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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. | ||
}} | }} | ||
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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== | ==Dispel Powers== | ||
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== | ==Link Powers== | ||
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==Buff Powers== | ==Buff Powers== | ||
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== | ==Instant Techniques== | ||
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! Ability Description | ! Ability Description | ||
! Possible Ability Modifiers | ! Possible Ability Modifiers | ||
|- | |- | ||
| Brawl Stampede | | Brawl Stampede | ||
| | | 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 | | 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 | | N/A | ||
|- | |- | ||
| Bruiser Flurry | | Bruiser Flurry | ||
| | | 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, 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 }} | | {{#simple-tooltip: N/A }} | ||
|- | |- | ||
| Bruiser Ruin | | Bruiser Ruin | ||
| | | 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, | | 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 | ||
| | | 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, | | 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 | ||
| | | 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, | | 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 | ||
| | | 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 | ||
|- | |- | ||
| Chem Berserk | | Chem Berserk | ||
| | | 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 | | 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 | | Chem Bloodboil | ||
| | | 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 | | 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 | | Chem Cleanse | ||
| | | 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 | | 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 | | Chem Hyperfocus | ||
| | | 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 | | 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 | | Chem Revive | ||
| | | 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 | | 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 | ||
|- | |- | ||
| Concussive Blow | | Concussive Blow | ||
| | | 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 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 | | Cutthroat Dodge | ||
| | | Instant Technique | ||
| Self | | 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. | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
|- | |- | ||
| Cutthroat Evasion | | Cutthroat Evasion | ||
| | | Instant Technique | ||
| Self | | 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. | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
|- | |- | ||
| Cutthroat Flank | | Cutthroat Flank | ||
| | | Instant Technique | ||
| Melee Range | | 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. | ||
| {{#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 | ||
| | | Instant Technique | ||
| 10 Blocks | | 10 Blocks | ||
| | | The user throws a harmless projectile onto the target, dealing no damage to them but applying the Marked Status Effect to them for the next ten minutes. Cutthroat Target has a 1 hour cooldown. | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
|- | |- | ||
| Cutthroat Tears | | Cutthroat Tears | ||
| | | Instant Technique | ||
| Melee Range | | Melee Range | ||
| | | Upon being hit by a Basic Attack, the user can fall prone and perfectly feign defeat. At any time afterward, or as a reaction to them being attacked or targeted by an Ability, they are able to stagger any characters within range and immediately move 10 blocks horizontally in any direction. Once used, Cutthroat Tears goes on a 4 hour cooldown, and counts as a Movement Power in the context of counters. | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
|- | |- | ||
| | | Deadeye Barrage | ||
| | | 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 | | 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 }} | ||
|- | |- | ||
| | | Deadeye Focus | ||
| | | Instant Technique | ||
| {{#simple-tooltip: | | {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | ||
| This | | 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 }} | ||
|- | |- | ||
| | | Deadeye Luckshot | ||
| | | 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 | | 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 }} | ||
|- | |- | ||
| | | Deadeye Pinshot | ||
| | | 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).}} | ||
| | | 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 | ||
| | | 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, | | The user prays to their God to appear to the Target enemy in Emote Range, Link Breaking one Link Power they are using or have applied to them(choose if multiple). Disrupt Prayer has a 1 Hour Cooldown. | ||
| | | N/A | ||
|- | |- | ||
| Diving Tackle | | Diving Tackle | ||
| | | 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 | | 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 | ||
|- | |- | ||
| Escape Artist | | Escape Artist | ||
| | | 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, | | 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 | ||
|- | |- | ||
| Familiar Disrupt | | Familiar Disrupt | ||
| | | Instant Technique | ||
| {{#simple-tooltip: | | {{#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. | ||
| | | N/A | ||
|- | |- | ||
| Force Toss | | Force Toss | ||
| | | 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 | | 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 | ||
| | | 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 | | 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 | ||
| | | 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. | | 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 | ||
| | | Instant Technique | ||
| {{#simple-tooltip: | | {{#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 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 | ||
| | | 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 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 }} | ||
|- | |- | ||
| | | Medical Barrier | ||
| | | 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 | | 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 | |||
|- | |- | ||
| | | Pinning Throw | ||
| | | 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, 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 }} | ||
|- | |- | ||
| | | Puretek Reload | ||
| | | 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 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 }} | ||
|- | |- | ||
| | | Ranger Cover | ||
| | | Instant Technique | ||
| {{#simple-tooltip: | | {{#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'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 }} | ||
|- | |- | ||
| | | Ranger Splash | ||
| | | 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 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 }} | ||
|- | |- | ||
| | | Ranger Trap | ||
| | | 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 | | 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 }} | ||
|- | |- | ||
| | | Ranger Wallop | ||
| | | 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 | | 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 }} | ||
|- | |- | ||
| | | 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.}} | | {{#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 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 | ||
| | | 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, | | 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 | ||
| | | 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 | | 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 | ||
| | | Instant Technique | ||
| {{#simple-tooltip: | | {{#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 | | 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 | ||
| | | Instant Technique | ||
| {{#simple-tooltip: | | {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}} | ||
| | | 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 | ||
| | | 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 | | 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 }} | ||
|- | |- | ||
| | | Shrug Off | ||
| | | Instant Technique | ||
| {{#simple-tooltip: | | {{#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 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 | | Tank Charge | ||
| | | 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.}} | ||
| | | 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 | ||
| | | 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 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 | ||
| | | 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.}} | ||
| | | 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 | ||
| | | 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.}} | ||
| | | 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 | ||
| | | 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.}} | ||
| | | 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 | ||
| | | 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.}} | ||
| | | 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 | ||
| | | 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.}} | ||
| | | 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 | ||
| | | Instant Technique | ||
| {{#simple-tooltip: | | {{#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 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 | | Tech Auto | ||
| | | 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 | | 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 | | Tech Charge | ||
| | | Instant Technique | ||
| {{#simple-tooltip: | | {{#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 | | 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 | | N/A | ||
|- | |- | ||
| Tech | | Tech Exchange | ||
| | | 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 | | 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 | | Tech Resist | ||
| | | 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 | | 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 | ||
|- | |- | ||
| Weapon Throw | | Weapon Throw | ||
| | | 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 | | 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 | ||
|- | |- | ||
|} | |} | ||
== | ==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;" | ||
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! Possible Ability Modifiers | ! Possible Ability Modifiers | ||
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| | |||
| | |} | ||
| | |||
==Link Techniques== | |||
{| class="wikitable" | |||
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;" | |||
! Ability Name | |||
! Ability Type | |||
! Ability Range | |||
! Ability Description | |||
! Possible Ability Modifiers | |||
|- | |- | ||
|- | |- | ||
| | |} | ||
| | |||
| | ==Counter Techniques== | ||
{| class="wikitable" | |||
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;" | |||
! Ability Name | |||
! Ability Type | |||
! Ability Range | |||
! Ability Description | |||
! Possible Ability Modifiers | |||
|- | |- | ||
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! Possible Ability Modifiers | ! Possible Ability Modifiers | ||
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|} | |} |
Revision as of 07:12, 23 December 2023
The Ability and Proficiency System | |
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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 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 |
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Dispel Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Link Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Summon Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Buff Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Movement Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Instant Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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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 |
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Link Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Counter Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Mount Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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Stance Techniques
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
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