Rush counts as a Movement Power, and has a 4 Hour Cooldown. N/A
Tank Slam Instant Technique 3 Blocks

The user slams the ground with their shield, applying the Prone Status Effect onto enemies within range. Additionally, the user can choose one target, and also apply the Brittle Status Effect. Tank Slam has a 1 hour cooldown. N/A
Tank Switch Instant Technique Melee Range

As a reaction to an enemy within Range Attacking an Ally, instantly Stagger the Attack. For the next turn only, if the Target attacks anyone other than the user, apply the Brittle Status Effect to them. Tank Switch does not use an Action. Tank Switch has a 1 Hour cooldown. N/A
Tank Tremor Instant Technique 3 Blocks

In order to pull enemies toward and disrupt their formation, displace all enemies within range 3 blocks towards the user. If any targets were Brittled, remove the Brittle Status Effect, and grant the user +1 Block Token per Brittle removed. Tank Tremor has a 2 hour cooldown. N/A
Tank Watch Instant Technique 5 Blocks

The user fortifies their defense, use this ability as a reaction to an enemy using a Movement Power targeting the user or an ally within Range. Reduce their distance moved by 5 Blocks, and apply the Brittle Status Effect to them. Tank Watch does not use an Action. Tank Watch has a 30 Minute Cooldown. N/A
Tech Auto Instant Technique Self

To increase reliability, the user raises the minimum result on Attack rolls to 5 for the next 3 turns. During this time, the user’s damage from Attack rolls are reduced to 1 HP. Once ended, Tech Auto goes on a 30 minute cooldown. N/A
Tech Charge Instant Technique Emote Range

To empower an ally, grant a character within range +2 (breaks cap up to 11/9) to either their Attack or Defense for the next 30 minutes. For as long as Tech Charge is active, the user takes -2 from Attack or Defense (can go into negatives), depending on what was chosen. Tech Charge does not stack, and once ended, goes on a 1 Hour Cooldown. N/A
Tech Exchange Instant Technique 10 Blocks

To reposition an ally, target an ally within range to trade positions with them. This movement can be used through other characters, does not trigger Opportunity Attacks, but the user is given the Trapped Status Effect for the next turn. Tech Exchange counts as a Movement Power. Tech Exchange has a 1 hour cooldown. N/A
Tech Resist Instant Technique Self

To specialize against a specific attack, choose either Melee, or Ranged and Deadeye. For the next 30 minutes, the user takes 1 HP less damage from the chosen attack type (never to 0), and takes 1HP extra damage from the other. Once ended, Tech Resist goes on a 2 hour cooldown. N/A
Weapon Throw Instant Technique Emote Range

To throw a side-weapon, use this Ability to make a Melee Attack against an enemy, with range of Emote Range. Also, make the roll with -2 to Attack Stat. Weapon Throw has a 30 minute cooldown. N/A

Passive Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers

Link Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers

Counter Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers

Mount Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers

Stance Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers