Ability List: Difference between revisions

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==Instant Powers==
==Instant Powers==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Divine Burn
| 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 overwhelmingly harm foes, use this ability as a reaction to the user winning an Attack Dice Roll versus an Enemy by a margin of at least 5. In 2 turns, deal an extra 1HP of Damage to that Enemy. Divine Burn does not Stack, and has a 1 Hour Cooldown. If the target is a Heretic: Also deal another 1HP of Damage, another 2 turns after the first instance of extra Damage.
| N/A
|-
| Divine Revive
| 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).}}
| This Ability can only be used when the user reaches 0 HP, and has no function before that. When the user reaches 0HP activate this ability, and wait 5 minutes. At the end of the 5 minutes, the user immediately Revives with 2HP. If another Revive Ability (Sacred Revive, Chem Revive, etc). targets the user, it instead adds +2HP to Divine Revive for each other Revive used. If the target is a Heretic: If the enemy who KO’d the user is a Heretic, revive with +1 Attack Stat (breaks cap up to 11).}}
| N/A
|-
| Divine Smite
| Instant 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 cast away foes, use this Ability on an Enemy within Range. Displace the target away from the user by 5 Blocks, and apply the Brittle Status to them. Divine Smite has a 2 Hour Cooldown. If the target is a Heretic:Also apply the Prone Status to the Target.}}
| N/A
|-
| Hex Apocalypse
| 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 go all out, use this Ability to put all available Abilities on a forced 4 Hour Cooldown, regardless of actual Cooldown, and not including Passive Powers or Passive Techniques. For every ability placed on cooldown, the user gains +1 Attack and Defense Stat up to a maximum of 11. Finally, after 3 turns the user begins to take 1 HP of damage at the start of every turn. Hex Apocalypse ends once the user is downed, and has a cooldown of 4 hours. To upcast, spend 1 HP when it triggers to do the following:: Perform Hex Apocalypse a second time, doubling the boosts and raising the cap to 21.
| N/A
|-
| Hex Bloodlet
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| As a reaction to landing a successful attack against a target, use this Ability to drain the blood of the Target as well. The target has the Weakened Status Effect applied to them for the next 2 turns, and the user gains 1 HP. Once used, Hex Bloodlet goes on a 1 Hour cooldown, and does not take an action. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> The user does not gain any HP, instead applying the Brittle Status Effect.}}
| 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 an attack roll. For their next two attacks, grant the ally +1 Attack Stat that breaks cap up to 11. Hex Guide does not stack, and has a 1 hour cooldown. To upcast, spend 1 HP when it triggers to do the following::The ally instead gains +2 to their Attack and Defense for the next two turns.
| N/A
|-
| Hex Madness
| 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 cause an uproar on the enemy team, use this Ability to target an enemy, without expending their turn, the Target makes an attack on any of their allies within range. Hex Madness is considered Hidden, and has a 2 hour cooldown once used. To upcast, spend 1 HP when it triggers to do the following::Instead of making one attack, the cursed target makes two attacks against different targets within range.
| 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 the benefits of an Ability from an Enemy, use this in response to a Character using an Ability from Medical, Cleric, or Magic Point Buy. The user counts as one extra target for that Ability, gaining any benefits it might grant while ignoring any targeting limitations. If the Ability was a Link Power, it cannot be willingly ended prematurely. Hex Parasite has a 2 hour cooldown. To upcast, spend 1 HP when it triggers to do the following::The target also has the Confused Status Effect applied for the next ten minutes.
| N/A
|-
| Magic Cleanse
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Magic Cleanse | To protect Self or an Ally from a harmful Status Effect, instantly remove one Status Effect (choose one, if multiple) from Self or an Ally within Range. Magic Cleanse has a 2 Hour Cooldown. Sinistral Usage: Instead of removing the Status Effect, transfer it to an Enemy within Emote Range.
| {{#simple-tooltip: N/A }}
|-
| Magic Curse
| 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 make an enemy choose between two weakening effects, instantly apply the Warned Status to an Enemy within Range. The Enemy must choose between -1 Attack Stat or -1 Defense Stat. This Stat Reduction lasts for 15 Minutes, after which Magic Curse's Cooldown begins. Magic Curse does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: Stat Reductions become -2, instead of -1. Also, target another Enemy within Range. Whichever option the first enemy does not choose, apply that -2 to the second enemy.
| {{#simple-tooltip: N/A }}
|-
| Magic Disengage
| 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.}}
| To help an Ally, or oneself, escape a bad situation, use this Ability as a reaction to an Ally taking a Move action, or when the User takes a Move action. That Ally can move through people, and does not trigger Opportunity Attacks, but, apply the Fleeting Status to the Target for 10 Minutes. Magic Disengage does not consume an Action. Magic Disengage can be used Once Per Combat Scene. Sinistral Usage:Cannot be used on Ally, no longer applies Fleeting. Instead, if the user would walk through someone, enemy or ally, apply the Prone Status Effect to that Target. Maximum 5 Targets.
| {{#simple-tooltip: N/A }}
|-
| Magic Distort
| Instant Power
| {{#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 disrupt enemies around the user, apply the Confused Status to everyone within Range of the user, including Self. The user, while Confused, cannot target enemies they applied the Confused Status to. The Confused Status lasts for one turn. Magic Distort does not Stack, and can only be used Once Per Combat Scene. Sinistral Usage:No longer Confuses Self, instead Deals 1 HP Damage to Self, and 1 HP Damage to one Target within Range.
| {{#simple-tooltip: N/A }}
|-
| Magic Isolate
| 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 isolate an Enemy from their Allies and Buffs, target an enemy within Range, and Link Break the most recently applied Link Power. Additionally, if they have any Block Tokens (from Abilities, not from Armor), remove 1 Block Token. Magic Isolate has a 2 Hour Cooldown.  Break 2 Link Powers, and if the enemy has no Link Powers and no Block Tokens, instead apply the Marked Status.
| {{#simple-tooltip: N/A }}
|-
| Magic Shove
| 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, instantly Displace a Target 5 Blocks in any direction, meaning further away from the user, or closer, anywhere along a horizontal direction, but never vertically or diagonally up or down. Magic Shove has a 30 Minute Cooldown. Target up to two enemies, sending them in the same or different directions, and apply the Prone Status at the end of the shove.
| {{#simple-tooltip: N/A }}
|-
|  Magic Smog
| 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 disrupt enemies' vision, instantly apply the Blinded Status on a Target within Range. Magic Smog can be used as a Reaction, but only to a Basic Attack that would hit the user or an ally, thus causing that Attack to miss. Magic Smog does not stack, and has a 2 Hour Cooldown. Sinistral Usage: Cannot be used as a  Reaction, but instead applies the Blinded Status to everyone within Range, including allies, but not the user. Instead, the user is Silenced for 10 Minutes.
| {{#simple-tooltip: N/A }}
|-
| Magic Snare
| 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 prevent any enemy from moving, instantly apply the Trapped Status to an enemy within Range, which lasts for 3 Turns. At the end of the 3rd Turn, if the Target is still Trapped, additionally deal 1 Damage. Magic Snare does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: The Trapped Status lasts for 4 turns, but if they are still trapped on Turn 2, deal 1 Damage, and then 1 Damage again on turn 4.
| {{#simple-tooltip: N/A }}
|-
| Magic Trip
| 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.}}
| To prevent enemies from approaching you, target two enemies who are within 3 Blocks of each other. Apply the Fleeting Status to both of them, which lasts until one of them suffers the effect of the Fleeting Status, which causes both Fleeting Statuses to end. Magic Trip does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: Target up to Three Enemies, and apply the Brittle Status Effect to the two Enemies who are not knocked Prone.
| {{#simple-tooltip: N/A }}
|-
| Shaman Brutality
| 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 brutalize an opponent, this Ability can be triggered automatically when landing an attack on an Enemy with a Status Effect. The target is displaced 5 blocks, with an additional 1HP of damage being dealt to them. Shaman Brutality has a 2 hour cooldown. If the user has a Corpse Count when triggered:: Also apply the Fleeting Status to the Target.
| 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. Shaman Earth has a 2 Hour Cooldown. If the user has a Corpse Count when triggered:: The target is considered immune to Status Effects until the Block Token is broken.
| N/A
|-


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==Passive Powers==
==Passive Powers==
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
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| Divine Aura
| Passive Power
| {{#simple-tooltip: 6 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To reinforce one’s allies, Divine Aura is a constant effect radiating Holy energy around the user. The first time a Status Effect (except Blinded) would be applied to any Allies, or self, within Range, ignore that application, and instead apply the Blinded Status Effect, as the Aura’s radiance protects. Divine Aura can be maintained indefinitely, or it can be detonated, applying the Prone Status Effect to all enemies within range. If detonated, Divine Aura has a 4 Hour Cooldown. If the target is a Heretic:When detonated, choose one Heretic enemy, also apply Blinded Status Effect to them.
|-
|  Hex Aura
| Passive 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 debilitate one’s enemies, Hex Aura is a constant effect radiating ominous whispers around the user. The first time an Ability used by the user or an Ally is staggered or dispelled by a character within range, they have the Confused Status Effect applied to them for the next two turns as unwanted knowledge fills their mind. Hex Aura can be maintained indefinitely, but can only target a specific character once per Combat Scene. To upcast, spend 1 HP when it triggers to do the following::When a target triggers the Aura’s effects, they are instead Confused for 3 turns instead of 2, and can trigger the Aura again if another Ability is Countered or Dispelled.
| 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 upcast more often, this Ability activates automatically when the user has Upcast an ability three times, healing the user by 2 HP. Hex Plot can trigger multiple times, and has no cooldown. To upcast, spend 1 HP to do the following:When triggered, additionally gain +2 Defense for the next two turns.
| N/A
|-
| Magic Feather
| 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 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. Magic Feather has no Cooldown. Sinistral Usage:  When an Enemy would take Fall Damage, deal +1 HP extra Damage to them.
| {{#simple-tooltip: N/A }}
|-
| Shaman Ancestor
| Passive 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, guiding for the remainder of combat. The first time the user wins a Defense roll against an enemy, they are able to apply the Marked Status Effect upon them without expending a turn as the spirits of their ancestors surround their foe. The same target can only be Marked in this way once per Combat Encounter. Shaman Ancestor lasts until the end of combat, and has a 4 hour cooldown once ended. If the user has a Corpse Count when triggered:: The first target to be Marked is additionally given the Trapped Status Effect for the next 10 minutes. This only takes effect once.
| N/A
|-
Shaman Aura
| Passive Power
| {{#simple-tooltip: 6 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To encourage your allies to charge ahead, Shaman Aura is a constant effect sounding war drums to those nearby. The first time an ally within range is given the Trapped, Fleeting, or Prone Status Effects, ignore that application and instead grant all allies within range an additional 2 blocks of movement on their next turn. Shaman Aura can be maintained indefinitely, or it can be detonated, applying +1 Attack up to a maximum of 9 to all allies within range for the next 30 minutes. If detonated, Shaman Aura has a 4 hour cooldown. If the user has a Corpse Count when triggered:: When detonated, all allies on their next turn gain 2 blocks of movement.
| 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, without expending their 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 a bonus to Defense up to a cap of 9. Block Tokens and Stats handed away cannot be taken back until the end of Combat. Shaman Exchange has a 15 Minute Cooldown. If the user has a Corpse Count when triggered::The user does not lose any Block Tokens or Faith Proficiency when giving them to an ally, instead making a copy to hand away.
| N/A
|-
| Shaman Fury
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| As a reaction to losing an attack roll, the user can throw themselves into a frenzy. Applying the Marked Status to themselves, the user gains +2 Attack up to a cap of 11 for the next 30 minutes. Shaman Fury has a 30 minute cooldown once ended. If the user has a Corpse Count when triggered:: The user has the Brittle Status applied instead, also granting +1 to their Defense for the next 30 minutes.
| N/A
|-
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! Possible Ability Modifiers
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| Magic Counter
| Dispel 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).}}
| Grants the user {{#simple-tooltip: Magic Counter | To Counter and Dispel another Mage's magic, use this Ability as a Reaction to a character within Range using a Power from the Magic Point Buy Category. Dispel that Power, but, apply the Silenced Status to the user for the next 3 Turns. Magic Counter can be used out of Turn, and does not take an Action. Magic Counter has a 2 Hour Cooldown. 'Sinistral Usage:  No longer Silences the User, also apply the Marked Status to the Target.
| {{#simple-tooltip: N/A }}
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! Possible Ability Modifiers
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| Hex Doom
| 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 bring someone down with you, place a Link Power on an Enemy within range. While this link is upheld, both the user and the target have the Cursed Status Effect applied to them for the next 30 minutes. Once ended or broken, Hex Doom goes on a 1 Hour cooldown. To upcast, spend 1 HP when it triggers to do the following:: Establish a 2nd Link Power on a different Enemy within range.
| N/A
|-
| Magic Barrier
| 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 protect an ally from Ranged Attacks, attach a Link to an Ally within Range, but never Self. For the duration, that Ally does not take Damage from Ranged Attacks from Ranger Stance, and takes only 1 HP Damage from Ranged Attacks from Deadeye Stance. Magic Barrier lasts for as long as the Link is upheld, after which it has a 2 Hour Cooldown. If Magic Barrier is Link Broken, grant the Target 1 Block Token. Sinistral Usage:Additionally, if the User would take Damage, they can fully transfer that Damage to their Linked Ally, even against the Ally's will, meaning the user suffers no damage, and the Ally suffers all of it.
| {{#simple-tooltip: N/A }}
|-
| Magic Lifebind
| Link 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.}}
| To tie your health to an ally's, target an Ally within Range, and establish a Link Power on them. For the Duration, whenever the user or the Ally is Healed, the other Linked Target also heals for the same amount. However, whenever the user or the Ally takes Damage, the other Linked Target takes that Damage, -1 (but never to 0). Magic Lifebind lasts for as long as the Link is upheld, up to a maximum of 30 Minutes, after which it has a 2 Hour Cooldown. If Link Broken, Heal the Ally only 1 HP. Magic Lifebind does not Stack. Sinistral Usage: Target Enemy instead of Ally. Enemy has the Bloody Status applied for the duration, and when the user or Enemy takes Damage, the other Linked Target takes that Damage, -1 (but never to 0).
| {{#simple-tooltip: N/A }}
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! Possible Ability Modifiers
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| Magic 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.}}
| To never be without weapons and armor, instantly summon any combination of armor, shields, weapons (ranged or melee) for the user and up to two willing allies within Range. This does not re-fresh Block Tokens from Armor, but grants them if the user did not already have them. Additionally, if the user (and allies) wear this equipment for 20 minutes, also grant +1 Attack or +1 Defense for the duration. Magic Summon does not Stack, has no Cooldown, but once it grants +Stats, it lasts for up to 1 Hour. Sinistral Usage: If Equipment is granted to anyone other than the user, after 10 Minutes, it suddenly changes to a curse, applying a -2 Attack and -1 Defense Stat reduction, and cannot be removed, except by Abilities that Dispel magic, or by KOing the user.
| {{#simple-tooltip: N/A }}
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! Possible Ability Modifiers
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|  Divine Aggro
| Buff Power
| 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 all Enemies within Range. If the targeted Enemies attack anyone other than the user, the user can grant 1 Block Token to any Ally within Emote Range. If the targeted Enemies only attack the user, the user gains +2 Defense Stat (breaks cap up to 9) for the next 2 rolls. Divine Aggro has a 2 Hour Cooldown. If the target is a Heretic: Grant 2 Block Tokens, given to one Ally or spread between two Allies. If +2 Defense Stat, gain +3 instead, for the next 3 rolls.
| N/A
|-
| Magic Bolster
| 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 empower oneself with Magic, grant +2 Attack Stat, or +2 Defense Stat, breaking cap up to 11 and 9. Alternatively, grant the user +1, and an Ally within Range +1 too. Either way, the +Stat lasts for 20 Minutes, after which Magic Bolster's cooldown begins. Magic Bolster does not Stack, and has a 1 Hour Cooldown. Sinistral Usage:Can no longer grant Stats to Ally, but instead grants +2 Attack and +2 Defense at the same time.
| {{#simple-tooltip: N/A }}
|-
| Magic Resist
| 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 reduce the damage the user or an ally takes, target Self or an Ally within Range as a reaction to taking any Damage. Reduce that Damage by 1 HP, but never to 0. Magic Resist can be used out of Turn, and does not consume an Action. Magic Resist has a 1 Hour Cooldown. Sinistral Usage:Also deal 1 HP Damage to whoever applied the Damage.
| {{#simple-tooltip: N/A }}
|-
| Magic Revive
| Buff Power
| {{#simple-tooltip: 10 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To bring an Ally back into the fight, Target an Ally at 0 HP. they are given a choice: Revive with 4 HP and half (rounded down) Attack Stat, or 4 HP and half (rounded down) Defense Stat.  This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Magic Revive has a 2 Hour Cooldown. Sinistral Usage: Ignore limit on Revive Abilities, and Target an Enemy at 0 HP, and forcibly Revive them, making them fight for the user. However, Target Enemy can only make Basic Attacks, cannot use any Abilities, and has their Attack and Defense Stat Halved (cannot be raised). If an enemy Targets the revived Enemy with another Revive Ability, Target is freed from the user's control and can act as normal, ending Magic Revive.
| N/A
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! Possible Ability Modifiers
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| Divine Rescue
| 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 save an Ally from a dire situation, pick up an Ally within 4 blocks of the user, and charge in any direction horizontally within Range. This movement does not trigger Opportunity Attacks, and does not count as using the Ally’s movement. At the end of the Movement, also grant the Ally 1 Block Token. Divine Rescue has a 2 Hour Cooldown. If the target is a Heretic:No Heretic Function, only Targets Allies.
| N/A
|-
| Magic Warp
| 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.}}
| To move yourself or an ally, use this ability to relocate them forcibly anywhere else in range, even on higher ledges up to 10 blocks in height. This ability is instantaneous, and does not use an ally's action if used on them. Magic Warp cannot be used to circumvent fortifications like gates or teleport through doors, and has a 1 Hour Cooldown. Sinistral Usage: If used on Self, instantly make an Attack Emote on an Enemy within Range, in the same turn, with +2 Attack Stat (cap break up to 11) for that Attack Emote only.
| N/A
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| 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. Shaman Darkness has a 2 Hour Cooldown. If the user has a Corpse Count when triggered:: The user can make an attack with +2 Attack after moving.
| N/A
|-
| Shaman Pounce
| 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.}}
| To get where you shouldn’t, target an opponent that is out of reach, whether by elevation or behind cover. The user immediately propels themselves toward the target, passing through obstacles, and not triggering opportunity attacks, allowing them to make an attack after landing. Shaman Pounce has a 1 hour cooldown. If the user has a Corpse Count when triggered:: Additionally apply the Confused Status to all enemies within 3 blocks for the next turn after landing.
| N/A
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| {{#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 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.
| 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 }}
|-
| 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 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 }}
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! Possible Ability Modifiers
! Possible Ability Modifiers
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| Breather
| 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 make the most of an ally healing you, this ability automatically activates once healed. Whenever receiving HP from an outside source, Breather grants the user an additional +1 HP before going on a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| 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 activates automatically when the user is at 2HP or less. The user's next successful Attack Emote heals the user by +2HP. If the attack Target had the Brittle Status Effect, the user heals for +4HP instead. Bruiser Agony does not use an Action. Bruiser Agony has a 2 Hour Cooldown.
}}
| {{#simple-tooltip: N/A }}
|-
| Bruiser Rampage
| 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 become unstoppable, use this ability as a reaction to being Displaced or having the Prone Status Effect applied. If Displaced, reduce the distance by 5 blocks. If Prone is applied, immediately remove the Prone Status Effect. If the enemy that applied the Status or Displacement has Brittle, the user also becomes immune to Displacements and Prone for the next 10 Minutes. Bruiser Rampage has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Bulwark
| 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 punish people that try and rush behind you, this ability grants a +2 to the final result of the first Opportunity Attack the user makes before going on a 30 minute cooldown.
| {{#simple-tooltip: N/A }}
|-
| Careful Fighter
| 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 gain a benefit from restraint, when the user would make an Opportunity Attack on an enemy, instead choose between two options. Either make the attack as normal, or do not make the attack, and gain 1 Block Token instead. Careful Fighter goes on Cooldown if either option is chosen. Careful Fighter has a 1 Hour Cooldown.
| N/A
|-
| Chem Mend
| 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 mitigate toxins, when the user deals damage to themselves with an Ability, grant 1 Block Token. Once per combat, If Chem Mend is on Cooldown when the User drops to 2 HP, take Chem Mend off cooldown. Chem Mend has a 1 Hour Cooldown.
| N/A
|-
| Combat Sight
| Passive 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 fight with all of one’s Senses, the Blinded Status Effect, when applied to the user, works differently. Blinded now reads: The user gains +2 Attack Stat (breaks cap up to 11), but can no longer Target anyone outside of Melee Range. The user can apply the Blinded Status Effect to themselves at will, without an action. Combat Sight has no Cooldown.
| N/A
|-
| Deadeye Overwatch
| 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).}}
| To keep an enemy pinned down, Target an enemy within range, and instantly apply the Trapped Status to them, for up to 2 Turns, but the user themselves cannot take the Move action for 2 Turns either. This Ability cannot be used on the same target more than once per Combat Scene, even from different sources. This Ability does not consume a Turn, but cannot be used to Stagger an Attack Emote or Ability, and has a 30 Minute Cooldown.
| {{#simple-tooltip: 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 Status Effect applied to them, they gain a +1 boost to Constitution for as long as the Status is applied to them. If the Status is Removed, the +1 Constitution is also removed. Debuff Endurance has no Cooldown, and can activate and de-activate multiple times.
| N/A
|-
| Fleet Footed
| 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 quick on their feet, granting them an additional 2 blocks of movement each turn, provided they have not used an Ability or made an Attack. Once doing either of these, Fleet Footed is disabled for the rest of combat.
| 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 prevents a Commander from being Countered a lot. 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 30 Minutes.
| {{#simple-tooltip: N/A }}
|-
| Puretek Blessing
| 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 from the occult, automatically activate when an Attuned or Occult character applies a Status Effect to the user, without using an Action. Remove that Status Effect, and gain +1 Attack Stat (breaks cap up to 11) for the next Attack roll against Target Attuned/Occult. Puretek Blessing has a 1 Hour Cooldown.
| {{#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 Prone Status 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 Prone). After Rebound is used, it goes on a 3 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Rolling 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 last longer on your mount, this Ability activates the moment the user is considered Mounted. When active, Rolling Armory grants an additional Block Token that cannot be regained until the end of Combat. Additionally, the user’s movement speed while mounted is reduced by 3 blocks.
| 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).}}
| 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, 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 }}
|-
| Shield Cover
| 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 passively is able to block/deflect Ranged Attacks from Ranger Stance and Deadeye Stance, but only from the front/sides, and never from the back. The user reduces Damage from Ranger Attacks to 0, and -1 HP Damage from Deadeye Attacks. Shield Cover can be used to block multiple shots, and never consumes an Action. Shield Cover has no Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Slowing Strikes
| 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).}}
| To control the battlefield, use this ability out of turn, and without using an action, when an Ally makes an Opportunity Attack. Grant that Ally +1 Attack Stat (breaks cap up to 11) for that roll only. Also, when the user makes an Opportunity Attack, apply the Fleeting Status Effect for 10 Minutes if the Attack hits. Slowing Strikes does not Stack, but has No Cooldown.
| 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 themselves before they hit the ground, breaking their fall and ignoring the damage. Soft Landing has no Cooldown.
| N/A
|-
| Thick Hide
| 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 benefit from Armor without explicitly wearing it, Thick Hide allows the user to permanently count as wearing armor for the sake of Abilities and Mechanics. If an Ability is used that prevents the user from wearing Armor, this Ability is disabled until the effect ends.
| {{#simple-tooltip: N/A }}
|-
|}
|}


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! Ability Description
! Ability Description
! Possible Ability Modifiers
! Possible Ability Modifiers
|-
| Aquatic Command
| Link 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 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 Ocean Adaptation, 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
| Link 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 can target up to 2 Allies to divide +2 total Attack Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 2 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 }}
|-
| Champion Command
| Link 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 Targets a single Ally. While this Link is active, the Ally's Attack Stat and Defense 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
| Link 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).}}
| Establishing a link power between an Ally and an Enemy, the Ally of the user copies all movement powers used by the enemy, landing on the same destination, though not benefitting from additional mechanics in such Movement Powers (like attack Emotes, or Knockback effects) for the next 15 minutes. Once broken or removed, Chase Command has a 1 hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Defend Command
| Link 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 can target up to 2 Allies to divide +2 total Defense Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 2 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.
| {{#simple-tooltip: N/A }}
|-
|  Overwhelm Command
| Link 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 Targets a single Ally. While this Link is active, the Ally gains +1 to the minimum of their Defense roll for every Enemy within Melee range, up to a maximum of 4. If a Target is affected by Champion Command, Overwhelm Command does nothing.
| {{#simple-tooltip: N/A }}
|-
| Puretek Burn
| Link 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 punish Mages, target Occult Enemy or Ally in range, and attach a Link to them. The next time the Target uses a Power from Point Buy or makes a Basic Attack with Magic, deal -1HP damage. If they do either of these things again, deal another -1HP damage. After dealing -2HP, Puretek Burn ends, and goes on Cooldown. If neither effect triggers, Puretek Burn can be upheld for a maximum of 20 Minutes. Puretek Burn does not Stack, and can be used Once Per Combat.
| N/A
|-
| Tech Livewire
| Link 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 prevent Link Powers, the user places a Link Power of their own on a character within range. As long as this Link is upheld, both the user and the Target cannot be affected by Link Powers. Tech Livewire lasts for up to 30 minutes. Links applied before this ability remain. Tech Livewire does Not Stack, and once broken goes on a 2 Hour Cooldown.
| N/A
|-
|-


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! Ability Description
! Ability Description
! 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, as a reaction, Stagger an enemy within range's Basic Attack or Instant Technique usage. Also, gain +2 Defense Stat (breaks cap up to 9) for the next 2 Defense Rolls only. If target has Brittle Status Effect, instead increase Defense for the next 4 Defense rolls. Bruiser Feint has a 2 hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| 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, as a reaction to a Basic Attack from Ranger or Deadeye Stance, or a Technique from them, reacting based on what is used. If Basic Attack, reduce attack damage by -1HP (but never to 0) and grant +4 Blocks to the next turn's Move Action, if taken. If Technique, ignore all ability effects (but not damage), and ignore Opportunity Attacks for the next turn's Move Action, if taken. If the target has the Brittle Status Effect, also reflect the Attack's unmitigated Damage, or the Technique. Bruiser Parry has a 2 hour cooldown.
| {{#simple-tooltip: 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, use this ability out of turn in reaction to an enemy within range using a Power from Point Buy, but only if that Power Targets the user or an ally. Stagger them, and grant the user +1 Defense Stat (breaks cap up to 9) for their next Defense Roll only. If the target attempts to use the same Power on their subsequent turn, also grant the user 1 Block Token. Cheap Shot has a 1 Hour Cooldown.
| 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 test a foe, toss an explosive charge at the Target. If the Target is Mounted (riding on a Mount), they are dismounted. If the Target was not Mounted, apply the Weakened Status Effect for their next 3 actions. Chem Bang has a 2 Hour Cooldown.
| N/A
|-
| Chem Purge
| 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 protect from Status Effects at a cost, cleanse all Status Effects and become immune to future Status Effect applications for the duration, but, set Defense Stat to 2 (cannot be raised) for the duration of Chem Purge. Chem Purge does not consume an action, and can be used out of turn. Chem Purge lasts for 20 Minutes, and cannot be ended early. Chem Purge has a 2 Hour Cooldown.
| N/A
|-
| 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 a Ranger or Deadeye Point Buy attack or Instant Technique. The ally is knocked back by 1 block, avoiding any damage, but not any extra effects. Close Save has a 2 hour cooldown.
| N/A
|-
| Cutthroat Backstab
| Counter Technique
| Melee Range
| This ability can only be used against someone that has not made an Attack or Ability emote yet in a combat scene. The user makes a swift attack on a target within range, dealing a guaranteed 4 HP of damage to them that bypasses Block Tokens. Cutthroat Backstab has a 4 hour cooldown, and cannot affect the same target more than once in a current scene.
| {{#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 }}
|-
| Deadeye Crit
| 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 entirely immobilized. If the user is hit with any Ability or Basic attack, or the target leaves their range, this Ability is interrupted and put on a 30 minute cooldown. If left uninterrupted, the user fires a projectile that deals 4 HP worth of damage to the target. Deadeye Crit  cannot be Staggered, or avoided once completed, and has a cooldown of 2 hours.
| {{#simple-tooltip: N/A }}
|-
| Deadeye Doubletap
| 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 can be used out of turn. Target any person in Range who has just Revived after hitting 0 HP. This Ability cannot have its Target changed. The user performs a Double Tap, allowing the Target one turn, but instantly KO-ing them after. This Ability cannot have its Target changed. Deadeye Doubletap can be used once per Combat Scene.
| {{#simple-tooltip: N/A }}
|-
| Deadeye Puffshot
| 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.}}
| This Ability has two different uses, depending on whether it is used during a Turn, or out of Turn. If used in Turn, Target an Enemy in Emote Range, and applies the Prone Status Effect to them. If used out of Turn, this Ability can only be used to reduce the damage of an incoming Melee Range Attack Emote on the user by 1 HP. If either function is used, the Ability goes on Cooldown. Deadeye Puffshot has a 1 Hour 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
| 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 on an enemy within range. If the Target is Mounted (riding on a Mount), they are dismounted. If the Target was not Mounted, instead apply the Prone Status Effect. Dismount cannot be used while Mounted, and has a 2 Hour 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).}}
| As a reaction, and without using an Action, Dispel a Power from Theurgy, Shaman, 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.
| 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, 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. The user cannot nullify or avoid the attack. 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 a Melee Attack Emote being used on the user. Instantly Stagger that attack, without using an Action. Kneeling Prayer has a 2 Hour Cooldown.
| N/A
|-
| Puretek 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 in reaction to a Magic Point Buy Ability being used by an Attuned or Occult Character. If Default/Radiant version: Dispel it. If Sinistral Version: Ability loses Sinistral Function, and becomes non-Sinistral version instead. Puretek Antimagi has a 1 Hour Cooldown.
| N/A
|-
| Puretek 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. Instantly apply the Warned Status Effect, and make the target choose: Use Magic, or Stop. If Use Magic: the Target can continue to cast, but the next time they use a Power from Point Buy, deal -1HP of Damage to them. If Stop: apply the Silenced Status Effect for 10 minutes. Puretek Sanction does not Stack, and has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|  Puretek 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).}}
| To retaliate instantly, use this ability as a reaction to taking damage from a Basic Attack, immediately apply the Blinded Status Effect to the enemy that made the Basic Attack. This does not consume an Action. Puretek Wrath has a 1 Hour Cooldown.
| {{#simple-tooltip: 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 well-protected opponent, as a Reaction to taking damage, 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 can be used out of Turn, but does consume an Action. This Technique cannot be used if the triggering effect was countered, canceled, or ignored. Rage Counter has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Ranger Cut
| 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 weaken empowered enemies, target an enemy within Range. Instantly apply the Weakened Status to them for their next 2 Actions, and, if the Target has any Link Powers attached, choose 1 to end. Ranger Cut has a 30 minute cooldown.
| {{#simple-tooltip: N/A }}
|-
| Ranger Dismount
| 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 knock an enemy off balance, use this ability to sabotage an enemy. If the Target is Mounted (riding on a Mount), they are Dismounted. Ranger Dismount cannot be used while Mounted, has a 1 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).}}
| Target an ally in Emote range that has just lost a Defensive dice roll. For the next 15 minutes, any damage the target takes is reduced by 1. Once ended, Resist Command has a 2 hour 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. If the user is hit regardless, they're able to move up to 5 blocks in any direction. 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 reactively to instantly reduce Damage from a single Melee Attack to 0. This does not consume an Action. Guard Block has a 30 Minute Cooldown.
| {{#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 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 }}
|-
| Shield Deflect
| 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 delay an enemy, use this ability as a reaction to an enemy within Range making an Attack, or using a Technique targeting either the user or an Ally. Immediately Stagger their action, and gain +1 Defense Stat (breaks cap up to 9) for the next two Attacks made against the user only. Shield Deflect has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Shield Snare
| 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 catch an enemy's arrow or avoid their bullet, use this ability as a reaction to an enemy's Ranged Attack from Ranger or Deadeye Stance that would hit the user. If Ranger Stance, reduce the Damage to 0, if Deadeye Stance, -1HP. Additionally, force an Attack Roll against the enemy's Defense. If successful, throw the enemy's attack back at them, but only for 1HP damage. Shield Snare can be used out of turn, but does consume an Action. Shield Snare has a 1 Hour Cooldown.
| {{#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 Trapped Status Effect, rendering them immune to the Displacement or Trapped Status Effect only. The Ability that would apply it is still used as normal, and any other effects activate. After using this Technique, the user can perform a basic attack directly after. Steady Body has a 3 hour cooldown.
| N/A
|-
| Tech Assimilate
| 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 protect the user from harm, the user instantly loses -9 HP (cannot be reduced) and gains 5 Block Tokens that can exceed the limit. For the duration of this ability, any amount of damage causes the user to lose a single Block Token. Tech Assimilate ends when the last Block Token is broken, but has no 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 as a reaction to protect the user only from the effects of an Instant Technique from Melee, Bruiser, or Cutthroat Point Buy. Technique parry does not use an Action. Technique Parry has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-


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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
 
| 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. While Mounted, the user gains an additional 5 blocks of movement each turn, but when they take the Move Action, they trigger Opportunity Attacks within 5 Blocks of an enemy, not 2. If a Dismount Ability is used on the Carriage, the driver and anyone in it is dismounted, and they have the Prone Status applied. Carriage Summon has a 30 minute cooldown, if Dismounted.
| N/A
|-
| 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.}}
| he 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 gains an additional 5 blocks of movement each turn, but when they take the Move Action, they trigger Opportunity Attacks within 5 Blocks of an enemy, not 2.  If the user happens to be dismounted, they have the Prone Status applied. Cavalry Summon has a 30 minute cooldown, if Dismounted.
| N/A
|-
|}
|}


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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
 
| Chem Bolts
| 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 throw (or shoot with some contraption) alchemical bombs, poisons, or vials, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with some alchemy/technology, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can deal -1HP damage to themselves, and grant +5 to the final result of their next Attack Roll. Chem Bolts has no Cooldown, but once activated, cannot be turned off until Combat Ends.
| {{#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.}}
| During Command Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. When entering Command Stance, the user may also not perform Attack Emotes. Additionally, in place of a basic attack the user may target another character within Emote Range and add 1 to the minimal result of either their next Attack or Defense roll (/roll 2 17 as an example). This does not Stack. 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.
| {{#simple-tooltip: N/A }}
|-
| Cutthroat Stance
| Stance Technique
| Self
| Cutthroat Stance can be activated without consuming a turn. During Cutthroat Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Cutthroat Stance, the user is unable to be targeted by Opportunity Attacks. 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 }}
|-
| Deadeye 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.}}
| During Deadeye Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. They also cannot use Movement Powers, nor can they be affected by Movement Powers used on them by Allies. The user cannot be targeted by allies with Abilities that would transfer or negate Damage from the user to their ally. Finally, the user's Basic Attack Emotes become Emote Ranged, but if they try to attack someone within 4 Blocks, that attack automatically misses. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Hex 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.}}
| During Hex Stance, the user cannot use Abilities from the following categories: Shielding Point Buy. While in Combat, the user is able to spend 1HP from their own health to Upcast, which alters their Theurgy Point Buy Abilities. When the user reaches 4 HP, they are able to pull HP from any (even unwilling) Ally within Emote Range to Upcast. Stances are indefinite, but can be ended any time for a 20 minute Cooldown.
| N/A
|-
|  Magic Bolts
| 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 cast with magic, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with magic, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can re-roll one failed Ranged Attack made with Magic Bolts. Magic Bolts has no Cooldown, but once activated, cannot be turned off until Combat Ends. Sinistral Usage: the User gains +2 Attack Stat, that breaks cap up to 11, while using Magic Bolts. 
| {{#simple-tooltip: 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.}}
| During Medical Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. 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. When entering Medical Stance, the user’s HP is capped to 8 for the rest of the fight.
| {{#simple-tooltip: N/A }}
|-
| Divine 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.}}
| During Paladin Stance, the user cannot use any Abilities from the following categories: Roguery Point Buy. While in Combat, the user treats all Enemies who are not of the same Religion as the user as Heretics, which alters their Paladin Point Buy Abilities. Afflicted Characters and Atheists are always considered Heretics, regardless of Religion. When the user reaches 4 HP, all Enemies, regardless of Religion, are considered Heretics. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.
| N/A
|  Ranger 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.}}
| Ranger Stance can be Activated without consuming a Turn. During Ranger Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. The user's Basic Attack Emotes become Emote Ranged, but if they try to attack someone within 4 blocks, the user suffers a -3 penalty to their Attack Stat for that attack only. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Shaman 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.}}
| During Shaman Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Combat, the user gains additional benefits from a Corpse Count, meaning the next Shaman Ability used is altered in some way once 2 enemies have been defeated, after which Corpse Count must be regained. When the user reaches 4 HP, they always benefit from Corpse Count until combat ends or they are healed past 4 HP. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.
| 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.}}
| During Tank Stance, the user cannot use any Abilities from the following Categories: Melee Point Buy. They also cannot perform attacks or Abilities that deal damage, but 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. Also, the user is immune to the Brittle Status Effect.  Additionally, the user can remove 1 Status Effect once per combat scene, and has their maximum Defense raised to 7. 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 }}
|-
|-
|}
|}

Revision as of 08:02, 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

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Divine Burn Instant Power Melee Range

To overwhelmingly harm foes, use this ability as a reaction to the user winning an Attack Dice Roll versus an Enemy by a margin of at least 5. In 2 turns, deal an extra 1HP of Damage to that Enemy. Divine Burn does not Stack, and has a 1 Hour Cooldown. If the target is a Heretic: Also deal another 1HP of Damage, another 2 turns after the first instance of extra Damage. N/A
Divine Revive Instant Power Emote Range

This Ability can only be used when the user reaches 0 HP, and has no function before that. When the user reaches 0HP activate this ability, and wait 5 minutes. At the end of the 5 minutes, the user immediately Revives with 2HP. If another Revive Ability (Sacred Revive, Chem Revive, etc). targets the user, it instead adds +2HP to Divine Revive for each other Revive used. If the target is a Heretic: If the enemy who KO’d the user is a Heretic, revive with +1 Attack Stat (breaks cap up to 11).}} N/A
Divine Smite Instant Power 5 Blocks

To cast away foes, use this Ability on an Enemy within Range. Displace the target away from the user by 5 Blocks, and apply the Brittle Status to them. Divine Smite has a 2 Hour Cooldown. If the target is a Heretic:Also apply the Prone Status to the Target.}} N/A
Hex Apocalypse Instant Power Self

To go all out, use this Ability to put all available Abilities on a forced 4 Hour Cooldown, regardless of actual Cooldown, and not including Passive Powers or Passive Techniques. For every ability placed on cooldown, the user gains +1 Attack and Defense Stat up to a maximum of 11. Finally, after 3 turns the user begins to take 1 HP of damage at the start of every turn. Hex Apocalypse ends once the user is downed, and has a cooldown of 4 hours. To upcast, spend 1 HP when it triggers to do the following:: Perform Hex Apocalypse a second time, doubling the boosts and raising the cap to 21. N/A
Hex Bloodlet Instant Power Self

As a reaction to landing a successful attack against a target, use this Ability to drain the blood of the Target as well. The target has the Weakened Status Effect applied to them for the next 2 turns, and the user gains 1 HP. Once used, Hex Bloodlet goes on a 1 Hour cooldown, and does not take an action. To upcast, spend 1 HP when it triggers to do the following:: The user does not gain any HP, instead applying the Brittle Status Effect.}} N/A
Hex Guide Instant Power Emote Range

To help an ally in a fight, use this ability as a reaction to an ally missing an attack roll. For their next two attacks, grant the ally +1 Attack Stat that breaks cap up to 11. Hex Guide does not stack, and has a 1 hour cooldown. To upcast, spend 1 HP when it triggers to do the following::The ally instead gains +2 to their Attack and Defense for the next two turns. N/A
Hex Madness Instant Power Emote Range

To cause an uproar on the enemy team, use this Ability to target an enemy, without expending their turn, the Target makes an attack on any of their allies within range. Hex Madness is considered Hidden, and has a 2 hour cooldown once used. To upcast, spend 1 HP when it triggers to do the following::Instead of making one attack, the cursed target makes two attacks against different targets within range. N/A
Hex Parasite Instant Power Emote Range

To steal the benefits of an Ability from an Enemy, use this in response to a Character using an Ability from Medical, Cleric, or Magic Point Buy. The user counts as one extra target for that Ability, gaining any benefits it might grant while ignoring any targeting limitations. If the Ability was a Link Power, it cannot be willingly ended prematurely. Hex Parasite has a 2 hour cooldown. To upcast, spend 1 HP when it triggers to do the following::The target also has the Confused Status Effect applied for the next ten minutes. N/A
Magic Cleanse Instant Power Self

Grants the user Magic Cleanse

To knock an enemy off balance, use this ability on an enemy within range. If the Target is Mounted (riding on a Mount), they are dismounted. If the Target was not Mounted, instead apply the Prone Status Effect. Dismount cannot be used while Mounted, and has a 2 Hour Cooldown. N/A
Faithwall Prayer Counter Technique Emote Range

As a reaction, and without using an Action, Dispel a Power from Theurgy, Shaman, 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. N/A
Interception Counter Technique 3 Blocks

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, 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. The user cannot nullify or avoid the attack. Once this effect ends, it goes on a 30 Minute Cooldown. N/A
Kneeling Prayer Counter Technique Self

This Ability can only be used to react to a Melee Attack Emote being used on the user. Instantly Stagger that attack, without using an Action. Kneeling Prayer has a 2 Hour Cooldown. N/A
Puretek Antimagi Counter Technique Emote Range

To negate Magic, use this Ability in reaction to a Magic Point Buy Ability being used by an Attuned or Occult Character. If Default/Radiant version: Dispel it. If Sinistral Version: Ability loses Sinistral Function, and becomes non-Sinistral version instead. Puretek Antimagi has a 1 Hour Cooldown. N/A
Puretek Sanction Counter Technique Emote Range

To counteract magic, use this ability as a reaction to a non-Mundane character using a Power from Point Buy. Instantly apply the Warned Status Effect, and make the target choose: Use Magic, or Stop. If Use Magic: the Target can continue to cast, but the next time they use a Power from Point Buy, deal -1HP of Damage to them. If Stop: apply the Silenced Status Effect for 10 minutes. Puretek Sanction does not Stack, and has a 2 Hour Cooldown. N/A
Puretek Wrath Counter Technique Emote Range

To retaliate instantly, use this ability as a reaction to taking damage from a Basic Attack, immediately apply the Blinded Status Effect to the enemy that made the Basic Attack. This does not consume an Action. Puretek Wrath has a 1 Hour Cooldown. N/A
Rage Counter Counter Technique Melee Range

In order to return fire on a well-protected opponent, as a Reaction to taking damage, 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 can be used out of Turn, but does consume an Action. This Technique cannot be used if the triggering effect was countered, canceled, or ignored. Rage Counter has a 2 hour cooldown. N/A
Ranger Cut Counter Technique Emote Range

To weaken empowered enemies, target an enemy within Range. Instantly apply the Weakened Status to them for their next 2 Actions, and, if the Target has any Link Powers attached, choose 1 to end. Ranger Cut has a 30 minute cooldown. N/A
Ranger Dismount Counter Technique Emote Range

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. Ranger Dismount cannot be used while Mounted, has a 1 hour cooldown. N/A
Resist Command Counter Technique Emote Range

Target an ally in Emote range that has just lost a Defensive dice roll. For the next 15 minutes, any damage the target takes is reduced by 1. Once ended, Resist Command has a 2 hour cooldown. N/A
Sharp Reflexes Counter Technique Self

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. If the user is hit regardless, they're able to move up to 5 blocks in any direction. 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 Self

In order to last longer in melee combat, use this Ability reactively to instantly reduce Damage from a single Melee Attack to 0. This does not consume an Action. Guard Block has a 30 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 Deflect Counter Technique Melee Range

To delay an enemy, use this ability as a reaction to an enemy within Range making an Attack, or using a Technique targeting either the user or an Ally. Immediately Stagger their action, and gain +1 Defense Stat (breaks cap up to 9) for the next two Attacks made against the user only. Shield Deflect has a 2 Hour Cooldown. N/A
Shield Snare Counter Technique Self

To catch an enemy's arrow or avoid their bullet, use this ability as a reaction to an enemy's Ranged Attack from Ranger or Deadeye Stance that would hit the user. If Ranger Stance, reduce the Damage to 0, if Deadeye Stance, -1HP. Additionally, force an Attack Roll against the enemy's Defense. If successful, throw the enemy's attack back at them, but only for 1HP damage. Shield Snare can be used out of turn, but does consume an Action. Shield Snare has a 1 Hour Cooldown. N/A
Steady Body Counter Technique Self

The user braces themselves against (or avoids) a single Displacement or Trapped Status Effect, rendering them immune to the Displacement or Trapped Status Effect only. The Ability that would apply it is still used as normal, and any other effects activate. After using this Technique, the user can perform a basic attack directly after. Steady Body has a 3 hour cooldown. N/A
Tech Assimilate Counter Technique Self

To protect the user from harm, the user instantly loses -9 HP (cannot be reduced) and gains 5 Block Tokens that can exceed the limit. For the duration of this ability, any amount of damage causes the user to lose a single Block Token. Tech Assimilate ends when the last Block Token is broken, but has no cooldown. N/A
Technique Parry Counter Technique Self Range

To defend against an attack, use this Ability as a reaction to protect the user only from the effects of an Instant Technique from Melee, Bruiser, or Cutthroat Point Buy. Technique parry does not use an Action. Technique Parry has a 1 Hour Cooldown. N/A

Mount Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Carriage Summon Mount Technique Self

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. While Mounted, the user gains an additional 5 blocks of movement each turn, but when they take the Move Action, they trigger Opportunity Attacks within 5 Blocks of an enemy, not 2. If a Dismount Ability is used on the Carriage, the driver and anyone in it is dismounted, and they have the Prone Status applied. Carriage Summon has a 30 minute cooldown, if Dismounted. N/A
Cavalry Summon Mount Technique Self

he 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 gains an additional 5 blocks of movement each turn, but when they take the Move Action, they trigger Opportunity Attacks within 5 Blocks of an enemy, not 2. If the user happens to be dismounted, they have the Prone Status applied. Cavalry Summon has a 30 minute cooldown, if Dismounted. N/A

Stance Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Chem Bolts Stance Technique Self

To throw (or shoot with some contraption) alchemical bombs, poisons, or vials, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with some alchemy/technology, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can deal -1HP damage to themselves, and grant +5 to the final result of their next Attack Roll. Chem Bolts has no Cooldown, but once activated, cannot be turned off until Combat Ends. N/A
Command Stance Stance Technique Self

During Command Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. When entering Command Stance, the user may also not perform Attack Emotes. Additionally, in place of a basic attack the user may target another character within Emote Range and add 1 to the minimal result of either their next Attack or Defense roll (/roll 2 17 as an example). This does not Stack. 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. N/A
Cutthroat Stance Stance Technique Self Cutthroat Stance can be activated without consuming a turn. During Cutthroat Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Cutthroat Stance, the user is unable to be targeted by Opportunity Attacks. 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. N/A
Deadeye Stance Stance Technique Self

During Deadeye Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. They also cannot use Movement Powers, nor can they be affected by Movement Powers used on them by Allies. The user cannot be targeted by allies with Abilities that would transfer or negate Damage from the user to their ally. Finally, the user's Basic Attack Emotes become Emote Ranged, but if they try to attack someone within 4 Blocks, that attack automatically misses. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown. N/A
Hex Stance Stance Technique Self

During Hex Stance, the user cannot use Abilities from the following categories: Shielding Point Buy. While in Combat, the user is able to spend 1HP from their own health to Upcast, which alters their Theurgy Point Buy Abilities. When the user reaches 4 HP, they are able to pull HP from any (even unwilling) Ally within Emote Range to Upcast. Stances are indefinite, but can be ended any time for a 20 minute Cooldown. N/A
Magic Bolts Stance Technique Self

To cast with magic, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with magic, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can re-roll one failed Ranged Attack made with Magic Bolts. Magic Bolts has no Cooldown, but once activated, cannot be turned off until Combat Ends. Sinistral Usage: the User gains +2 Attack Stat, that breaks cap up to 11, while using Magic Bolts. N/A
Medical Stance Stance Technique Self

During Medical Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. 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. When entering Medical Stance, the user’s HP is capped to 8 for the rest of the fight. N/A
Divine Stance Stance Technique Self

During Paladin Stance, the user cannot use any Abilities from the following categories: Roguery Point Buy. While in Combat, the user treats all Enemies who are not of the same Religion as the user as Heretics, which alters their Paladin Point Buy Abilities. Afflicted Characters and Atheists are always considered Heretics, regardless of Religion. When the user reaches 4 HP, all Enemies, regardless of Religion, are considered Heretics. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown. N/A Ranger Stance Stance Technique Self

Ranger Stance can be Activated without consuming a Turn. During Ranger Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. The user's Basic Attack Emotes become Emote Ranged, but if they try to attack someone within 4 blocks, the user suffers a -3 penalty to their Attack Stat for that attack only. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown. N/A
Shaman Stance Stance Technique Self

During Shaman Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Combat, the user gains additional benefits from a Corpse Count, meaning the next Shaman Ability used is altered in some way once 2 enemies have been defeated, after which Corpse Count must be regained. When the user reaches 4 HP, they always benefit from Corpse Count until combat ends or they are healed past 4 HP. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown. N/A
Tank Stance Stance Technique Self

During Tank Stance, the user cannot use any Abilities from the following Categories: Melee Point Buy. They also cannot perform attacks or Abilities that deal damage, but 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. Also, the user is immune to the Brittle Status Effect. Additionally, the user can remove 1 Status Effect once per combat scene, and has their maximum Defense raised to 7. 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. N/A