Ability List: Difference between revisions

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This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.  
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.  
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Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. Aesthetics are fairly free to determine unless otherwise specified. For example, if an Ability states that it has only a limited number of Aesthetics mentioned by name, options are limited. If however no specific aesthetics are mentioned, or they are left open-ended, then player has complete freedom.  Minor, non combat, non functional or useable aesthetic additions to abilities are also fine: as long as they do nothing but look cool or fun. When Emoting an Ability, the Emote should always start with the exact Ability name, only then followed by an aesthetic description to the player for what it looks like. Aesthetic descriptions may also be ignored altogether, and a Player may simply Emote "Bob uses Dark Curse on Harry, giving him a Target Curse". If the player asks for an explanation of the Ability, you may give it, or redirect them to this page. It is important to note that Modifiers for Abilities will change depending on where the Ability is sourced from (say, an Ability gained from Vampirism might have a different modifier than an ability gained from Undead-ism). Modifiers are never optional, and must always be applied, but on this page there are multiple modifiers for multiple ability sources. Only one of those Modifiers will apply, depending on where the Ability is gained from (such as magic, or an affliction.)
This page is just an indexed list of all Abilities, which helps the Ability Plugin function.
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==Passive Powers==
==Instant Powers==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Arcane Attacks
| Divine Burn
| Passive Power
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 can choose to use Arcane Attacks whenever they are wielding a melee weapon. When making a basic melee attack, they can, instead of striking someone within Melee Range, instead strike someone within Emote Range. This extension respects line of sight, meaning anyone or anything in-between is struck instead, and respects positioning, meaning the user cannot attack behind them or to places they cannot see. The attack counts as both a Melee and Ranged attack for the purpose of counters. This is not a guaranteed hit, the Target can still defend themselves with deflect emotes, and Abilities that block Melee or Ranged attacks.
| 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
| N/A
|-
|-
| Blindness Immune
| Divine Revive
| Passive Power  
| Instant Power
| {{#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 immune to the Blindness Debuff, should it be applied to them. Additionally, the user has Night Vision and is able to see perfectly in low-light environments, but not in complete darkness.  
| 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. Divine Revive has a 2 Hour Cooldown. 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
| N/A
|-
|-
| Brittle Resist
| Divine Smite
| Passive Power
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user has a natural resistance to the Brittle Debuff. When the user is Brittled, the debuff cannot be triggered with attacks for extra damage, and can only be used in combination with Abilities. Brittle Resist has no Cooldown, and is permanently active.
| 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
| N/A
|-
|-
| Control Immune
| Hex Apocalypse
| Passive Power
| Instant Power
| {{#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 immune to any Control Abilities that would be applied to them. They can however choose to permit the Control Ability to work if they are aware it is being used on them beforehand and want the effect to apply.
| To go all out, use this Ability to put all available Abilities, from Point Buy and/or Custom Kits, on a forced 4 Hour Cooldown, regardless of the actual Cooldown, even Passive Abilities which do not usually have Cooldowns. For every ability placed on Cooldown, the user gains +1 Attack and Defense up to a total maximum of 9. 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 1 Hour, and if Dispelled reverts the Cooldowns on Abilities. To upcast, spend 1 HP when it triggers to do the following: Add an additional 3 turns before the user begins to take 1 HP of damage every turn.
| {{#simple-tooltip: Dwarf | The Dwarf is additionally immune to any Abilities (even non-Control Powers) that would alter or remove their Memories in any way, shape, or form.}}
|-
| Divine Aura
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To reinforce other Paladins, Divine Aura is a constant effect radiating Holy energy around the user. Anyone within range who has Divine Defense active gains +1 Faith Proficiency (breaking cap up to 11). This does not affect the user themselves, but if the user also has Divine Defense active, they can gain the benefit from other Paladins using Divine Aura. Divine Aura can stack twice on any Paladin, meaning they can never gain more than +2 Faith regardless of how many Divine Auras are present. Divine Aura has no Critical Strike effect, and no Cooldown.  
| N/A
| N/A
|-
|-
| Divine Synergy
| Hex Bloodlet
| Passive Power
| Instant Power
| {{#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 utilize otherwise unusable point buy packs in a stance, use this ability to grant access to Tanking Point Buy packs the user has purchased. When using Divine Defense, the user can use abilities from Tank Point Buy as if they had Tank Stance active, but they do not gain any of the passive benefits or restrictions from Tank Stance, but still requires a shield. Additionally, they cannot use Melee Weapon Point Buy Abilities while in Divine Defense. Divine Synergy can only be used when Divine Defense is active, but has no cooldown.  
| 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
| N/A
|-
|-
| Enchant Oceana
| Hex Guide
| Passive Power
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can breathe underwater, see underwater, speak underwater, and move unhindered while swimming underwater. Additionally, they can use Abilities and Attack Emotes as if they were on dry land, targeting those inside and outside the water.
| N/A
|-
| Knockdown Immune
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is immune to any Ability that would cause them to be knocked over. Damage is still applied, but the Character is never Knocked over or Knocked down.
| N/A
|-
| Knockout Immune
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| With this Ability, the Character is immune to being Knocked Out, losing consciousness, or involuntarily being put to sleep, either through Abilities, Mechanics, or Talents. The only way to disable this Character is by restraining them with blindfolds/shackles/bindings. They can still be defeated in combat, however, which allows them to be restrained.
| N/A
|-
| Hex Aura
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To reinforce other Theurgists, Hex Aura is a constant effect radiating energy around the user. Anyone within range who has Hex Defense active, gains +1 Faith Proficiency (breaking cap up to 9) This does not affect the user themselves, but if the user also has Hex Defense active, they can gain the benefit from other Theurgists using Hex Aura. Hex Aura can stack twice on any Theurgist, meaning they can never gain more than +2 Faith regardless of how many Hex Auras are present. If Ritual Offering is used on this Ability, it does not reset the Cooldown as it has none, but instead allows the Theurgist to target one Spirit or Spirit Possessed person, and grant them the benefits from Hex Aura, but with +1 Main Defense Stat, instead of Faith. Hex Aura has no cooldown.
| 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
| N/A
|-
|-
| Hex Plot
| Hex Madness
| Passive Power
| 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 use Ritual Offering more often, this Ability activates automatically when the user has used Ritual Offering three times, healing the user by 4 HP. Hex Plot can trigger multiple times. Hex Plot has no cooldown, and Ritual Offering has no effect on it.
| N/A
|-
| Hex Synergy
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To utilize otherwise unusable point buy packs in a stance, use this ability to grant access to Cutthroat Point Buy packs the user has purchased. When using Hex Defense, the user can use abilities from Cutthroat Point Buy as if they had Cutthroat Stance active, but they do not gain any of the passive benefits or restrictions from Cutthroat Stance. Additionally, they cannot use Melee Weapon Point Buy Abilities or Shield Point Buy Abilities while in Hex Defense, and must have a melee weapon equipped, but can use Dexterity as their Main Combat Stat for melee attacks. Hex Synergy can only be used when Hex Defense is active, but has no cooldown.
| N/A
|-
| Last Stand
| 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 fight past the point of defeat, when the user would be reduced to 0 HP in combat, this ability immediately activates. The user heals 3HP, but can no longer gain Block Tokens for the duration of the fight. If the user already has a Revive Ability applied to them, Last Stand does not activate during the same combat scene, and that ability is used instead. Last Stand can only be used once per combat scene.
| N/A
|-
| Mindtap Immune
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is immune to any Specials or Abilities that would alter, erase or add memories. This includes even Passives or Abilities that only trigger on certain conditions.
| N/A
|-
| Shaman Aura
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To reinforce Diviners, Shaman Aura is a constant effect radiating energy around the user. For every enemy Spirit or person possessed by a Spirit in Range, the user gains +1 Faith applied only when defending against attacks from Spirits or persons possessed by Spirits (breaking cap up to 11). If there are no Spirits, Shaman Aura grants a flat +1 Faith instead. For every 2 KO enemies in a Combat Scene, the user can apply -1 Main Combat Stat Debuff as part of Corpse Count onto any enemy that lasts until KO'd or the end of combat, which can stack from subsequent Corpse Counts or from other Diviners, but only up to -2 Main Combat Stat. Shaman Aura has no Cooldown.
| 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 one 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
| N/A
|-
|-
| Shaman Synergy
| Hex Parasite
| Passive Power
| 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 utilize otherwise unusable point buy packs in a stance, use this ability to grant access to Bruiser Point Buy packs the user has purchased. When using Shaman Defense, the user can use abilities from Bruiser Point Buy as if they had Bruiser Stance active, but they do not gain any of the passive benefits or restrictions from Bruiser Stance. Additionally, they cannot use Shielding Point Buy Abilities while in Shaman Defense, and the user must have a melee weapon equipped.  Shaman Synergy can only be used when Shaman Defense is active, but has no cooldown.
| N/A
|-
| Shaman Exchange
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can, at any point during a fight (even not during the user's action or turn) transfer any Block Tokens from themselves to allies, even in response to attack Emotes hitting them, thus consuming the Block Token and preventing damage. Additionally, any Faith Proficiency (base and buffs) can be granted from themselves to an Ally instead, granting them Main Defense Stat, but this does not break cap. Block Tokens and Stats handed away cannot be taken back until end of Combat. Shaman Exchange has no Cooldown.
| 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
| N/A
|-
|-
| Sinistral Explode
| Magic Cleanse
| Passive Power
| Instant Power
| {{#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 get the maximum value out of downing a foe, use this ability when within Melee Range of a target. When downing an enemy with melee range, the user can choose to activate this ability. Upon activation, the user heals 1HP, and additionally Knocks Down all enemies within 3 blocks of the downed target. If an enemy is Brittled, they additionally take 2HP of damage, which can additionally trigger instances of Sinistral Explode if able. Sinistral Explode has a 2 Hour cooldown.
| 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.  
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Spirit Immune
| Magic Curse
| Passive  Power  
| Instant Power
| {{#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 immune to any action, including Attack Emotes, Powers, Abilities, Techniques and more, when they are used by Spirits, or persons possessed by Spirits. They cannot be Targeted by action undertaken by a Spirit, or a person possessed by a Spirit. If a Spirit in control of a body relinquishes control to the host, this immunity temporarily breaks until the Spirit takes control again.
| 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.
| N/A
|-
| Theurgy Immunity
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is immune to any Abilities based from the Theurgy Point Buy Category. These Abilities can still Target them and work around them, but the effects will never apply to them.
| N/A
|-
| Urlan Durability
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is immune to any damage inflicted with Unarmed attack Emotes, or Mundane Techniques using fists as application/weapon, even if the Ability Unarmed Expert is used.
| N/A
|-
| Urlan Bulwark
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Urlan have an exception applied to Tanking Stance. While all other Races cannot use Attack Emotes or use Damaging Abilities, Urlan are still able to use their fists to Attack Emote. If this is done however, Fisticuffs Point Buy Unarmed Expert does not apply to their Attacks, even while they have the Ability, so they cannot punch through Armor while in Tanking Stance. Additionally, if they have Point Bought the Packs, they are still able to use the following Abilities in Tanking Stance, even if Tanking Stance would normally disallow this: Concussive Blow, Dismount.  
| N/A
|-
|}
 
==Counter Powers==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Enchant Revenge
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| If the user reaches 0 HP, they are allowed one final emote to use any Magic Ability (Enchant, Sinistral, Radiant), or Magic Attack Emote (ignoring range even in Melee), but can only Target the person that reduced their HP to 0. After using Enchant Revenge, it goes on Cooldown until Server Restart, even if the user is Revived in Combat.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Bonded Fate
| Magic Disengage
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Bonded Fate can only be used if the user is Downed, unconscious, or otherwise unable to fight. The user is able to attach a Curse to a target (even though they cannot use Abilities while downed or unconscious), granting them the Weakened debuff for up to 15 minutes that cannot be cleansed. Once ended, Bonded Fate goes on a 1 hour cooldown. If the user is revived in any way, Bonded Fate's effect immediately ends, cleansing the Weakened Debuff.
| N/A
|-
| Divine Wrath
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To Counter Dark Magic, this Ability can be used to react and Counter a Sinistral Point Buy, or Theurgy Point Buy Ability targeting the user or one of their Allies. If Divine Wrath triggers Critical Strike, the Ability is instead redirected, not countered, and the original user of that ability suffers all the effects of it instead. Divine Wrath has a 2 Hour Cooldown.
| N/A
|-
| Exorcism
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To protect against Afflicted Abilities, use this Ability to Counter any Instant, Link, or Movement Power used by a Character that is Afflicted that targets the user or an ally. This only applies to Abilities from the Arcane Proficiency Category, and Enchant Point Buy. Additionally, outside of combat, the user can perform general Exorcisms, but they do not have a guaranteed effect, and require negotiation with Spirit Players, or Event DMs. If the user is Afflicted themselves, this Ability is Disabled. Exorcism has no cooldown for Curing or general Exorcisms, but its Counter function has a 4 Hour Cooldown, and a 30 Minute Internal Cooldown.
| N/A
|-
| Martyrdom
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can only activate this Ability when an Ally within Range would take damage from an attack or Ability. The user instantly dashes to intercept the hit, taking the damage for the ally instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would knock out, or defeat, the user, the ally gains +2 Main Combat Stat and +2 Constitution, which breaks caps, and cleanses any Debuffs currently applied to them. If the user is revived in any way, the bonuses from Martyrdom end. Martyrdom can be used once per Server Restart.
| N/A
|-
| Rebuke Faith
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can Counter any Power from Cleric Point Buy, but only if it is from a different Religion than the user's, cancelling its activation and putting it on a 30 minute Cooldown, regardless of its original cooldown. Rebuke Faith has a 3 hour cooldown.
| {{#simple-tooltip: Theurgy| The user can counter any Power from Cleric Point Buy, regardless of Religion. Additionally, the target receives -1 Main Defense Stat reduction for the next 20 Minutes. If the Power would have been used on someone other than the Target, any additional targets also receive this -1 Main Defense Stat reduction. This cannot go into the negatives.}}
|-
| Sacred Rebuke
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To interfere with an enemy, the user can, as a reaction to an enemy from another Religion using a Power from Cleric Point Buy, immediately apply the Brittle Debuff to them. The target also suffers a -1 Main Defense Stat reduction for the next 20 minutes. Sacred Rebuke has a 2 hour cooldown, and does not Stack.
| N/A
|-
| Sacred Martyr
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To protect an ally from harm, use this ability when an Ally within Range would take damage. The user instantly dashes to the ally, taking the damage instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would KO the user, the ally gains +1 Main Combat Stat and +1 Main Defense Stat, which breaks caps, and cleanses any Debuffs currently applied to them. If the user is revived in any way, the bonuses from Sacred Martyr end. Sacred Martyr has a cooldown of 4 hours, and does not Stack.
| N/A
|-
| Strength Snare
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Strength Snare is able to be used as a reaction to another character being targeted with a Buff Power from any Point Buy Category. The user immediately becomes the target of the ability being used instead of the person originally being targeted. If this benefit is indefinite, the user of Strength Snare must benefit from it positively once, before it can be ended early or changed to a different target. Once used, this ability has a 1 hour cooldown.
| N/A
|-
|}
 
==Instant Powers==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Enchant Mimic
| Instant Power
| 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).}}
| {{#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 mimic anyone, copy their Abilities, Racial Traits and Proficiencies exactly, while discarding your own. The user is now able to use this "kit" exactly like the source, but a Custom Kit cannot be copied. Enchant Mimic has no Cooldown, but the Mimic Kit remains active until the Combat Roleplay Scene ends. Additionally, the user can choose to copy the appearance of the target, but this does not count as a disguise mechanic.
| 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 }}
| {{#simple-tooltip: N/A }}
|-
|-
| Destined Familiar
| Magic Distort
| Instant Power
| 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).}}
| {{#simple-tooltip: 4 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. Once per day, the familiar can also be called to attack a target in range, applying the Brittle Debuff to them. Destined Familiar resets at Server Restart.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Divine Aggro
| Magic Isolate
| Instant Power
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To draw aggression from allies, use this Ability to target an ally within range. The first time an Enemy attacks that target, the user can grant that ally 1 Block Token. If an enemy attacks the user instead, this ability ends, and the user gains +2 Main Defense Stat (breaks cap up to 9) for that roll only. If Divine Aggro triggers a Critical Strike, it grants 2 Block Tokens, and instead of granting +2 Main Defense Stat, the Paladin gains +2 HP. Divine Aggro has a 2 Hour Cooldown.
| N/A
|-
| Divine Blessing
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To increase Critical Strike chances, use this Ability to guarantee a Critical Strike on the next Ability (thus not needing to Dice Roll). This Ability consumes the user's action and does nothing else. If Divine Blessing triggers a Critical Strike, the next Ability is guaranteed to Critical Strike, and Divine Blessing immediately goes off Cooldown. Divine Blessing has a 4 Hour Cooldown.
| N/A
|-
|  Divine Smite
| Instant Power
| 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).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To cast away foes, use this Ability on a Target that is either a Spirit, possessed by a Spirit, Undead, a Vampire, or a Geist. The Target is Knocked Back by 5 Blocks, and has the Brittle Debuff applied to them. If this Ability triggers a Critical Strike, the Target also suffers a guaranteed hit. Divine Smite has a 2 Hour Cooldown, does not Stack, and has an internal cooldown of 30 minutes.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Group Cleanse
| Magic Shove
| Instant Power
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user cleanses all Debuffs on every character within Range of them, including themselves. Group Cleanse has a 2 hour cooldown.
| N/A
|-
| Hex Choice
| Instant Power
| 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).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To curse an enemy and force them to pick between two bad options, the user can apply both the Brittle and the Threatened debuff to an enemy within range. If the target Cleanses the Brittle debuff, the Threatened debuff triggers, and knocks the target down. If the Brittle debuff triggers normally, the Threatened debuff ends. Hex Choice has a 4 hour cooldown.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Hex Parasite
| Magic Smog
| Instant Power
| 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).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To steal benefits from an enemy, this Ability can only be used in response to an Enemy using a Buff Power from Point Buy. The user counts as one extra target for that Buff Power, gaining any benefits it might grant, while ignoring targeting limitations. If the Buff Power was also a Link Power, the Link cannot be willingly ended prematurely. Once ended, Hex Parasite has a 4 hour cooldown.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Hex Guide
| Magic Snare
| Instant Power
| 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).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To help an ally in a fight, use this ability as a reaction to an ally missing a basic attack roll. For their next two basic attack rolls, grant the ally +2 Main Combat Stat that breaks cap up to 11. Hex Guide has a 1 hour cooldown, and does not Stack.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Radiant Bolster
| Magic Summon
| Instant Power
| 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).}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To cleanse Allies, use this Ability to remove a single Debuff on an Ally. This Ability can only target an Ally if they have a Debuff. The Debuff is removed, and the Ally is given +1 Block Token. The Cooldown of the Ability that applied the Debuff to the Ally by the Enemy is reduced by half. Radiant Bolster has a 1 Hour Cooldown.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
| Radiant Push
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To move an Enemy or Ally, this Ability can be used to Knockback a Target for 10 Blocks. The Target can be moved in any direction, meaning further away from the user, or closer, anywhere along a horizontal direction but never vertically or diagonally up or down. Radiant Push has a 30 Minute Cooldown.
| N/A
|-
| Radiant Relocate
| Movement Power
| {{#simple-tooltip: 15 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To move an ally, use this Ability to relocate them forcibly anywhere else in range, even on higher ledges up to 5 blocks in height. This Ability can also be used by the user themselves, but can never be used to circumvent fortifications like castle walls and a gatehouse, or teleporting through walls. This cannot be used on an KO'd ally. Radiant Relocate has a 1 Hour Cooldown.
| N/A
|-
|-
| Radiant Shield
| Magic Trip
| Instant Power
| {{#simple-tooltip: Viewing Distance | Viewing Distance means range does not matter so long as the user can see the Target(s).}}
| To shield an ally, use this Ability to automatically target the lowest HP ally that can be seen, or to target the user themselves, and apply +1 Block Token to them. This ability can be used reactively, meaning, while an Ally is taking Damage, thus negating that Damage instead as the Block Token is immediately consumed. Radiant Shield has a 2 Hour Cooldown.
| N/A
|-
| Saving Grace
| Instant Power
| 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.}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user targets an ally within range, removing all current debuffs on them and pulling them to any block adjacent to the user. Saving Grace cannot cleanse debuffs from Artifacts. Saving Grace has a 2 hour cooldown.
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Shaman Earth
| Sacred Bleed
| Instant Power
| 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).}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To protect an ally, this Ability can be used to grant an ally within range +1 Block Token. This Ability can be used as a reaction to an ally being attacked, allowing them to instantly use the Block Token to protect themselves. After 2 enemies are KO'd in a Combat Scene, the user becomes immune to the Brittle Debuff as part of Corpse Count (this constant effect applies even while the Ability is on Cooldown). Shaman Earth has a 2 Hour Cooldown.
| To prevent an enemy from healing, deal -1HP damage to self, target an enemy within range, and apply the Bloody Status Effect to them for the next 15 minutes. If the Bloody Status is removed early, reduce this Ability’s cooldown by 30 minutes. Sacred Bleed has a 1 Hour Cooldown.
| N/A
| N/A
|-
|-
| Shaman Puppet
| Sacred Burn
| Instant Power
| 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).}}
| {{#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 meddle with enemies, target an opponent and read/ask for their Character App to read their Abilities. Choose one Ability from Point Buy (regardless if it is on Cooldown), and use a copy of it from the target's location, but as if it was being used by the user instead (meaning it can harm the target's allies, and benefit the user's allies, but not vice versa). If the Ability involves any sort of resources, it must use the user's resources, not the target's. This does not consume the next turn for the Target. For every 2 KO enemies in a Combat Scene, the Cooldown of this Ability is reduced by 30 Minutes as part of Corpse Count. Shaman Puppet has a 2 Hour Cooldown, and does not stack.
| To harm an enemy at cost to oneself, deal 1HP damage to self, and apply a -1 Defense Stat to an enemy within Range for the next 15 minutes. After 10 Minutes, deal -1HP damage to the target enemy. Sacred Burn does not Stack, and has a 2 Hour Cooldown.  
| N/A
| N/A
|-
|-
| Sinistral Corrode
| Sacred Judgement
| Instant Power
| 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).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| In order to debilitate an opponent, use this ability to corrode the defenses of a target character within Emote Range. The target suffers a -1 Main Defense Stat. If the target would be healed, that healing is reduced by 1 (even to 0), and if the target would gain a Block Token, they are additionally Marked. Sinistral Corrode ends when either one of these conditional effects are triggered, but they cannot both activate at the same time. Sinistral Corrode has a 2 Hour Cooldown, a 30 Minute Internal Cooldown, and does not Stack.
| To hinder an enemy sinistral user, use this ability as a reaction to an enemy using Sinistral Magic, which does not consume the user’s action. Apply a -2 to the final result of their next Attack or Defend roll. Sacred Judgement does not Stack, and has a 30 Minute Cooldown.
| N/A
| N/A
|-
|-
| Sinistral Implode
| Shaman Brutality
| Instant Power
| 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).}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To mitigate enemy protections, use this Ability as a reaction to a character gaining a Block Token from an Ability. When used, the Target loses all Block Tokens they would have gained, and are additionally given the Brittle Debuff. Sinistral Implode has a 2 hour cooldown, and a 30 minute internal cooldown.
| 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
| N/A
|-
|-
| Sinistral Puppet
| Shaman Earth
| Instant Power
| 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).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To puppeteer two enemies to attack each other, use this Ability to target them and force them to attack each other. This Ability must respect range, a swordsman can't attack out of melee range. Both targets are forced to perform a Mundane Attack Emote against the other, with both applying their Dice Rolls. This does not affect their current or next Action, but they can take damage. The same person can only be affected by Sinistral Puppet once every 2 Hours. Sinistral Puppet has a 2 Hour Cooldown.
| 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
| N/A
|-
|-
| Sinistral Rage
 
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To mark a target as your enemy, use this ability to apply the Threatened Debuff for the next 10 minutes. While Threatened, if the target willingly leaves the Attack Range of the user, they suffer a guaranteed hit. If the target remains within Attack Range of the user, the user gains +2 Main Combat Stat (breaking cap up to 11) for attacks made against the Target for the duration. Sinistral Rage has a 2 hour cooldown, does not Stack, and a 1 hour Internal cooldown.
| N/A
|-
| Sinistral Sever
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To remove a Link Power on someone, target them with this Ability and a Link Power of choice that is active on them will immediately be ended. Any Link Powers they are using will be forced to go on Cooldown. Additionally, the Target cannot be targeted by Link Powers or Abilities defined as Link Powers for the next 20 Minutes. Sinistral Sever has a 2 Hour Cooldown.
| N/A
|-
|-
|}
|}


==Summon Powers==
==Passive Powers==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Armor Summon
| Divine Aura
| Summon Power
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 6 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user can summon any type of Armor on any part of their body. Summoned armor has the same durability as mundane armor, but counts as Ability Armor.
| 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 Blinded Status Effect to all enemies within 2 Blocks of the User. If detonated, Divine Aura has a 4 Hour Cooldown. If the target is a Heretic: When detonated, choose one Heretic enemy, also apply Brittle Status Effect to them.
| {{#simple-tooltip: Maraya | Rather than summoning physical Armor, the Maraya's armor is rapidly self-encasing them in crystals that function like armor but still allow them to move.}}
| N/A
|-
|-
| Hex Revive
| Hex Aura
| Summon Power
| 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.}}
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To bring back an ally as a pseudo ghost, use this Ability as a reaction to an ally being KO'd. The ally attaches to the user, meaning the ally can no longer take damage or be targeted by Abilities by enemies, but the ally cannot use Abilities of their own. The user cannot make attack and defense rolls or emotes afterwards, but the ally can for them using the Ally's stats instead. The first time an ally is attached, the user gains 1 Block Token. When the user is KO'd, Hex Revive ends and the ally returns to being KO'd. If Hex Revive is used multiple times on multiple allies, the first ally gains +2 Main Combat and Main Defense Stat per ally added, breaking cap up to 14. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Hex Revive has a 2 hour cooldown.
| 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
| N/A
|-
|-
| Shield Summon
| Hex Plot
| Summon Power
| Passive Power
| {{#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 can summon any type of shield made out of Magic. This shield functions like a normal shield would and has the same durability. The user can give the shield to someone else, but can't summon more than one.
| 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 (breaks cap up to 9) for the next two turns.
| 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
| N/A
|-
|-
| Weapon Summon
| Shaman Exchange
| Summon Power
| 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.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can summon any type of weapon from Melee Point Buy, or Ranged Point Buy made out of Magic. This weapon functions like a normal weapon would, has the same durability, but does not use any ammunition to fire if ranged.  The user can give the weapon to someone else, but can't summon more than one. A destroyed Summoned Weapon cannot be Summoned again for 12 IRL Hours.
| 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 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 (breaks cap up to 9) for the next 30 minutes.
| {{#simple-tooltip: Mundane | This weapon is not classified as Magical, and is completely mundane.}}-{{#simple-tooltip: Maraya | Rather than summoning a physical weapon, the Maraya rapidly weaves a weapon in their hands with the Chrysallus mechanic, which is tough as steel.}}-{{#simple-tooltip: Theurgy| The Theurgist can summon a weapon from Firearms Point Buy. The Theurgist can only summon the same type of weapon, which must be locked in on their Character App. The Theurgist cannot be disarmed, nor can their weapon be destroyed or de-summoned by any external mechanics, and they cannot give their weapon to another person (they can still willingly de-summon it.) Basic attacks with a Spirit weapon ignore armor.}}
| N/A
|-
|-
|}
|}


==Skill Powers==
==Dispel Powers==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Arcane Ranged
| Divine Antimagi
| Skill Power
| Dispel Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 use any Archery Point Buy they have purchased while wielding any melee weapon without needing to switch to a bow. These Mundane Techniques instead are classified as Powers of a Magical nature, and can only be used if the user is not already mid-melee swing or Knocked Over. The ranged projectiles take the shape of the melee weapon wielded (this is purely visual) and can have a variety of different magical aesthetics and do not use ammunition. This Ability can only be used to use Mundane Techniques. Arcane Ranged cannot be used when Stances gained from Point Buy are active.
| To weaken Magic, use this Ability as a reaction to a Sinistral Magic Ability being used. That Magic Ability loses its Sinistral function, and becomes its non-Sinistral version, instead.  Paladin Antimagi has a 2 Hour Cooldown. If the target is a Heretic: Also, apply the Silenced Status to the target for 2 rounds.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Enchant Bolts
| Divine Savior
| Skill Power
| Dispel Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To cast with magic, use this Ability with Magic Attack Emotes from Radiant or Sinistral Spell Point Buy to attack from Ranged, instead of Melee. Ranged Magic Casting follows all rules for Basic Ranged Attacks (with regards to dice rolls). Enchant Bolts has no cooldown, but the user cannot quickly swap between Melee and Ranged, and must spend an emote 'swapping' before they can Attack or use an Ability again.
| To protect an Ally, use this Ability as a reaction to an ally taking damage from an Enemy. The Ally gains 1 Block Token, and Heals +1 HP. Paladin Savior does not Stack, and has a 4 Hour Cooldown. If the target is a Heretic: If the attacking Enemy was a Heretic, heal +1 HP more to the Ally, and grant +1 Attack Stat (breaks cap up to 11) for the next 2 Attack Emotes.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Enchant Defense
| Magic Reduce
| Skill Power
| Dispel Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To change the rules of combat, when the user enters combat, Wisdom Proficiency will apply for Main Defense Stat (instead of for example Constitution), and the user gains +1 Block Counter, but can no longer use a Shield. This Ability does not consume an Action, and can be used reactively to prevent damage from applying. This ability does not work if the user is wearing armor, does not apply if the user puts on armor afterwards, and does not refresh Block Counters associated with Armor. Enchant Defense has no Cooldown, but automatically activates, and cannot be removed.
| To punish an enemy Mage, use this Ability as a Reaction to a character within Range using a Power that affects the user or an Ally. The Power used by the target is weakened in some way, any damage done being reduced by 1 (to a minimum of 0), any status effects applied by the Power having its duration reduced by half, rounded down, or any distance or duration reduced by half, rounded down. Magic Reduce has a 2 Hour Cooldown. Sinistral Usage: The user or Ally being protected also gains +2 to their Defense for the next 3 turns, breaking the proficiency cap up to 9.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Farsight Scope
| Magic Revenge
| Skill Power
| Dispel Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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).}}
| When the user uses a Radiant Point Buy, Sinistral Point Buy, Firearms Point Buy, or Archery Point Buy Ability, they can change its range to Announce Emote, as long as its original range is Emote Range. Alternatively, they can fire a basic ranged attack from Firearms or Archery Point Buy from Announce Emote. Farsight Scope can be used once every 4 hours.  
| If the user reaches 0 HP, they are allowed one final emote to use any Magic Ability, or Magic Attack Emote (ignoring range even in Melee), but can only Target the person that reduced their HP to 0. If this Attack or Ability involves an Attack Stat Dice Roll, they can add +2 to the final result of that dice roll. Sinistral Usage: If the Attack or Ability involves a Dice Roll, that Dice Roll automatically succeeds, regardless of Defense Rolls.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Mage Breaker
| Sacred Siphon
| Skill Power
| Dispel Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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).}}
| When using Magical Attack Emotes (Melee only) against a Target that is using Wisdom as their Main Defense Stat when derived from Magic Combat (not Tech Combat), their Main Defense Stat is halved when defending against these Magical Attack Emotes from the user (rounded up). If the Target has the Ability Mage Breaker, this does not apply to them.
| To punish an enemy caster, as a reaction to an enemy within Range using a Power, grant +2 Defense that can break cap up to 9 to two allies within Range for the next 3 turns. Sacred Siphon has a 30 Minute Cooldown.
| N/A
| N/A
|-
|-
| Shaman Ancestor
| Sacred Rebuke
| Skill Power
| Dispel Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#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 summons the Spirit of an Ancestor, as well as a weapon in their hand, allowing their ancestor to guide them in combat. If Shaman Defense is not active, this gives the user +2 Main Combat Stat (breaking cap up to 11) and -2 Main Defense Stat. If Shaman Defense is active, the user loses access to all other Abilities, sets their Main Combat Stat to 11, but can use Abilities from Diviner Point Buy. Shaman Ancestor lasts until the end of Combat and has no Cooldown.
| To interfere with an enemy, the user can, as a reaction to an enemy from another Religion using a Power from the Faith Point Buy Category, immediately apply the Brittle Status to them. The target also suffers a -1 Defense Stat reduction for the next 20 minutes. Sacred Rebuke does not Stack, and has a 2 hour cooldown.
| N/A
| N/A
|-
|-
| Tech Breaker
| Skill Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| When using Gadget Combat Attack Emotes (Melee only) against a Target that is using Wisdom as their Main Defense Stat when derived from Tech Point Buy(not Magic), their Main Defense Stat is halved when defending against these Attack Emotes from the user (rounded up). If the Target has the Ability Tech Breaker, this does not apply to them.
| N/A
|-
|}
|}


==Healing Powers==
==Link Powers==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Healing Hands
| Hex Doom
| Healing Power
| Link 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.}}
| {{#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 and the (willing) Target (who is not Knocked Out or Downed) must be rooted together for the duration of this Ability, and cannot use any Abilities while active. The user establishes a Link Power onto the Target, healing any wounds and refreshing their stamina over the duration of 10 minutes. If the Link Power is Disrupted, or the user is Displaced or attacked, the Ability is Canceled, though this Ability has 5 minute Cooldown. This Ability can be used out of combat on a knocked out or downed target, but only if they do not return to combat for at least 2 hours afterwards.
| 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: A 2nd Link Power can be established on a different Enemy within range.
| N/A
| N/A
|-
|-
| Limb Recovery
| Magic Barrier
| Healing Power
| Link Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user has extreme body-loss replenishment. So long as their head and torso stay relatively intact, they can regrow any lost limb in 24 hours, including eyes, tails, horns, fingers, a tongue, all of it. The Character can still pass out from pain or blood loss, but cannot die from injuries unless the brain or the heart is destroyed or severed from one another. Smaller wounds like cuts and gashes close in 10 minutes, though re-open if the user enters combat again within 1 hour. After the hour has passed, those wounds heal.
| {{#simple-tooltip: Yanar | If a Yanar's arm or leg is removed, they can still use Floral-Shift to turn it into a weapon, and then use it as if it was Weapon-Summoned. They can also remove their own limbs voluntarily for this without any pain.}}
|-
| Medical Revive
| Healing 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.}}
| This ability requires Medical Stance to be active. To bring back a fallen ally, use this Ability to try and bring them back into fighting shape. The user creates a Link Power between themselves and a downed target within range, remaining in that state for 5 minutes. If left unbroken, the target is immediately brought back on their last legs (or 2 HP in the Optional System), and their Main Combat Stat reduced by 2 for the next 30 minutes.  This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Medical Revive has a 4 hour cooldown, regardless of if successful or not.
| N/A
|-
| Mercy of Life
| Healing Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can Target any person who was Knocked Out, Downed, or lethally wounded to the point of near-death (a person completely disabled from a Combat Scene). This establishes a Link Power for 5 minutes that completely revives the person but does not refresh their Cooldowns. If this Link Power is Disrupted, the user is Displaced or attacked, the Ability is Canceled. If the Ability is Canceled, it goes on a 10 minute Cooldown. If however it succeeds, Mercy of Life goes on a 24 hour Cooldown.
| N/A
|-
| Radiant Revive
| Healing Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To empower an Ally, Target them with this Ability. If the Ally reaches 0 HP, they are given a choice: Revive with 4 HP and half (rounded down) Main Combat Stat, or give another Ally 1 Block Token, and give them half (rounded down) Main Combat Stat (breaking cap until 11) until that Block Token is removed. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Radiant Revive has a 2 Hour Cooldown.
| To protect an ally from Ranged Attacks, attach a Link to an Ally within Range, but never Self. For the duration, that Ally has increased defenses against Ranged Attacks from Ranger and Deadeye Stance. When the ally is targeted with a Ranged Attack Emote, their minimum Defense Roll is raised to 9 for Ranger Stance attacks, and 6 for Deadeye Stance attacks. 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Timed Healing
| Magic Lifebind
| Healing Power
| 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).}}
| {{#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 applies a Link Power to a target within Range. For as long as the Link is active, the target heals their most recent wound every 10 minutes. This healing occurs at the end of the 10 minute timer. Timed Healing can only be active on one target at a time, and the same person can only be affected by one instance of Timed Healing at a time. Timed Healing has a 2 hour cooldown.  
| 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 does not trigger on Damage it inflicts, or self-inflicted Damage. 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).
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
==Buff Powers==
==Buff Powers==
{| class="wikitable"  
{| class="wikitable"  
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Enchant Protect
| Divine Aggro
| Buff Power
| 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).}}
| {{#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 protect an ally, use this Ability to Summon a set of Armor that immediately envelops them, and also gives them a Shield. This Ability can also be used on the user themselves, however they will not get a Shield, as Mages cannot use Shields. Enchant Protect has no Cooldown, but it cannot be re-used while a set of Armor is active.
| 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.
| {{#simple-tooltip: N/A }}
|-
|-
| Divine Savior
| Buff Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To protect an Ally, use this Ability to shield them. Upon targeting an Ally, this Ally is removed from active combat by being encased in holy light, making them unable to move or perform any actions for 5 minutes (but Cooldowns continue ticking). After the 5 minutes have passed, if the Paladin using this Ability is still alive, they can reposition their encased ally to anywhere in range, and the Target Ally gains +1 HP (if the Paladin is KO'd, Divine Savior does nothing). Also, they gain +1 Main Combat Stat (breaks cap up to 11) for their first attack after being freed. If Divine Savior triggers Critical Strike, the 5-minute timer is skipped and the target instead instantly gains +3 HP. Divine Savior has a 4 Hour Cooldown, and does not Stack.
| N/A
| N/A
|-
|-
| Gear Boon
| Magic Bolster
| Buff Power
| 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.}}
|{{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user blesses the equipment of up to 5 allies within range, including their armor, weapons, shields, etc. The targets gain +1 Constitution, that breaks cap, and can optionally have their gear emit bright light, that dispels mundane darkness around them. The same person can only be affected by one instance of Gear Boon at a time. Gear Boon lasts for 1 hour, and has a 3 hour Cooldown.  
| To empower oneself with Magic, grant +2 Attack Stat, or +2 Defense Stat. 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, that break cap up to 11/9.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Medical Buff
| Magic Feather
| Buff Power
| 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).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This ability requires Medical Stance to be active. To protect an ally's strength, use this Ability on a chosen ally within range. If the target has their proficiencies reduced in any way, this effect is immediately ended and the target is returned to full strength. Additionally, the user gains a Block Token if successful. Medical Buff has a 2 Hour Cooldown.
| To protect from falling, as a Action before the user or an Ally would jump off a ledge or great height, use magic to cushion their fall, reducing the Fall Damage to 0 HP. As a reaction to the user or an Ally taking Fall Damage, reduce the Damage by -1HP. Or, on Allies, only reduce by -2HP, but the user suffers -2HP. If any function is used, except Sinistral, Magic Feather has a 1 Hour Cooldown. Sinistral Usage:  When an Enemy would take Fall Damage, deal +1 HP extra Damage to them.
| N/A
| {{#simple-tooltip: N/A }}
|-
| Medical Bolster
| Buff Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Medical Stance to be active. To protect an ally from harm, use this Ability to grant them 1 Block Token. While under the effects of this Block Token, the target’s Main Defense Stat is raised by 2, up to a maximum of 9. Medical Bolster has a 2 hour cooldown, and does not stack.
| N/A
|-
|-
| Medical Canteen
| Magic Resist
| Buff Power
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Medical Stance to be active. To share bonuses with an ally, use this Ability when targeted with a Buff Power that is not Medical Canteen. Targeting an Ally within range, the user immediately grants a copy of the Buff Power they received to the target. This effect lasts for up to 30 minutes, after which Medical Canteen goes on a 1 hour cooldown.
| N/A
|-
| Medical Resist
| Buff Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Medical Stance to be active. To reduce the harm an ally receives for a set amount of time, use this Ability on an Ally within range. For the next 10 minutes, the target only suffers minor wounds from any incoming damage that would affect them, or is reduced by 1 HP (but never to 0) in the Optional Combat System. Once ended, Medical Resist has a 2 hour cooldown, and does not stack.
| N/A
|-
| Radiant Barrier
| Buff Power
| 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).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To protect an ally from Ranged Attacks, use this Ability to make them immune to Mundane Ranged, Magical Ranged, Firearms, and Archery Attack Emotes. This Ability is a Link Power, and remains active for as long as the Link Power is active. If the Link Power is broken or removed, Radiant Barrier has a 2 Hour Cooldown.  
| 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.
| N/A
| {{#simple-tooltip: N/A }}
|-
|-
| Radiant Feather
| Magic Revive
| Buff Power
| 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).}}
| {{#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 protect allies, this Ability can be used to make any amount of Allies immune to damage from falling, giving them Feather Fall, which will slow them to a gentle floating speed. The same effect is permanently applied to self. Radiant Feather has no Cooldowns.
| 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
| N/A
|-
|-
| Sacred Buff
| Sacred Circle
| Buff Power
| 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).}}
| {{#simple-tooltip: 3 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 stat reductions, apply a Link Power to an ally within Range. For as long as the Link is active, if the Target's stats would be reduced in any way, this Stat Reduction is nullified, and the Stat that would be reduced instead gains +1. This ability can be used as a reaction to an ally's stats being reduced, applying its effect, but can only ever boost one stat.  Sacred Buff can last for a maximum of 30 minutes, once ended has a 2 hour cooldown, and does not Stack.  
| To kneel and pray before your god, grant yourself the Prone Status Effect. For as long as you are Prone, all allies within range are cleansed of a single Status Effect on their turn. Once ended, Sacred Circle has a 2 hour cooldown.
| N/A
| N/A
|-
|-
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| Buff Power
| Buff Power
| {{#simple-tooltip: Viewing Distance | Viewing Distance means range does not matter so long as the user can see the Target(s).}}
| {{#simple-tooltip: Viewing Distance | Viewing Distance means range does not matter so long as the user can see the Target(s).}}
| To protect an ally falling from a great height, use this Ability to negate any falling damage the ally would take, and grant them immunity to Knockdowns for the next 10 minutes. If multiple allies are falling at the same time, the user can protect them from falling, but only one is granted the Knockdown immunity. Sacred Feather has a 2 hour cooldown.
| To protect from falling, as a Action before the user or an Ally would jump off a ledge or great height, use magic to cushion their fall, reducing the Fall Damage to 0 HP. As a reaction to the user or an Ally taking Fall Damage, reduce the Damage by -1HP. Or, on Allies, only reduce by -2HP, but the user suffers -2HP. If any function is used, 1 Hour Cooldown.
| N/A
| N/A
|-
|-
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| Buff Power
| 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.}}
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To bless the equipment and enhance the defenses of allies, the user targets up to 3 allies within range. The targets gain +1 Main Defense Stat, that breaks cap up to 9. If the ally worships the same religion as the user, they also gain +1 Main Combat Stat that breaks cap up to 11. Sacred Gear lasts for 30 minutes, has a 4 hour cooldown, and does not Stack.  
| Grants the user {{#simple-tooltip: Sacred Gear | To bless the equipment and enhance the defenses of allies, the user targets up to 3 allies within range. The targets gain +1 Defense Stat, that breaks cap up to 9. If the ally worships the same religion as the user, they also gain +1 Attack Stat that breaks cap up to 11. Sacred Gear lasts for 30 minutes, does not stack, and has a 4 hour cooldown.  
| N/A
| N/A
|-
|-
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| N/A
| N/A
|-
|-
| Sacred Revive
| Sacred Portent
| Buff Power
| Buff Power
| {{#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 revive an ally that is currently KO'd, the user can sacrifice 1 HP of their own, which cannot be blocked or reduced in any way, to revive that ally with 2 HP. Sacred Revive has no cooldown, and can be used as much as the user has HP, but the same person cannot be affected by more than one Revive Ability (Sacred Revive, Chem Revive, etc) per Combat scene.
| To divinely guide oneself or one’s allies, consume the user’s action and roll /dice 0-6. Add whatever is rolled to the final result of the next Attack or Defend Roll the user or an ally within Range makes. Sacred Portent does not stack, and has a 1 Hour Cooldown.
| N/A
| N/A
|-
|-
| Stability Boon
| Sacred Revive
| Buff Power
| Buff Power
| {{#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 enhances themselves, and up to one ally within Range, granting them immunity to Displacements for 15 minutes. Stability Boon has a 2 hour cooldown.
| To revive an ally that is currently KO'd, the user can sacrifice 1 HP of their own, which cannot be blocked or reduced in any way, to revive that ally with 2 HP. Sacred Revive has no cooldown, and can be used as much as the user has HP, but the same person cannot be affected by more than one Revive Ability (Sacred Revive, Chem Revive, etc) per Combat scene.  
| N/A
| N/A
|-
|-
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Shaman Darkness
| Divine Rescue
| Movement Power
| 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.}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This Ability can only be used if one or more enemies are within 3 Blocks of the user. When used, the user can choose anywhere within range (on a horizontal surface) to relocate to. Additionally, any enemies within 3 Blocks of the position they relocate from, have the Blindness Debuff applied to them. For every 2 KO enemies in a Combat Scene, the remaining Cooldown of this Ability is reduced by 30 Minutes as part of Corpse Count. Shaman Darkness has a 2 Hour Cooldown.
| 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
| N/A
|-
|-
| Sinistral Leap
| Magic Warp
| Movement Power
| 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).}}
| {{#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 a gap with a foe, this Ability can be used to instantly leap towards them and immediately perform an Attack Emote which has +3 Main Combat Stat applied to it that can break cap up to 10. The Target cannot be targeted by another Movement Power until after they have used an Ability or Attack Emote after reacting to this Ability. Sinistral Leap has a 2 Hour Cooldown.
| 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
| N/A
|-
|-
|}
| Sacred Martyr
 
| Movement Power
==Morph Powers==
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
{| class="wikitable"
| To protect an ally from harm, use this ability when an Ally within Range would take damage. The user instantly dashes to the ally, taking the damage instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would KO the user, the ally gains +1 Attack Stat and +1  Defense Stat, which break caps up to 11 and 9, and cleanses any Status Effects currently applied to them. If the user is revived in any way, the bonuses from Sacred Martyr end. Sacred Martyr does not Stack, and has a cooldown of 4 hours.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Body Claws
| Morph Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user can fight using unarmed combat, and gains +2 Strength or Dexterity proficiency. This cannot be used whilst wielding a different weapon. These claws are sharp enough to be considered a bladed weapon for any abilities that require one. The moment they wield a weapon or stop fighting, this effect is removed.
| N/A
| N/A
|-
|-
|}
| Shaman Darkness
 
| Movement Power
==Link Powers==
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
{| class="wikitable"
| 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.  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Bolstering
| Link Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user applies a Link Power to a target within Range. For as long as the Link is active, if the Target's stats would be reduced in any way, this Stat Reduction is nullified, and the Stat that would be reduced instead gains a +1 bonus. Bolstering has a 2 hour cooldown.  
| N/A
| N/A
|-
|-
| Hex Sapper
| Shaman Pounce
| Link Power
| 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).}}
| {{#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 tire one's enemies, the user can target up to 3 enemies to divide 4 total Main Combat Stat reduction between them. This means they can spread it evenly one each, but can only put a maximum of -3 on one enemy. For every enemy Targeted, a Link is established. Once all Links are Broken or removed, Hex Sapper goes on a 2 Hour Cooldown, and does not stack. It is not possible to re-distribute the Stats without going on Cooldown first.
| 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
|-
| Weakening Ward
| Link Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user applies a Link Power to an enemy within Range, and also chooses one ally. For as long as the Link is upheld, if the target attacks or targets the chosen ally, they receive a -2 Main Combat Stat reduction, but only while they are targeting or attacking the chosen ally. Once the target and ally are chosen, they cannot be changed for the duration of the Link Power. Weakening Ward has a 1 hour cooldown.
| N/A
|-
|}
 
==Passive Techniques==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Bruiser Agony
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To heal on the edge of defeat, this ability will automatically trigger when the user is a single attack away from defeat, or at 2 HP or less. The next basic attack that successfully strikes an enemy heals the user for 2 HP worth of wounds. If the target has the Brittle Debuff, then this ability instead heals the user for 4 HP worth of wounds. Bruiser Agony  has a 2 hour cooldown, and begins after the effect has been successfully used. Bruiser Agony requires the user to be in Bruiser Stance.
| {{#simple-tooltip: N/A }}
|-
| Dagger Expert
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is proficient at wielding daggers and knives with great effect, able to wield them proficiently without any Strength investment. If the user wields a dagger or knife as a weapon, they are able to attack with the equivalent Strength of their Dexterity Proficiency (up to a maximum of 4).
| N/A
|-
| Debuff Endurance
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| When the user has a Debuff applied to them, they gain a +1 boost to Constitution for as long as the Debuff is applied to them. If the Debuff is cleansed or Removed, the +1 Constitution is also removed. Debuff Endurance has no Cooldown, and can activate and de-activate multiple times. 
| N/A
|-
| Focus Command
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. This Ability has two functions to prevent a Commander from being Countered a lot. Firstly, the user is immune to Link Break Abilities, though any Targets they have with Links on them are not. Secondly, if any of their Links are broken by a Link Break Ability, their Link Targets cannot have a Link Break Ability used on them for the next 15 Minutes.
| {{#simple-tooltip: N/A }}
|-
| Rebound
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To get back on your feet, this ability passively activates on the first Knocked Down Debuff applied to the user. The user is able to instantly stand back up without using their action or turn (but this does not make them immune to the Knockdown). After Rebound is used, it goes on a 3 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Shield Command
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This ability requires Command Stance to be active. If the user takes any damage, they can choose any Ally's Block Token, as long as they are within range, and remove that Block Token to block damage applied to themselves, however as damage is prevented on them, they cannot use the relocation mechanic of Command Stance. Shield Command has no Cooldown and can be used in rapid succession, until there are no Block Tokens left that are held by allies, in which case it does nothing.
| {{#simple-tooltip: N/A }}
|-
| Soft Landing
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To avoid falling damage, this ability activates when the user takes damage from falling off of something. They instead brace themself before they hit the ground, breaking their fall and ignoring the damage. Soft Landing has no cooldown.
| N/A
|-
| Tech Armory
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To protect oneself, this Ability grants the user a passive +1 Block Token that is always active, even outside of combat, and refreshes if removed at the end of Combat. However, the user can no longer wear conventional armor. If the user has the Ability Tech Defense, Tech Armory no longer grants 1 Block Token, but instead grants +2 Main Defense Stat (breaks cap up to 9) for as long as the user has the Block Token gained from Tech Defense. When that Block Token is lost, this bonus is lost as well. Tech Armory has no Cooldown.
| N/A
|-
| Swimming Expert
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to swim at high speeds, outmatched only by aquatic races, and is able to hold their breath for much longer underwater, whilst also being able to see near perfectly. Once per server restart, the user can guarantee a dodge from a basic Attack Emote against them as long as it was used on them underwater. Additionally, the user is able to fight with melee basic attacks underwater, with their Main Combat Stat reduced by 4.
| N/A
|-
| Unarmed Expert
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is trained as a professional in unarmed combat, allowing them to use their fists as weapons. The user’s unarmed strikes bypass any immunity to unarmed combat, and can allow the user to use other Techniques from Melee Point Buy and Bruiser Point Buy without a weapon.  
| N/A
| N/A
|-
|-
|}
|}


==Active Techniques==
==Instant Techniques==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
Line 740: Line 414:
! Ability Description
! Ability Description
! Possible Ability Modifiers
! Possible Ability Modifiers
|-
| Agonizing Shot
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
|  The user fires their weapon at a target in range that is currently affected by Brittle. This shot deals a guaranteed hit to the target, triggering the Brittle effect and additionally causing the target to be knocked down once hit. After being used, Agonizing Shot goes on a 4 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Aquatic Command
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. This Link Ability can Target two Allies at once, but does not go on Cooldown until both Links are broken or removed. The Target Allies gain Enchant Oceana, meaning they can breathe underwater, see underwater, speak underwater, and move unhindered while swimming underwater. Additionally, they can use Abilities and Attack Emotes as if they were on dry land, targeting those inside and outside the water. Aquatic Command has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Attack Command
| Attack Command
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user can target up to 3 Allies to divide 3 total Main Combat Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 3 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, Attack Command goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.
| The user points to an Ally within range, immediately instructing them to make an attack. Without using their action, the target makes an attack out of turn against an enemy of the user’s choosing, as long as that enemy is within range of the ally’s attacks. Attack Command has a 30 Minute Cooldown once used.  
| {{#simple-tooltip: N/A }}
|-
| Battle Flurry
| Active Technique
| {{#simple-tooltip: 1 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To viciously attack everyone around the user, this Ability has the user roll one dice with a number for every character within range of this technique, and hits as many of them based on the number rolled, with a minimum of one. (ex. 3 people in range is /dice 1-3) The user can choose who gets hit or not, but this technique cannot be used if only one target is in range. Battle Flurry has a 3 Hour Cooldown.
| N/A
|-
| Belt Shot
| Active Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user rapidly loads and fires the weapon from the hip, causing a quick blow-out in short to medium range. Anyone in front of the user within range is knocked back 5 Blocks. If a target is unable to dodge back the full 5 blocks (hitting a wall, for example) or are incapable of moving, this ability does a guaranteed hit. Belt Shot has a 30 Minute Cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
| Brawl Stampede
| Active Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To drag an enemy with you, use this ability to grab ahold of an enemy within melee range. Stampeding forward by 10 blocks, both the user and the target are forcibly moved the full range. The user cannot use Movement Powers for 10 minutes after using Brawl Stampede. Brawl Stampede counts as both a Movement Power and Displacement in the case of Ability counters, and has a 3 hour cooldown.
| N/A
|-
|-
| Break Down
| Break Down
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To tear down enemy barricades, use this ability to target any 1 block thick stone or wood wall, gate, or doorway. Physically smashing through, the user additionally staggers any character within 2 blocks in front of them. Break Down has a 2 hour cooldown.
| To tear down enemy barricades, use this ability to target any 1 block thick stone or wood wall, gate, or doorway. Physically smashing through, the user additionally knocks back anyone on the opposite side of the wall by 3 blocks. Break Down has no Cooldown.
| N/A
| N/A
|-
|-
| Bruiser Flurry
| Bruiser Flurry
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To disrupt the battlefield, this ability lets the user spin their weapon around, Knockback all characters within range by 5 blocks and choose one target to suffer the Brittle Debuff. If any target already had the Brittle Debuff, they instead take a guaranteed hit and are knocked down. Bruiser Flurry has a 1 hour cooldown. Bruiser Flurry requires the user to be in Bruiser Stance.
|To disrupt the battlefield, instantly displace all characters within range by 5 blocks backwards. If any Enemies within range had Block Tokens gained by Abilities, they are lost and given to the User instead. Bruiser Flurry has a 1 Hour cooldown.  
| {{#simple-tooltip: N/A }}
|-
| Bruiser Rampage
| Active Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To become unstoppable, this ability can be used right after a successful basic melee attack, becoming immune to the next Displacement ability. If the target was Brittle, then instead the user becomes immune to Displacement abilities for the next 10 minutes. This ability has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Bruiser Ruin  
| Bruiser Ruin  
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To charge up a big attack, this ability targets an enemy within range whilst immobilizing the user for a single emote. If the user is targeted by an Ability or Basic Attack, Bruiser Ruin ends and the user can act once again. After an emote has passed, the user is able to deal a guaranteed hit on the target for 4 HP worth of damage. If the target has the Brittle Debuff, it instead does damage equal to 6 HP. If it ends early, Bruiser Ruin goes on a 30 minute cooldown, otherwise Bruiser Ruin has a 4 hour cooldown. Once this timer is completed, Bruiser Ruin cannot be canceled by any effect.
| Target an enemy within range, and begin charging an attack without making any other Action or Move this turn. While charging, the user takes -1HP less Damage from any source to a minimum of 0, and cannot be Staggered or Displaced. If targeted with an attack within Melee Range, Bruiser Ruin ends after calculating damage. If the user passes another Turn, taking no Action or Move Action, they immediately deal a guaranteed Attack that deals -4HP to the target. If the target has the Brittle Status Effect, -6HP instead. If it ends early, Bruiser Ruin goes on a 10 Minute Cooldown, otherwise Bruiser Ruin has a 2 Hour cooldown. Bruiser Ruin cannot be canceled or reduced by any effect once successful.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Bruiser Slam
| Bruiser Tackle
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 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 close the distance with a foe, this ability lets the user leap to a target enemy within range, landing on any block adjacent to them and apply the Brittle debuff. If the target already has the Brittle debuff, then instead this ability deals a guaranteed hit and inflicts Knockdown to the target. Bruiser Slam has a 1 hour cooldown, and counts as a Movement Power in the context of counters. Bruiser Slam requires the user to be in Bruiser Stance.
| To use an enemy as a weapon, target an enemy within range, displace them backwards 5 Blocks and apply the Brittle Status Effect. If the target already has the Brittle Status Effect, deal a guaranteed Attack, and displace them 10 blocks. In either case, if the target hits another character before moving the full distance, also apply Brittle to that character. Bruiser Tackle has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Bruiser Tackle
| Bruising Strike
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To use an enemy as a weapon, use this ability to tackle an enemy within range, knock them back 5 blocks and apply the Brittle Debuff to the target. If the target hits another character before being moved the full distance, the Displacement effect ends and the other character also has the Brittle Debuff applied. If the target already has the Brittle Debuff, they take a guaranteed hit and are knocked back 10 blocks, following the same rules for hitting another character as before. Bruiser Tackle has a 2 hour cooldown. Bruiser Tackle requires the user to be in Bruiser Stance.
| To beat down upon an enemy, use this ability to bash a target enemy within range to give them the Brittle Status Effect. Bruising Strike can be used without taking up an action, but only after making an attack, not before. Bruising Strike has a 30 minute cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Building Scale
| Building Scale
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof. Building Scale has a 3 Hour Cooldown, and counts as a Movement Power in the context of counters.
| The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof. Building Scale has a 3 Hour Cooldown, and counts as a Movement Power in the context of counters.
| N/A
| N/A
|-
| Champion Command
| Active Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user Targets a single Ally. While this Link is active, the Ally's Main Defense Stat and Main Combat Stat limits are completely removed, even if they are imposed by other Abilities. Once broken or removed, Champion Command goes on a 2 Hour Cooldown. If a Target is affected by Overwhelm Command, Champion Command does nothing.
| {{#simple-tooltip: N/A }}
|-
| Chase Command
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. First establish a Link Power onto an Ally. Then, establish a Link Power between that Ally and another Ally, or an Enemy. The first targeted Ally now duplicates all Movement Powers used by the second Target, landing on the same destination, though not benefitting from additional mechanics in such Movement Powers (like attack Emotes, or Knockback effects). Once broken or removed, Chase Command has a 30 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
|-
| Chem Berserk  
| Chem Berserk  
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To become a glass cannon in combat, use this Ability to add an additional 1 HP of damage to your Melee Basic Attacks, but the user also takes an additional 1 HP of damage from Basic Attacks targeting them in turn. Using Chem Berserk overrides Chem Enrage and Chem Endure, and removes their effects. Chem Berserk cannot be re-used until the effect has ended.
| To become a glass cannon in combat, use this Ability to add an additional 1 HP of damage to Melee Attacks, but the user also takes an additional 1 HP of damage from Attacks targeting them in turn. Also, remove all Block Tokens and prevent the user from gaining any for the duration. Chem Berserk lasts until the end of Combat, and can be used Once Per Combat.
| N/A
| N/A
|-
|-
| Chem Cleanse
| Chem Bloodboil
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To remove Debuffs from self, use this Ability to instantly cleanse all Debuffs that are active on the user only. Chem Cleanse has a 3 Hour Cooldown.
| To make the user’s blood caustic, immediately deal -2HP damage to self, but automatically deal 1HP damage to Target enemy the next 3 times the user takes damage from Target enemy’s Attack Emote, which can be multiple Enemies. However, if only one Enemy, maximum -2HP to Enemy. Chem Bloodboil can be used Once Per Combat.
| N/A
| N/A
|-
|-
| Chem Endure
| Chem Cleanse
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To increase defense at the cost of attack, apply this Ability to gain +2 Main Defense Stat (breaking cap up to 9), and lose -2 Main Combat Stat (can go into minus). This Ability cannot be used if Chem Enrage is active, but Chem Berserk can override it (removing Chem Endure's effects). This effect remains active until end of Combat. This Ability does not count as a full Action. This Ability cannot be re-used until the effect has ended.
| To remove Status Effects from self, use this Ability to instantly remove one (choice, if multiple) Status Effects from the user, but deal 1HP Damage to self.  Chem Cleanse has a 15 Minute  Cooldown.
| N/A
| N/A
|-
|-
| Chem Enrage
| Chem Hyperfocus
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To increase damage at the cost of defense, apply this Ability to gain +2 Main Combat Stat (breaking cap up to 11), and lose -2 Main Defense Stat (can go into minus). This Ability cannot be used if Chem Endure is active, but Chem Berserk can override it (removing Chem Enrage's effects). This effect remains active until end of Combat. This Ability does not count as a full Action. This Ability cannot be re-used until the effect has ended.
| To become good at one thing only, choose Attack Stat or Defense Stat. Raise the chosen Stat by +2 (breaks cap up to 11 or 9), and lower the other stat by -3 (can go into minus). This effect remains active until the end of Combat. This Ability does not use an Action. This Ability cannot be re-used until the effect has ended.
| N/A
| N/A
|-
|-
| Chem Experiment
| Chem Revive
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To help in a fight, Target an enemy in Range with a Ranged Attack Emote, and perform the necessary rolls using Main Combat Stat. If the attack succeeds, the Target has a -1 Main Defense Stat (can go into minus) for the rest of Combat but is not damaged. If the attack fails, the user gains +1 Main Combat Stat (does not break cap) for the rest of Combat. Chem Experiment has a 2 Hour Cooldown, and cannot Stack.  
| To bring an ally back, target Ally at 0HP within range. Immediately revive the Ally with 4HP, and force their next 2 actions to be Attack Emotes. If either of these Attack Emotes reduce an enemy to 0HP, heal the Ally +2HP more. If neither Attack Emotes do, deal -3HP damage to the Ally. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Chem Revive has a 2 Hour Cooldown.
| N/A
| N/A
|-
| Chem Revive
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To empower an Ally, Target them with this Ability. If the Ally reaches 0 HP, they are instead revived with 2 temporary HP, and given 4 more Attack Emotes. If any of these Attack Emotes was able to put an enemy down to 0 HP, the 2 temporary HP is converted to permanent HP, and they heal an additional 1 HP. If they fail to put an enemy to 0 HP, the temporary HP is removed, and they KO properly. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Chem Revive has a 2 Hour Cooldown.
| {{#simple-tooltip: Undead| Undead cannot use this Ability on anyone but themselves. Instead, this Ability is always active (meaning they do not need to use it), and automatically triggers when they go to 0 HP. Also, this Ability has a 1 Hour Cooldown for Undead instead of 2 Hours.}}
|-
|-
| Concussive Blow
| Concussive Blow
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user swings their weapon at a target, Confusing them for 10 minutes, and ending the last two Link Powers they are using or affected by. Additionally, if the target is currently the caster of a Link Power, this Technique counts as a guaranteed hit. Concussive Blow has a 1 Hour Cooldown.
| To disrupt focus, target Enemy or Ally within Range, and immediately Link Break one Link Power (newest, if Multiple). If Target is the caster of a Link Power, also deal -1HP damage. If the Target has no Link Powers, instead apply the Confused Status Effect for one turn. Concussive Blow has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| N/A  
|-
| Covering Fire
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user fires a constant stream of inaccurate but intimidating shots to provide safety for their allies. As a reaction to an allies movement, the user is able to activate this Technique in order to ensure they are not attacked for as long as they need to reposition in one emote. Additionally, the ally gains a +2 Main Combat Stat (breaks cap up to 11) bonus to the first attack they make after re-positioning. Covering Fire ends the moment the user’s ally stops moving to attack, and has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Cutthroat Backstab
| Active Technique
| Melee Range
| This ability requires Cutthroat Stance to be active. The user makes a quick attack on a target that currently has a Debuff applied to them, dealing a guaranteed hit and cleansing the debuff that is affecting them. If this Debuff cannot be cleansed, this Ability fails. Cutthroat Backstab has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Cutthroat Dodge
| Active Technique
| Self
| This ability requires Cutthroat Stance to be active. As a reaction to being hit by a basic attack or Ability from Melee Point Buy, the user can quickly dodge to negate any damage they would have suffered, but still be affected by secondary effects. Additionally, the user is able to immediately move up to 5 blocks horizontally in any direction. Cutthroat Dodge has a 2 hour cooldown, and counts as a Movement Power in the context of counters.
| {{#simple-tooltip: N/A }}
|-
|-
| Cutthroat Evasion
| Cutthroat Evasion
| Active Technique
| Instant Technique
| Self
| Self
| This ability requires Cutthroat Stance to be active. The user boosts their adrenaline, allowing them to temporarily improve their ability to avoid harm. For the next 15 minutes, the user gains 2 Constitution that can break the proficiency cap up to a limit of 8. Once ended, Cutthroat Evasion goes on a 2 hour cooldown.
| The user boosts their adrenaline, allowing them to move an additional 5 blocks after making an attack for the next 30 minutes. Once ended, Cutthroat Evasion goes on a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Cutthroat Flank
| Cutthroat Flank
| Active Technique
| Instant Technique
| Melee Range
| Melee Range
| This ability requires Cutthroat Stance to be active. The user strikes at a target that is currently surrounded by two or more enemies, which can include the user. This attack does no damage, but causes the target to be Knocked Down as they’re tripped up by the user. If the target is already Knocked Down, this instead deals a guaranteed hit. Cutthroat Flank has a 2 hour cooldown, and a 30 minute internal cooldown.
| The user strikes at a target that is currently surrounded by two or more enemies, which can include the user. This attack does no damage, but the Prone Status Effect as they’re tripped up by the user. If the target is already Prone, this instead deals a guaranteed hit. Cutthroat Flank has a 2 hour cooldown, and a 30 minute internal cooldown.
| {{#simple-tooltip: N/A }}
|-
| Cutthroat Flash
| Instant Technique
| 10 Block Range
| The user launches a makeshift explosive at a target, affecting them and anyone within a 3 block radius. On use, any affected characters are given the Blinded Status effect until cleared manually. Once used, Cutthroat Flash has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Cutthroat Target
| Cutthroat Target
| Active Technique
| Instant Technique
| 10 Blocks
| 10 Blocks
| This ability requires Cutthroat Stance to be active. The user throws a harmless projectile onto the target, dealing no damage to them but applying the Marked Debuff to them for the next ten minutes. Cutthroat Target has a 1 hour cooldown.
| The user throws a harmless projectile onto the target, dealing no damage to them but applying the Marked Status Effect to them for the next ten minutes. Cutthroat Target has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Cutthroat Tears
| Deadeye Barrage
| Active Technique
| Instant Technique
| Melee Range
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Cutthroat Stance to be active. 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.
| 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 (breaks cap up to 11) 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 }}
|-
| Deadeye Focus
| 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 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 }}
|-
|-
| Cutthroat Timer
| Deadeye Luckshot
| Active Technique
| Instant Technique
| 10 Block Range
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Cutthroat Stance to be active. The user applies a Link Power to a target within range, which can be upheld for up to 20 minutes and can be broken at any time. Once ended or broken, the target and any character within 1 blocks of them are immediately Staggered and Rooted for 10 minutes, or until an emote is spent cutting themselves free. Once ended, Cutthroat Timer goes on a 2 hour cooldown.
| 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 }}
|-
|-
| Defend Command
| Deadeye Pinshot
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user can target up to 3 Allies to divide 3 total Main Defense Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 3 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, Defend Command goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.  
| This Ability 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 }}
|-
|-
| Dismount Shot
|Deadeye Venom
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user attaches a loud, yet harmless, explosive to a projectile and fires it at a Mounted enemy, exploding on contact and creating a very loud sound. This startles the mount and causes it to run away, dismounting the target and causing them to be Knocked Down. Dismount Shot has a 1 hour cooldown.
| 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 }}
| {{#simple-tooltip: N/A }}
|-
|-
| Diving Tackle
 
| Active Technique
| Desperate Prayer
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Instant Technique
| To quickly move across the battlefield, use this ability to immediately move up to 10 blocks in a chosen direction toward a character within range. If the user lands beside an enemy, they can choose to make a basic attack immediately after landing. Diving Tackle has a 1 hour cooldown, and counts as a Movement Power in the context of counters.
| {{#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
| N/A
|-
|-
| Dye Shot
| Disrupt Prayer
| Active Technique  
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user fires an ink-stained projectile at a target. This projectile does no damage, but stains them with a chosen color. While stained, the target is Blinded until they spend 10 seconds wiping their eyes. The target can still defend themselves, but cannot actively attack other characters. Dye Shot has a 2 hour cooldown, and an Internal Cooldown of 20 minutes.
| The user prays to their God to appear to the Target enemy in Emote Range, Link Breaking one Link Power they are using or have applied to them(choose if multiple). Disrupt Prayer has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| N/A
|-
|-
| Escape Artist
| Escape Artist
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user is able to, whilst restrained, slip out of ropes, chains, handcuffs and other mundane restraints used to hold a player down. This allows them to instantly Cleanse a Root they are currently affected by. Additionally, they are also able to escape from any mundane holding cell or prison by picking the lock to the door in. This is never noticed by the captors until the user begins to move, attack or do any other action. Remember, resisting arrest or breaking out of Prison is highly illegal in Regalia, and can lead to worse punishment! Escape Artist has a 4 hour cooldown.
| The user is able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold a player down. This also allows them to lockpick doors and gates ingame, letting them escape or break into cells or prisons without immediate notice. Additionally, while in combat the user is able to cleanse themselves of the Trapped Status Effect before Escape Artist goes on a 1 hour cooldown. While out of combat, Escape Artist has no cooldown.
| N/A
| N/A
|-
|-
| Evading Dash
| Familiar Disrupt
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#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 rushes from one point to another. Choosing an unoccupied place within range that they can see, the user sprints in a straight line. While sprinting, the user is unable to be targeted, but also cannot attack or do anything but sprint. Evading Dash has a 2 hour cooldown, and counts as a Movement Power in the context of counters.
| The user is born near, finds in childhood, (religiously) manifests, or magically creates a familiar that is life-linked with them and grows old with them. This familiar can be sampled from any domesticated animal no larger than a domestic dog. This pet can accompany the user, and aesthetically interact with the environment and other people. To hinder an enemy, the user targets one enemy within range, and knocks them Prone with their Familiar. Familiar Disrupt has a 4 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| N/A
|-
|-
| Force Toss
| Force Toss
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| 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
|-
| 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).}}
| 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.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| In order to forcibly move a target, use this ability to grapple a character within range and instantly hurl them anywhere within a 10 block range. If the target is an ally, the user can additionally throw them up to 5 blocks vertically to a higher ledge. The target doesn’t take damage from this, but is Knocked Down upon landing. Force Toss has a 1 Hour Cooldown.
| In 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
|-
|-
| Hook Shot
| Harming Prayer
| Active Technique  
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user fires a grappling hook attached to a projectile, leaving behind a sturdy rope. This can be shot upwards whilst directly beneath a block, allowing the user to climb to the top of it. Additionally, this can be shot across a horizontal gap to establish a zip-line that can be slid down to cross to the other side, but the use of this ability must always be fired downwards by at least a single block. The rope is only strong enough to support one person at a time. Hook Shot has a 4 hour cooldown and counts as a Movement Power in the context of counters.
| 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
|-
| 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.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Knockback Sweep
| Knockback Sweep
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| The user makes a wide swing of their weapon, knocking back anyone within Melee Range in front of or beside the user 5 blocks. If a character hits a wall, is Rooted, or Knocked Down, this knockback also deals a guaranteed hit. Knockback Sweep has a 2 hour cooldown.
| To create distance, target either one enemy within range, or everyone within 3 blocks in front of the user (not beside/behind). If one enemy, Displace target backwards by 10 Blocks. If everyone, displace targets backwards by 5 blocks. If any target(s) hit a wall, or are Trapped or Prone, deal -1HP Damage to them. Knockback Sweep has a 2 Hour Cooldown..
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Knocking Shot
| Lancer
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To create distance, the user fires a non-harming shot against a target within range that Knocks them back by 10 blocks. This does not interrupt any ongoing actions, knocking them back after their action completes. Knocking Shot has a 20 minute Cooldown, and a 20 minute internal cooldown.
| To 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 }}
|-
|-
| Marking Shot
| Medical Barrier
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
|  To protect allies, use this Ability to create a temporary shield from danger. The user creates a mobile barrier, protecting themselves and any character within 2 blocks behind them from Abilities or Attacks targeting them from the front. While active, the user can’t use other Abilities or perform Attacks, but is able to move while Medical Barrier is in use. Medical Barrier can be held for a maximum of 20 minutes, and once ended is put on a 30 minute cooldown.
| N/A
|-
| Medical Bolster
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| To protect an ally from harm, use this Ability to grant them 1 Block Token. While under the effects of this Block Token, the target’s Defense is raised by 2, up to a maximum of 9. Medical Bolster has a 2 hour cooldown, and does not stack.
| N/A
|-
| Medical Buff
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user fires a non-damaging projectile at a target that they can see, applying the Marked Debuff for the next 30 minutes. Marking Shot has a 20 minute cooldown.
| To expand upon an Ally’s strength, use this ability on an ally within range as a reaction to them gaining Attack or Defense. The user adds an additional +2 to the character’s Attack or Defense (depending on what was originally raised) for the next 4 turns, up to a maximum of 9. Medical Buff can be used out of turn, and has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| N/A
|-
|-
| Medical Barrier
| Medical Canteen
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Medical Stance to be active. To protect allies, use this Ability to create a temporary shield from danger. The user creates a mobile barrier, protecting themselves and any character within 2 blocks behind them from Abilities or Basic Attacks targeting them from the front. While active, the user can’t use other Abilities or perform Basic Attacks, but is able to move while Medical Barrier is in use. Medical Barrier can be held for a maximum of 20 minutes, and once ended is put on a 30 minute cooldown.
| To share with an ally, use this Ability when affected by a beneficial Ability effect. When the user is targeted with an Ability by their Ally that is not Medical Canteen, the user may immediately grant a copy of the Ability they received to another Ally within range. Medical Canteen has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
| N/A
|-
|-
| Medical Rescue
| Medical Rescue
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Medical Stance to be active. To pull a target back to safety, use this Ability on an ally within range. Pulling the target to any block adjacent to the user, the target is granted 1 Block Token. Medical Rescue cannot be used as a reaction to an incoming attack, and has a cooldown of 2 hours.
| To 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.
| {{#simple-tooltip: N/A }}
| N/A
|-
|-
| Overwhelm Command
| Medical Resist
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user Targets a single Ally. While this Link is active, the Ally can use two Melee Attack Emotes per Turn or Action (not Abilities, or Ranged Attack Emotes), however, the second attack cannot target the same Enemy, and the second attack must still respect Melee Attack Emote Range (2 Blocks). Once broken or removed, Overwhelm Command goes on a 2 Hour Cooldown. If a Target is affected by Champion Command, Overwhelm Command does nothing.
| To 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.
| {{#simple-tooltip: N/A }}
| 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
| Pinning Throw
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To pin down a foe, use this Ability to Root an enemy within Range for 10 minutes. If the target is affected by a damaging ability or basic attack, this Debuff ends early. Pinning Throw has a 30 minute cooldown, and does not Stack.
| To 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
| N/A
|-
|-
| Pure Barrage
| Puretek Reload
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| 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).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To overwhelm an enemy, use this ability to target an enemy with a Link Power, instantly applying the Rooted Debuff to both the user and the target. The target is hit by a barrage of Puretek blasts in a constant stream, having the Silenced and Confused debuffs applied to them for the duration of the Link Power, whilst the user is unable to use other Abilities or Attacks for the duration of the ability. Any Debuffs applied by this ability cannot be removed or cleansed by typical cleansing abilities or mechanics and instead require the Link Power to be broken (or by the user voluntarily ending the ability). This ability cannot be used if the Target is the only enemy (that is not defeated) in combat or in a duel. Pure Barrage can be upheld indefinitely, going on a 2 hour cooldown as soon as the effect is ended, does not Stack, and has a 1 hour Internal Cooldown. Pure Barrage requires the user to be Puretek Stance.
| To 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 }}
|-
|-
| Pure Overcharge
| Ranger Cover
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 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 drastically increase firepower from Faith, use this ability to add all Faith Proficiency investment to the user's Main Combat stat, breaking the cap up to 14, whenever they use a basic attack from Firearms Point buy. However, the user's Main Defence stat is set to 0. This ability can be used at any time in the fight, not consuming the user's action, even right before attempting an attack or Optional Combat system dice roll. This effect remains active for the duration of Combat. Pure Overcharge requires the user to be in Puretek Stance.
| 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 }}
|-
|-
| Shield Bunker
| Ranger Splash
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| In order to increase your defenses at the expense of damage output, use this ability to become a defensive wall temporarily. Shield Bunker allows the user to enter a defensive stance, cutting their own offensive output in exchange for survivability. While this Technique is active, the user is immune to Displacement effects, but cannot move from where they are standing. Additionally, the user’s main combat stat is reduced to 2, in exchange for 2 Block Tokens. If the user chooses to move, or this block token is expended, Shield Bunker goes on a 1 Hour cooldown. This temporary reduction of main combat stat cannot be reduced or negated for as long as Shield Bunker is active.
| 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 }}
| {{#simple-tooltip: N/A}}
|-
|-
| Shield Phalanx
| Ranger Tag
| Active Technique
| Instant Technique
| {{#simple-tooltip: 1 Block | 1 Block range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 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 create a shield wall with allies, use this Ability to gain increasing benefits the more allies you have. Upon activating this ability, the user braces their shield forward, and can ignore the next displacement applied to them. If one ally uses Shield Phalanx, and joins it with the user’s, they both can ignore the next two displacements applied to them. If two allies join, the two allies and the user gain +1 Constitution that breaks cap up to 9. If four or more allies join, the allies and the user are considered permanently under the effects of Shield Cover. Shield Phalanx can be maintained indefinitely, but ends immediately if the user exits its range. When ended, Shield Phalanx goes on cooldown, and can be used once per server restart.
| 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 }}
|-
|-
| Shield Slam
| Ranger Trap
| Active Technique
| Instant Technique
| {{#simple-tooltip: 5 Blocks | 5 Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 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 close short distances and repel an opponent, use this ability to charge up to 5 blocks in a chosen direction. If the user moves the 5 full blocks, they also knock the target back 5 blocks, Staggering them. Shield Slam counts as a Movement Power. Shield Slam has a 2 hour cooldown.
| 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.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Shield Taunt
| Ranger Wallop
| Active Technique
| Instant Technique
| {{#simple-tooltip: 2 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 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 force enemies to focus on yourself instead of allies, use this Ability to target all enemies within range. Any enemy targeted that performs a basic attack on a character that is not the user of Shield Taunt does so as if they had a -2 to their Main Combat Stat. Shield Taunt lasts for up to 30 minutes, after which it goes on a 2 hour cooldown. Shield Taunt cannot stack.  
| To 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 Wall
| Shield Bunker
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user holds up their shield, protecting themselves and any character within 2 blocks behind them from Abilities or Basic Attacks targeting them from the front. While active, the user can’t use other Abilities or perform Basic Attacks, but is able to move while Shield Wall is in use. Shield Wall can be held for a maximum of 20 minutes, and once ended is put on a 30 minute cooldown.
| 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 }}
|-
|-
| Shearing Shot
| Shield Command
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user targets a character within range that currently is affected by a Link Power, firing a projectile at them. While doing no damage, the User immediately ends a single Link Power affecting the target. Shearing Shot has a 30 minute cooldown.
| When the user gains a Block Token (except from Armor), the user can choose a single Ally within range to grant an additional Block Token to. Shield Command can be used out of turn, does not take an action, and has no Cooldown, but can only be used once per Ally.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Splash Shot
| Shield Phalanx
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 1 Block | 1 Block range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user fires a bursting projectile of some kind at any character within range, affecting them and any other characters within 2 blocks of the target. Anyone caught within range of this technique is hit with a concussive force, causing them to be knocked over. Splash Shot has a 45 minute cooldown.
|   In order to protect allies from harm, activate this ability to brace your defenses. For the next 30 minutes, any allies within range have their minimum defense roll raised by 2. If another ally within range also has Shield Phalanx, they are able to immediately activate it without spending a turn. For each additional ally using Shield Phalanx in a line, the minimum defense roll is raised by an additional 2, to a cap of 6. Once ended, Shield Phalanx has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Spray and Pray
| Shield Taunt
| Active Technique
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 2 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user rapidly loads and unloads their weapon, releasing a flurry of inaccurate shots on anyone within range. The user performs a /dice roll with a number for every character within range of this technique, and hits as many of them based on the number rolled, with a minimum of zero (ex. 3 people in range is /dice 0 3). They can choose who gets hit or not, but this technique cannot be used if only one target is in range. Spray and Pray can only be used once per day, with the single charge refreshing on server restart.
| 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. If a target cannot reasonably attack the user, then Shield Taunt fails. Shield Taunt does not Stack, and has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Charge
| Shield Wall
| Active Technique
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Tank Stance to be active. The user dashes at a target enemy within range, knocking them back 10 blocks. If the target hits a wall or is blocked from moving the full distance, they are additionally Staggered and have Brittle applied. Tank Charge has a 30 minute cooldown, and counts as a Movement Power in the context of counters.
| The user 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 }}
|-
|-
| Tank Hero
| Shrug Off
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Tank Stance to be active. The user dashes to a target ally they can see within range as a reaction to an attack or ability emote targeting the ally, forcing the user to be the target instead. When landing, the user knocks back all enemies within melee range by 5 blocks, and if the attacker that triggered this ability is also within range, they have Brittle applied. Tank Hero has a 30 minute cooldown and counts as a Movement Power in the context of counters.
| To 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 does not take an action, and has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| N/A
|-
|-
| Tank Rally
| Tank Rally
| Active Technique
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 7 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Tank Stance to be active. The user rallies the battlefield around them, granting allies within range +1 Main Combat stat that can break cap up to a maximum of 12. Tank Rally lasts for up to 30 Minutes, and has a 2 Hour Cooldown once ended.
| The user rallies the battlefield around them, granting all allies +1 Attack Stat. Also, grant a +1 Attack Stat (breaks cap up to 11) 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 }}
|-
| Tank Rush
| Active Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Tank Stance to be active. The user charges forwards with their shield up to 10 blocks in a single direction (but no less than 5), knocking back any enemies caught in this charge by 5 blocks to either the left or right (chosen by the user of the ability). Up to two enemies caught in this charge have Brittle applied to them. If any enemies were already Brittle, this additionally knocks the Brittled enemy down, and deals a guaranteed hit. Tank Rush has a 4 hour cooldown, and counts as a Movement Power in the context of counters.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Slam
| Tank Slam
| Active Technique
| Instant Technique
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Tank Stance to be active. The user slams the ground with their shield, knocking over enemies within range. Additionally, the user can choose up to two people within range, applying Brittle to those two targets. Tank Slam has a 2 hour cooldown.
| The user slams the ground with their shield, applying the Prone Status Effect onto enemies within range. Additionally, the user can choose one target, and also apply the Brittle Status Effect. Tank Slam has a 1 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Switch
| Tank Switch
| Active Technique
| Instant Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| This ability requires Tank Stance to be active. The user quickly Staggers an enemy within range with their shield as a reaction to an attack or ability used on an ally. The user then instantly dashes, placing themselves between the attacked ally and the target. For one emote, if the target chooses to target (with an attack or ability) anyone but the user of this ability, the user swings their shield to apply Brittle to the target. Tank Switch has a 1 Hour cooldown and counts as a Movement Power in the context of counters.
| As a reaction to an enemy within Range Attacking an Ally, instantly Stagger the Attack. For the next turn only, if the Target attacks anyone other than the user, apply the Brittle Status Effect to them. Tank Switch does not use an Action. Tank Switch has a 1 Hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Tremor
| Tank Tremor
| Active Technique
| Instant Technique
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Tank Stance to be active. In order to pull enemies toward and disrupt their formation, use this ability to smash the ground and pull any enemies within range onto a block adjacent to the user. Additionally, if a target is Brittled, their Brittle debuff is removed, and the user of Tank Tremor gains one Block Token. Tank Tremor has a 1 hour cooldown.
| In order to pull enemies toward and disrupt their formation, displace all enemies within range 3 blocks towards the user. If any targets were Brittled, remove the Brittle Status Effect, and grant the user +1 Block Token per Brittle removed. Tank Tremor has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Tank Watch
| Tank Watch
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| This ability requires Tank stance to be active. The user fortities their defense and holds the line as a reaction to a movement ability, creating an ‘anti-movement’ zone in a 10 block range around them for 15 minutes. If an enemy uses a movement power, or an ability that causes the user to move a certain amount of blocks, towards the user of Tank Watch or any allies within range, they are instantly Countered, sent back to where they started from and have Brittle applied. Tank Watch has a 4 hour cooldown.
| The user fortifies their defense, use this ability as a reaction to an enemy using a Movement Power or Technique targeting the user or an ally within Range. Reduce their distance moved by 5 Blocks, and apply the Brittle Status Effect to them. Tank Watch does not use an Action. Tank Watch has a 30 Minute Cooldown.  
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Tech Defense
| Tech Auto
| Active Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To change the rules of combat, use this Ability to activate a Tech Suit (think Iron Man) for the user. Upon activating this Ability, Wisdom Proficiency will apply for Main Defense Stat (instead of for example Constitution), and the user gains +1 Block Counter, but can no longer use a Shield. This Ability does not consume an Action, and can be used reactively to prevent damage from applying. This ability does not work if the user is wearing armor, does not apply if the user puts on armor afterwards, does not refresh Block Counters associated with Armor, but Tech Armory works as written. Tech Defense has no Cooldown, but when it is activated, it cannot be removed until the end of Combat.  
| To increase reliability, the user raises the minimum result on Attack rolls to 5 for the next 3 turns. During this time, the user’s damage from Attack rolls are reduced to 1 HP. Once ended, Tech Auto goes on a 30 minute cooldown.
| N/A
| N/A
|-
|-
| Tech Gravity
| Tech Charge
| Active Technique
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To change enemy distance, this Ability has two optional functions. Either pull everyone in range (including allies) towards the user, landing 1 Block away from them, or push everyone in range away from the user by 10 Blocks. In both instances, this counted as Knockback. Tech Gravity has a 1 Hour Cooldown.  
| To empower an ally, grant a character within range +2 (breaks cap up to 11/9) to either their Attack or Defense for the next 30 minutes. For as long as Tech Charge is active, the user takes -2 from Attack or Defense (can go into negatives), depending on what was chosen. Tech Charge does not stack, and once ended, goes on a 1 Hour Cooldown.
| N/A
| N/A
|-
|-
| Tech Lasso
| Tech Exhaust
| Active Technique
| Instant Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To drag someone closer, use this ability to pull a character within range onto the block in front of the character. If they are on a different verticality (like on a roof), this ability’s range becomes emote range and they are pulled off the nearest ledge and take 1 HP falling damage if they fall more than 6 Blocks, unless they have Fall Damage Immunity. This secondary effect can target any character within Emote Range. Tech Lasso has a 1 Hour Cooldown.
| When the user is affected by a Status Effect that would negatively affect them (disables an Ability, Action, or movement that the character has), use this ability to set that Status Effect’s duration to 30 Minutes, and prevent its removal except by this ability. The user gains 1 Block Token Instantly, and sets their Movement Speed to 15 Blocks. Additionally, for the user’s Attack and Defense Rolls, their minimum roll is now 2, instead of 1. Tech Exhaust goes on cooldown once ended, and can only be used Once Per Combat.  
| N/A
| N/A
|-
|-
| Tech Rockets
| Tech Resist
| Active Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To discourage enemy abilities, use this ability to to garget 3 enemies within range. For the next 30 minutes, if they are affected by a Link Power by one of their allies, they gain the Brittle Debuff without breaking or countering the Link Power. This effect cannot stack more than once on the same person. Tech Rockets as a 2 Hour Cooldown.
| To 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), but deals 1HP less damage on their Attacks. Once ended, Tech Resist goes on a 2 hour cooldown.
| N/A
| N/A
|-
|-
| Tech Sanction
| Weapon Throw
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To protect an ally, Target an ally and give them +1 Block Token, then, pull the Target ally towards the user, causing them to land next to the user (on either side). Tech Sanction can also be used on Allies that are up on roofs, as it ignores fall damage. Tech Sanction has a 3 hour cooldown.
| 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==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| 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 6 HP or less. The user's next successful Attack Emote heals the user by +2HP. If the attack upon the Target has a Block Token broken instead of losing HP, additionally apply the Brittle Status Effect. Bruiser Agony can only trigger once Per Combat.
| {{#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 keep the violence going, this Ability is always passively active once combat begins. For each successful attack the user lands upon a target, gain +1 Attack that breaks cap up to a maximum of 11 until they fail an Attack Roll, in which case the bonus resets to 0. If the user breaks a Block Token, gain +2 Attack instead. This effect can stack as many times as they are successful in landing hits.
| {{#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 has collectively dealt -2HP damage to themselves with Abilities, grant 1 Block Token. Once per combat, If Chem Mend is on Cooldown when the User drops to 4 HP, take Chem Mend off cooldown. Chem Mend has a 1 Hour Cooldown.
| N/A
| N/A
|-
|-
| Tech Stim
| Combat Sight
| Active Technique
| 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 automatically has the Blinded Status Effect applied to them when Combat Begins, and 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).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To buff an ally, use this Ability to target them with a Link Power. Choose to apply either +2 Main Combat Stat (break cap up to 11) or +2 Main Defense Stat (break cap up to 9) for as long as the Link Power lasts. Tech Stim has a 2 Hour Cooldown, that is activated when the Link Power is Broken, not when it is first used.
| 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 Defense Stat for as long as the Status is applied to them. If the Status is Removed, the +1 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
| N/A
|-
|-
| Unyielding Strike
| Puretek Blessing
| Active Technique
| 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.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
|To cleanse a Debuff with Anger alone, use this Ability to instantly cleanse one Debuff applied to the user. Optionally, the user can immediately make a melee attack against an enemy, which has +1 Main Combat Stat (breaks cap up to 11) added to that single attack only. Unyielding Strike has a 3 Hour Cooldown.
| To 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, while they have this Block Token.
| N/A
| N/A
|-
|-
| Volley Assist
| Shield Cover
| Active Technique
| 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).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user kneels down and fires a rapid volley into the air above a target enemy, raining down projectiles. These do no damage, but the target and anyone within 2 blocks of them is rooted to the ground for 5 minutes, until they are attacked or take damage from an ability. Volley Assist has a 45 minute cooldown.
| The user passively is able to increase their defenses against Ranged Attacks from Ranger and Deadeye Stance. When a character is targeted with a Ranged Attack Emote, their minimum Defense Roll is raised to 9 for Ranger Stance attacks, and 6 for Deadeye Stance attacks. Shield Cover does not consume an Action, and has no Cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Weapon Throw
| Thick Hide
| Active Technique
| 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 }}
|-
|}
 
==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
|-
| Champion 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 targets a single Ally, and attaches a Link. While this Link is active, the target adds any increases, even ones that don’t break cap, to their Attack or Defense to their minimum Attack and Defense Rolls respectively, but only up to a maximum of +6 for each. 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).}}
| As a reaction to an enemy using a Movement Ability, the user places a Link upon both an Ally and that Enemy. As long as it is upheld, the Ally copies all Movement Abilities used by the enemy, landing on the same destination, though not benefitting from additional mechanics (like attack Emotes, or Knockback effects) for the next 15 minutes. This does not use the Ally’s Move or Action. Chase Command has a 1 hour Cooldown once broken.
| {{#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 +3 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 }}
|-
| Mobile 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).}}
| To allow freedom of movement, place this Link on an Ally within range. This link lasts until broken, and grants the target an extra 2 Blocks of movement, as well as the ability to fight freely underwater. Lastly, once per usage of this Ability, the target can scale a wall using an Ender Pearl in-game. Once broken, Mobile Command has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Overwhelm 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 targets a single Ally, placing a Link upon them. While this Link is active, if the Ally has more than 3 enemies within Melee Range of them, the first Ability the Ally uses on each turn does not consume their Action. Once broken, Overwhelm Command has a 2 Hour Cooldown. 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 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).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To throw a side-weapon at an enemy in range, use this Ability to make a ranged attack that uses the user's Strength Stat instead of Dexterity, but subtracted by 1. Weapon Throw has a 30 minute cooldown.  
| To 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
| N/A
|-
|-
|-
|}
|}
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| Counter Technique
| 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.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To interrupt an enemy’s attack, use this ability to Stagger an enemy as a reaction to a Melee Basic Attack or Active Technique targeting self. The user then increases their Constitution by 3, breaking the cap up to 9, for the next 2 attack emotes against the user. If the target has the Brittle Debuff, then this ability instead increases the user’s Constitution by 3, breaking the cap up to 9, for the next 4 attack emotes. Bruiser Feint has a 2 hour Cooldown. Bruiser Feint requires the user to be in Bruiser Stance.
| 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 turns. If the target has any Block Tokens gained from Abilities, additionally apply the Brittle Status Effect. Bruiser Feint has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Bruiser Parry
| Bruiser Parry
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To deflect an arrow or bullet, use this ability to parry and Counter a single ranged attack, or a Firearms or Archery Active Technique. If the user of the countered ability currently has the Brittle Debuff, the effects of this attack or technique are reflected back at the target. Bruiser Parry has a 1 hour cooldown. Bruiser Parry requires the user to be in Bruiser Stance.
| As a reaction to an Attack from Ranger or Deadeye Stance, the user is able to catch the incoming projectile. If Ranger, reduce the damage to 0, if Deadeye, -1HP. Additionally, the user throws the projectile back at their attacker, applying the Brittle Status Effect. Bruiser Parry can be used out of turn, does not take an Action, and has a 1 Hour Cooldown.  
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Building Smash
| Building Smash
| Counter Technique
| 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.}}
|{{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| This Technique can be used on a building, so long as another person is standing on its roof, or on some higher ledge like a roof trim or balcony or top of a tower. When used, the user smashes into a selected building causing it to shake and destabilize all characters standing on top of it. Anyone standing on a higher ledge of such a building will fall off the building, forward towards the user and causing 1HP of damage unless the user is immune to fall damage. All targets additionally are unable to use a Movement Power for 10 minutes after landing. Building Smash has a 1 hour cooldown and ignores Displacement Immunity.
| This Technique can be used on a building, so long as another person is standing on its roof, or on some higher ledge like a roof trim or balcony or top of a tower. When used, the user smashes into a selected building causing it to shake and destabilize all characters standing on top of it. Anyone standing on a higher ledge of such a building will fall off the building, forward towards the user and causing 1HP of damage unless the user is immune to fall damage. All targets additionally are unable to use Movement Abilities for 10 minutes after landing. Building Smash has a 1 hour cooldown and ignores Displacement Immunity.
| N/A
| N/A
|-
|-
| Close Save
| Cheap Shot
| Counter Technique
| 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.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| To push an ally out of harm’s way, use Close Save as a reaction to an Archery or Firearms Point Buy attack or Active Technique. The ally is knocked back by 2 blocks, avoiding any damage, but not any extra effects. Close Save has a 4 hour cooldown.
| To counter magic, use this ability out of turn in reaction to an enemy within range using a Power, 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
| N/A
|-
|-
| Cheap Shot
| Chem Bang
| Counter Technique
| 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.}}
| {{#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 counter magic targeting self, quickly strike the mage in retaliation. As a reaction to an enemy in range using a Power from Radiant or Sinistral Point Buy that targets the user, the user Counters that Power. Additionally, the user may choose to move up to 3 Blocks immediately after, but this is optional. Cheap Shot has a 1 hour cooldown. Cheap Shot does not Stack.
| To test a foe, toss an explosive charge at the Target. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 5 Blocks for the next 30 Minutes. 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
| N/A
|-
|-
| Chem Bang
| Chem Purge
| Counter Technique
| 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.}}
| {{#simple-tooltip: Self Range | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To sabotage a foe, send an explosive charge at the Target. If the Target is Mounted (riding on a Mount), they are dismounted, and cannot re-Mount for 10 Minutes. If the Target was not Mounted, they are Weakened for 10 Minutes. Chem Bang has a 3 Hour Cooldown, cannot Stack, and has a 40 minute Internal Cooldown.
| 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
| N/A
|-
|-
| Chem Slip
| Close Save
| Counter Technique
| Counter Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#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 prevent Movement Powers, use this Ability to cause Emote Range around the user to block the use of Movement Powers, until one is used. If a Movement Power is used, that Ability is Countered, and the effect (preventing Movement Powers) ends. The effect (preventing Movement Powers) can be ended early with an enemy performing a Mundane or Magical Attack Emote at the ground, but this consumes their entire Action that they cannot use to attack someone else. Chem Slip has a 2 Hour Cooldown.
| 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
| N/A
|-
|-
| Critical Hit
| Cutthroat Backstab
| Counter Technique
| 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).}}
| Melee Range
| In order to focus on a target and deal a heavy amount of damage, use this ability to charge a guaranteed hit. The user picks a target that they can see within range, charging their weapon for 10 minutes whilst becoming entirey immobilized. If the user is targeted with any Ability or Basic attack, or the target leaves their range, this Ability is interrupted and put on a 15 minute cooldown. If left uninterrupted, the user fires a projectile that deals 6 HP worth of damage to the target. Critical Hit cannot be interrupted, Countered, Staggered, or avoided once completed, and has a cooldown of 2 hours.
| 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 }}
| {{#simple-tooltip: N/A }}
|-
|-
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| Self
| 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.  
| 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 }}
|-
| Degrading 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).}}
| To punish the enemy for tactical play, use this Ability as a reaction to an enemy breaking one of the User’s Links, and without using an Action. The target gains -2 to their Attack for the next 15 minutes. Degrading Command has a 30 minute cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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| N/A
| N/A
|-
|-
| Dismount
| Faithwall Prayer
| Counter Technique
| 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.}}
| {{#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 their mount, use this ability to instantly dismount an enemy within range. The Target is pushed off their Mount and knocked over, and Cavalry Summon is forcibly put on a 20 Minute Cooldown. Dismount cannot be used while Mounted, and has a 1 hour cooldown.
| As a reaction, and without using an Action, Silence a target who uses a Power from Theurgy, Shaman, Paladin, or Cleric Point Buy that targets the user, if that Ability is used by someone of a different faith for the next 2 turns. Faithwall Prayer can be used Once Per Combat.
| N/A
| N/A
|-
|-
| Interception
|Interception
| Counter Technique
| 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.}}
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| In order to prevent your allies from coming to harm, use this ability to step in the way of attacks. As a reaction to an attack or Active Technique, the user can dive in and protect a target within 3 + CON Stat blocks from them from incoming harm. The user immediately moves in front of the target, becoming the target of the Technique from any category instead. The user cannot nullify or avoid the attack or Technique. Once this effect ends, it goes on a 30 Minute Cooldown.
| 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 }}
| {{#simple-tooltip: N/A }}
|-
|-
| Pure Sanction
| 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: Stagger the Ability, and grant +2 Attack to the user if they use another Power within 3 turns. If Sinistral Version: Additionally apply the Marked Status Effect to the Target.Puretek Antimagi has a 1 Hour Cooldown.
| N/A
|-
| Puretek Sanction
| Counter Technique
| 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).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| To counteract magic, use this ability as a reaction to a non-Mundane character using a Power from Point Buy. The target has the Threatened Debuff applied for the next 10 Minutes. If the target uses another Power from Point Buy, the Threatened Debuff ends and they are instead Silenced for 10 additional minutes. Pure Sanction has a 2 Hour Cooldown, does not Stack, and has a 30 minute Internal Cooldown. This ability requires the user to be in Puretek Stance.
| To counteract magic, use this ability as a reaction to a non-Mundane character using a Power. 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, 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 }}
| {{#simple-tooltip: N/A }}
|-
|-
| Pure Wrath
| Puretek Wrath
| Counter Technique
| 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).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| As a reaction to being hit by a basic attack, the user immediately fires a quick-fire shot into the target's face after being hit and inflicting the Blinded Debuff to them for 10 minutes. Pure Wrath has a 1 hour cooldown, and a 20 Minute Internal Cooldown. Pure Wrath requires the user to be in Puretek Stance.
| 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  
| {{#simple-tooltip: N/A }}
|-
|-
| Rage Counter
| Rage Counter
| Counter Technique
| 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.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| In order to return fire on a heavily defensive opponent, use this Ability to deal harm to those who have harmed you. Upon taking damage from a basic attack or Active Technique from Point Buy, the user is able to immediately make a guaranteed strike against the target that attacked them before reacting to the attack they were targeted with themselves, as long as they are in range. This Technique cannot be used if the triggering effect was countered, cancelled, or ignored. Rage Counter has a 2 hour cooldown.
| 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 (within Range) that attacked them before reacting to the attack they were targeted with themselves, but, deal -1HP Damage to self. This can be used out of Turn, but does consume an Action. This Technique cannot be used if the triggering effect was countered, cancelled, or ignored. Rage Counter has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
| Ranger Bola
| 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 slow an enemy down, target an enemy within Range. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 7 Blocks for the next 20 Minutes. If the target is not Mounted, reduce their Movement Speed by 3 Blocks for the next 10 Minutes. Ranger Bola cannot be used while Mounted, has a 1 hour cooldown once ended.
| {{#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 }}
| {{#simple-tooltip: N/A }}
|-
|-
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| Counter Technique
| 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).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| This ability requires Command Stance to be active. Target an ally in Emote Range that has just lost an Attack Emote dice roll, or a Defensive dice roll. Then, force them and the person who was rolling with them to re-roll. If they fail a second time, they may be forced to roll a third time. If they fail the third roll, nothing happens. Resist Command has a 30 minute Cooldown.  
| Target an ally in Emote range that has just lost a Defensive dice roll. The next 4 times the target loses a Defensive dice roll, any damage the target takes is reduced by 1, including the triggering attack. Once ended, Resist Command has a 1 Hour cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
| Soft Landing
| 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 avoid falling damage, as an action before the user jumps off a ledge or height, prepare to fall safely, and take 0HP falling Damage. If the user lands next to an Enemy, they can immediately make a Melee Attack. As a reaction to the user being forced to fall off a ledge, reduce Falling Damage by -1HP. If either function is used, 1 Hour Cooldown.
| N/A
|-
|-
| Sharp Reflexes
| Sharp Reflexes
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To dodge a dangerous attack, this ability can be used as a reaction to an attack targeting the user. The user adds +2 to their final roll, but must declare this before rolling. Sharp Reflexes can only be used if the user has a Dexterity Stat of at least 6. Sharp Reflexes has a 1 hour cooldown.
| 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
| N/A
|-
|-
| Shield Block
| Shield Block
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| In order to last longer in melee combat, use this Ability to block a single melee basic attack every 30 minutes. The user can also immediately make a basic attack after blocking, if they choose.
| 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 }}
| {{#simple-tooltip: N/A }}
|-
|-
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| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| In order to protect oneself from incoming fall damage, use this ability when falling from a higher ledge without any other protections. As a reaction to falling from a higher ledge, the user uses their shield to brace for the incoming impact, preventing them from suffering any harm and additionally allowing them to make a basic attack after landing. Shield Brace has no cooldown.
| To avoid falling damage, as an action before the user jumps off a ledge or height, prepare to fall safely, and take 0HP falling Damage. If the user lands next to an Enemy, they can immediately make a Melee Attack. As a reaction to the user being forced to fall off a ledge, reduce Falling Damage by -1HP. If either function is used, 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
| Shield Cover
| 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
| 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.}}
| The user can raise their shield, independently or as a reaction to being shot at by a Ranged Basic Attack (Archery, Firearms, Magic), instantly blocking the shot and any damage from it. Shield Cover can only block from attacks in front of them, and cannot be used to instantly turn around and block shots from behind. The user cannot use any other Abilities or Attacks in the same instance they use Shield Cover, but Shield Cover has no cooldown and can be used to block any number of attacks.
| 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 }}
| {{#simple-tooltip: N/A }}
|-
|-
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| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| The user braces themselves against (or avoids) a single Displacement or Root, rendering them immune to the use of that Ability. After using this Technique, the user can perform a basic attack directly after. Steady Body has a 3 hour cooldown.  
| 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
| N/A
|-
|-
| Pure Antimagi
| Tangle Strike
| Counter Technique
| 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).}}
| {{#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 negate Magic, use this Ability to Counter one Radiant or Sinistral Spell Point Buy Ability that targets an ally, including the user of Pure Antimagi. Pure Antimagi has a 1 Hour Cooldown, and a 30 Minute Internal Cooldown.  
| To knock an enemy off balance, use this ability on an enemy within range. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 5 Blocks for the next Hour. If the Target was not Mounted, instead apply the Fleeting Status Effect for 30 Minutes. Tangle Strike cannot be used while Mounted, and has a 2 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 and the user cannot benefit from HP threshold mechanics while active. Tech Assimilate ends when the last Block Token is broken, but has no cooldown.
| N/A
| N/A
|-
|-
| Technique Parry
| Technique Parry
| Counter Technique
| 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 }}
|-
|}
==Movement Techniques==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Brawl Stampede
| Movement 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 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. Brawl Stampede can move through people, and does not trigger Opportunity Attacks on the Target only. The user and target cannot use Movement Techniques/Powers for 10 minutes after using Brawl Stampede. Brawl Stampede counts as a Displacement in the case of Ability counters, and has a 2 hour cooldown.
| N/A
|-
| Bruiser Slam
| Movement 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 close the distance with a foe, leap to target Enemy within Range, without passing through people. If the Target has a Block Token, the Block Token is immediately broken and the Brittle Status Effect is applied. If the Target has no Block Tokens, apply both the Prone and Brittle Status Effects. Bruiser Slam as a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Building Scale
| Movement 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 defend against an attack, use this Ability to protect the user from the effects of an Active Technique from Melee, Bruiser, or Cutthroat Point Buy. Additionally, the user may choose to move up to 3 Blocks immediately after, but this is optional. Technique Parry has a 1 Hour Cooldown.
|  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.
| N/A
|-
| Cutthroat Dodge
| Movement 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.
| {{#simple-tooltip: N/A }}
|-
| Cutthroat Tears
| Movement Technique
| 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.
| {{#simple-tooltip: N/A }}
|-
| Diving Tackle
| Movement 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 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 has a 2 Hour Cooldown.
| N/A
|-
| Getaway
| Movement 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.
| {{#simple-tooltip: N/A }}
|-
| Hook Shot
| Movement 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 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. If Hook Shot is used outside of Combat, it has a Range of Emote Range.
| {{#simple-tooltip: N/A }}
|-
| Puretek Evade
| Movement 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 has a 2 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Shield Slam
| Movement Technique
| {{#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 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 has a 2 hour cooldown.
| {{#simple-tooltip: N/A }}
|-
|  Tank Charge
| Movement Technique
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| The user 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 has a 30 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Tank Hero
| Movement 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, 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 has a 1 Hour Cooldown.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
| Tank Rush
| Movement 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 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 has a 4 Hour Cooldown.
| {{#simple-tooltip: N/A }}
|-
| Tech Exchange
| Movement 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 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 has a 1 hour cooldown.
| N/A
|-
|-
|}
|}


==Mount Techniques==
==Mount Techniques==
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! Possible Ability Modifiers
! Possible Ability Modifiers
|-
|-
| Cavalry Summon
| Carriage Summon
| Mount Technique
| Mount 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 may whistle or shoot a flare or other method of summoning, to call their Mount to them. The user may then use the Pets plugin to summon a pet, and mount it, as if their Mount has arrived on the scene and they are able to mount it. From this point onwards, the user is Mounted. While Mounted, the user moves at Asha Speed. This Ability has a 5 Minute Cooldown once dismounted.  
| 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. During Combat, additional riders in the Carriage do not gain this movement benefit, unless they also have the Carriage Summon or Cavalry Summon Ability. If a Carriage has 1 Character that does not have the Ability, the Carriage moves at Normal Speed. Carriage Summon has a 30 minute cooldown, once exited.
| N/A
| N/A
|-
|-
| Carriage Summon
| Cavalry Summon
| Mount Technique
| Mount 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 may hop onto a carriage and become the driver of it, "summoning" it through some contrivance of it being hidden or driven in by someone else. From this point onwards, the user is Mounted, and anyone else who hops into the carriage is also Mounted. If a Dismount Ability is used on the Carriage, the driver and anyone in it is dismounted, and they are Knocked Down. Carriage Summon has a 20 minute cooldown.  
| The user may whistle or shoot a flare or other method of summoning, to call their Mount to them. The user may then use the Pets plugin to summon a pet, and mount it, as if their Mount has arrived on the scene and they are able to mount it. From this point onwards, the user is Mounted. While Mounted, the user gains an additional 5 blocks of movement each turn. Cavalry Summon has a 30 minute cooldown, once exited.
| N/A
| N/A
|-
|-
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| Stance Technique
| Stance 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 must have a weapon equipped to switch to Bruiser Stance. The user cannot have a shield equipped, or use Shielding Point Buy Techniques. While in Bruiser Stance, the user cannot have their Strength Stat reduced by outside forces. Bruiser Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended, Bruiser Stance goes on a 20 Minute Cooldown.
| During Bruiser Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Bruiser Stance, the user cannot have their Attack reduced by outside forces. Bruiser Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended, Bruiser Stance goes on a 20 Minute Cooldown.
| {{#simple-tooltip: N/A }}
|-
| 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 can be upheld indefinitely, but has a 20 minute cooldown once ended.
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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| Stance Technique
| Stance 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 enter Command Stance, the user must have no Weapon or Shield equipped, but Armor is permitted. When entering Command Stance, the user cannot use any other Abilities except Racial Traits, Command Point Buy Abilities, and any active Link Powers are broken. The user may also not perform Attack Emotes, but can defend against incoming attacks with Wisdom as Main Defense Stat. Additionally, once per combat, if the user fails a Defensive roll while being attacked (and takes damage), they can immediately relocate to anywhere they can walk to within 15 Blocks after taking damage. Finally, any Link Abilities used by the user while in Command Stance remain active so long as they remain in Viewing Range, rather than breaking when leaving Emote Range. Command Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Command Stance goes on a 20 Minute Cooldown. If the user was Mounted, they remain Mounted while in Command Stance, but cannot use Abilities that require a mount.
| 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 4 to the minimal result of either their next Attack or Defense roll (/roll 5 17 as an example). This does not Stack with itself, or with other bonuses that raise the minimum result. 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 }}
| {{#simple-tooltip: N/A }}
|-
|-
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| Stance Technique
| Stance Technique
| Self
| Self
| The user must have a lightweight weapon, such as a dagger or whip, equipped to switch to Cutthroat Stance. The user cannot have a Shield or Armor equipped, or use Melee Point Buy Techniques. Instead, they can utilize Dexterity as their Main Combat Stat when using Basic Attacks in Melee Range. While in Cutthroat Stance, the user becomes immune to the Rooted effect. Cutthroat Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Cutthroat Stance goes on a 20 Minute Cooldown.}
| 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 }}
| {{#simple-tooltip: N/A }}
|-
|-
| Divine Defense
| Deadeye Stance
| Stance Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution). This Ability does not consume an Action. Divine Defense has no Cooldown, but when it is activated, it cannot be removed until end of Combat. If Divine Defense triggers Critical Strike, the user also gains +1 Block Token.  
| 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. 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
| N/A
|-
|-
| Garas Stance
| 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 can be upheld indefinitely, but has a 20 minute cooldown once ended. 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
| Stance 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 Stance can be active at the same time as Point-Buy Stances (like Tanking or Bruising Stance). This stance cannot be active at the same time as other Stances derived from the Sihai Racial Traits. While this Stance is active, the Sihai is immune to any Abilities that would negatively affect their Proficiencies (but can still be affected by positive Proficiency changes). Activating This Stance puts all other Stances in Sihai Racial Traits on a 1 Hour Cooldown.
| 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
| N/A
|-
|-
| Hex Defense
| Ranger Stance
| Stance Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution). The user can sacrifice 2 of their own HP, or 2 of their allies HP. This Ability does not consume an Action, and can be used as much as the Theurgist wants. Hex Defense has no Cooldown, but when it is activated, it cannot be removed until end of Combat.
| 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
| N/A
|-
|-
| Lalang Stance
| Tank Stance
| Stance Technique
| Stance 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 Stance can be active at the same time as Point-Buy Stances (like Tanking or Bruising Stance). This stance cannot be active at the same time as other Stances derived from the Sihai Racial Traits. While this Stance is active, the Sihai gains +1 Main Combat Stat, though only while attacking someone who is Occult. Activating This Stance puts all other Stances in Sihai Racial Traits on a 1 Hour Cooldown.
| 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 Max Defense Stat from Proficiencies raised to 7 from 5 in System Combat. 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 }}
|-
|}
==Custom Kit Abilities==
These Abilities are not available to all players, they are specific only to certain Players, through the [https://forums.massivecraft.com/threads/roleplay-custom-kit-applications.99283/ Custom Kit System.] They are just here so players can use them in the plugin and understand them easier.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Penitent Martyr
| 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).}}
| Bahmboozled Custom Kit. Anytime an Ally in Emote Distance receives a point of Damage, Drulailmon can choose to absorb this Damage instead. Doing so grants Drulailmon 1 Stack of Penitence. Additionally, Drulailmon’s Turn Order is moved forward after choosing to do so, meaning Drulailmon can take an Action immediately after using Penitent Martyr and taking 2 Damage. No Cooldown.
| N/A
|-
| Penitent Watch
| 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).}}
| Bahmboozled Custom Kit. Anytime an Enemy in Emote Range uses a Movement Ability, they must make a choice: Either their Movement Ability is Staggered and they are forcibly pulled into Melee Range of Drulailmon, or their Movement Ability executes as intended, but Drulailmon gains 1 Stack of Penitence. This Ability is permanently active.
| N/A
|-
| Penitent Guard
| 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).}}
| Bahmboozled Custom Kit. Anytime the first Ally of Drulailmon goes down in a fight, Drulailmon absorbs their Soul and creates a Spirit apparition of them by her side. This Untargetable Spirit can then take 3 Actions (Abilities, or Attack Emotes) while counting as a Spirit, but they cannot move. When the 3 Actions are taken, the Spirit dissipates. Drulailmon gains 1 Stack of Penitence when this Ability activates.
| N/A
|-
| Penitent Bearer
| Passive 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.}}
| Bahmboozled Custom Kit. Whenever an Enemy has the Prone Status Effect applied to them in Melee Range, Drulailmon gains an automatic Move Reaction against them out of Turn as if they tried to move. This Ability is permanently active.
| N/A
|-
| Penitent Soldier
| Passive 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.}}
| Bahmboozled Custom Kit. Drulailmon, whenever being on the receiving end of a Move Reaction, forces the attacker to make a Choice: Either ignore the Move Reaction and let Drulailmon pass, or perform the Attack Emote. If the Attack Emote applies Damage to Drulailmon, Drulailmon generates 1 Block Token after taking Damage, while also gaining 1 Stack of Penitence. No Cooldown.
| N/A
|-
| Penitent Ultimate
| N/A
| {{#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).}}
| Bahmboozled Custom Kit. This Ability activates automatically on the Cost threshold. Count the amount of Allies and Enemies in Combat. If there are more Enemies, Drulailmon heals for 2 HP, and this Ability can re-activate. If there are more Allies, Drulailmon Heals an Ally for 2 HP, but grants one chosen Enemy an extra Attack Emote in their next Turn. If Equal, choose. This Ability can activate out of Turn. No Cooldown, but 3 Stacks of Penitence Cost.
| N/A
|-
| Prideful Charge
| Movement Power
| {{#simple-tooltip: 20 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Okanara Custom Kit. Signe launches herself up to 20 blocks, following any path, but not diagonal. She passes through Enemies, and can end the path early in Melee Range of an Enemy. Each Enemy passed through will be unable to use Move during their next Turn. When landing, Signe immediately follows up with two Attack Emotes with +2 Attack Stat. For each hit, gain 1 Stack of Prideheart. 1 Hour Cooldown.
| N/A
|-
| Prideful Mirror
| 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).}}
| Okanara Custom Kit. This Ability can be used to react out of turn to a Void Aligned Ability or Exist Aligned Ability used in Emote Distance. If Exist, Signe can Dispel the Ability. If Void, Signe instead copies the Ability and immediately uses it. This Ability can copy Abilities that rely on Stances, and function without them. Signe can also consume the Void Ability and not use it for 2 Stacks of Prideheart. 1 Hour Cooldown.
| N/A
|-
| Prideful Hound
| 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).}}
| Okanara Custom Kit. Signe summons a Thirun Hellhound from a magical portal that pounces on a Target in Emote Range. The Target has the Status Effect Trapped applied to them until they consume an entire turn to push the Hellhound away from them. The Target must also choose: Give Signe one Stack of Prideheart, or take another Status Effect of Cursed for the next 20 Minutes. 1 Hour Cooldown.
| N/A
|-
| Prideful Strings
| 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).}}
| Okanara Custom Kit. Signe Targets an Ally or Enemy in Emote Range with 0 HP, and forces a Thirun Hellhound to control their body in the fight on her side with 4 HP and halved (rounded down) Attack and Defence Stat that can only Attack Emote. A person affected by Prideful Strings cannot be Magic Revived until dead. Each time such a Hellhound Puppet dies, Signe gains 1 Stack of Prideheart. 2 Charges per 2 Hours.
| N/A
|-
| Prideful Haunt
| 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).}}
| Okanara Custom Kit. Signe is too prideful to die, and cannot be Targeted by Revival Abilities. If she hits 0 HP, she can forcibly take HP from Allies even if that would KO them to top herself up 2 HP at a time. If she decides to stay KO, her Soul departs, and merges with an Ally, from which she can take their turns to keep using her Custom Kit Abilities only, including Stack gains and usage of Ultimate. 
| N/A
|-
| Prideful Ultimate
| N/A
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Okanara Custom Kit. Signe summons Pride’s Bone Saw from a Hell Portal, and can move up to 10 Blocks towards a Target, slashing them. This Knocks them prone, and immediately does 3 HP Damage. After completing this Ability, Signe can jump, or stay, while the sword returns to Hell. If there is a Justice Arkenborn in the fight, open Combat with Prideful Ultimate free of charge but only once. No Cooldown, but 3 Stacks of Prideheart Cost.
| N/A
|-
| Firebrand Soar
| 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.}}
| Lizmun Custom Kit. Heishan flies with Elytra to the sky and Targets an enemy in Emote Range. Heishan then lands on the Target, applying the Status Effect Prone, an can use an Attack Emote. Failing to do damage, or getting Dispelled gives 1 Stack of Ragefire. This Ability can be used as a Combat opener without going off Cooldown. If this Ability is copied, Range is 10 Blocks instead. 1 Hour Cooldown.
| N/A
|-
| Firebrand Chase
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Lizmun Custom Kit. Whenever Heishan is dealt at least -2 HP Damage, Heishan screams in rage in response, gaining +1 Attack Stat for the next Attack Emote (break Cap up to 11) Heishan does against the source Target, but only for the next Turn. If Heishan cannot reach the Target this does nothing. Additionally Heishan generates 1 Stack of Ragefire. No Cooldown.
| N/A
|-
| Firebrand Fates
| 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).}}
| Lizmun Custom Kit. If Heishan fights without any other Archon Allies in a fight, Heishan gains +1 Attack Stat (breaking Cap up to 11). If Heishan is with at least 1 Archon Ally, Heishan gains 1 Stack of Ragefire each time any Archon Ally has lost at least 6 HP, counting only once per Ally. Additionally Heishan owns the Firescar Cave, a unique House Region that can move across the City.
| N/A
|-
| Firebrand Punisher
| Passive 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.}}
| Lizmun Custom Kit. Heishan cannot be fled from without a cost. Whenever an Enemy uses a Move to walk out of Heishan’s Melee Range, or uses a Movement Power to move out of Heishan's Melee Range, Heishan gains a Move Reaction (Opportunity Attack). If this Opportunity Attack fails to do any Damage, Heishan gains 1 Stack of Ragefire. This only applies once per Target.
| N/A
|-
| Firebrand Demise
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Lizmun Custom Kit. Heishan cannot be Targeted by Revival Abilities. Once Heishan hits 0 HP, she is temporarily held from death by rage, and can perform 2 Attack Emotes before going KO. If Heishan was standing on Dragonfire Ground when she hit 0 HP, instead of those 2 Attack Emotes, all Dragonfire Ground erupts and does -2 HP Damage to all Allies and Enemies standing on any block of it.  
| N/A
| N/A
|-
|-
| Medical Stance
| Firebrand Ultimate
| Stance Technique
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Lizmun Custom Kit. Heishan erupts the ground (//cyl 20%crying_obsidian,80%coal_block 5 -1). Enemies standing on a Crying Obsidian Block when created takes -1 HP Damage. The area is now classified as Dragonfire Ground. While on Dragonfire Ground Heishan cannot be damaged by Ranged Attack Emotes from outside it. This Ability can be re-used to expand Dragonfire Ground. 4 Stacks of Ragefire Cost.
| N/A
|-
| Blackwood Leap
| Movement 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).}}
| Beetrootsalad Custom Kit. Erwin uses a Grappling Hook to relocate anywhere in Emote Range, capable of going up or down, across gaps, so long as he lands somewhere people can stand on. However, while in movement, this Ability counts as a Move, meaning it will trigger Move Reactions (Opportunity Attacks). This Grappling Hook can be used infinitely and without Cooldown out of Combat. 30 Minute Cooldown.
| N/A
|-
| Blackwood Misery
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Beetrootsalad Custom Kit. The first Attack Emote or Ability of Erwin that gets Staggered passes through despite the Stagger. Additionally, he is given an extended Turn in which he can use an Ability, but not perform a second Attack Emote. For every Ability or Attack Emote of Erwin that gets Countered, Dispelled, or Staggered he gains 1 Stack of Desperation (including the one that triggers this Ability). Once Per Combat.
| N/A
|-
| Blackwood Ammo
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Beetrootsalad Custom Kit. This Ability does not consume turn, functions (not Status effects) are active until end of Combat. Gain 1 Stack of Desperation. High Faith: Erwin applies the Status Effect Marked to Self. He can now Attack Emote through Cover without Line of Sight. Low Faith: Erwin heals +2 HP, then applies Status Effects Bloody and Cursed to Self, and increases total HP to 12. Once per Combat.
| N/A
|-
| Blackwood 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.}}
| Beetrootsalad Custom Kit. This Ability does not consume Turn. When this Ability is activated, Erwin gains 1 Stack of Desperation. High Faith: Erwin performs a Prayer to Glanzia, and is granted one Block Token. Erwin can have more Block Tokens than 3. Low Faith: Erwin takes 1 Damage as his prayer is unanswered. His next 2 successful Attack Emotes do +1 Damage each. 1 Hour Cooldown.
| N/A
|-
| Blackwood Mending
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Beetrootsalad Custom Kit. This Ability does not consume Turn. When this Ability is activated, Erwin gains 1 Stack of Desperation. High Faith: Erwin has the Status Effect Trapped. Next 2 Turns, Heal +1 each, and +2 on the Third, then Cleanse Trapped. Low Faith: Erwin heals +1 HP and chooses up to two 2 Status Effects to remove from Self.
| N/A
|-
| Blackwood Ultimate
| N/A
| {{#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).}}
| Beetrootsalad Custom Kit. Erwin Targets all Enemies in Emote Range, and performs an Attack Emote for each, shooting in rapid succession in Deadeye fashion. However, each Attack Emote rolls at half (rounded up) Attack Stat, and only does -1 HP Damage if it lands. If none of the shots land, Erwin instantly gains 4 Stacks of Desperation and can use this Ability in the same Turn again, until at least one hits. 4 Stacks of Desperation.
| N/A
|-
| Quick Blades
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Mantarey Custom Kit. Vexes can invest in both Ranger Stance and Cutthroat Stance, ignoring Stance purchasing limits. When Vexes swaps Stances, they gain a benefit depending on Stance. Ranger to Cutthroat: Vexes gains +5 Blocks Movement on their next Move Action. Cutthroat to Ranger: Vexes first Ranger Ability gains -10 Minute CD. When Swapping, gain 1 Stack of Finesse.
| N/A
|-
| Quick Snipe
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Mantarey Custom Kit. Vexes can apply the Trapped Status Effect to themselves for three turns, and while they have that Status, gain Bonuses to their Attack Rolls. Turn 1’s Attack gains +1 to the Final Result, Turn 2’s gains +2 to the Final Result, and Turn 3’s gains +3 to the Final Result. If at least one of these Attacks hits, Vexes gains 1 Stack of Finesse. 30 Minutes, after 3rd Attack.
| N/A
|-
| Quick Reposition
| Movement 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.}}
| Mantarey Custom Kit. Vexes, when out of combat and not being chased, has no cooldown on the Hook Shot Ability. Vexes can target one spot within 10 Blocks of themselves, and instantly move there, including vertical distances. Vexes can move through people, and ignores Opportunity Attacks. If Vexes moved past (Move Reaction) or through at least two enemies, gains 1 Stack of Finesse. 1 Hour Cooldown.
| N/A
|-
| Quick Bomb
| 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).}}
| Mantarey Custom Kit. Vexes targets an enemy they can see within Emote Range, and lobs a smoke grenade at them, and anyone within 2 blocks of Target. All Enemies suffer the Blinded Status Effect, and choose: either remove the Blinded manually, or have it auto-expire after 1 Action, but grant Vexes 1 Stack of Finesse. Max 4 Finesse per usage. 2 Charges Per 2 Hours.
| N/A
|-
| Quick Garrote
| 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.}}
| Mantarey Custom Kit. Vexes can only use this Ability when they are behind an Enemy. Target one enemy in Melee Range, and apply the Silenced or Weakened Status Effect (Vexes’ Choice) for the next 3 Turns. If the Status Effect is removed early, also deal -1HP damage to the Target. If the Status Effect is not removed early, Vexes gains 1 Stack of Finesse. 1 Hour Cooldown.
| N/A
|-
| Quick Ultimate
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Mantarey Custom Kit. Vexes has reached peak Finesse, they no longer trigger Move Reactions on their Move (Opportunity Attacks), allowing them to move in any direction without worry of being attacked, while permanently adding +5 Block Movement on all Move Actions. Each subsequent use of this Ability adds +5 Block Movement on all future Move Actions. This Ability does not consume Turn. 5 Stacks of Finesse.
| N/A
|-
| Redmane Familiar
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Booette Custom Kit. Necalli’s Familiar is constantly present on the battlefield, and cannot be Targeted by enemies. However, if Necalli would take damage that reduces him to 0 HP, he can choose to have the Familiar take the damage instead, leaving him at 1 HP, but “killing” the Familiar (can be revived later) and granting him 2 Stacks of Plumage, but disabling This Ability and Redmane Maul. Once Per Combat use.
| N/A
|-
| Redmane Maul
| Counter Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Booette Custom Kit. As a reaction to an enemy within Emote Range using an Instant Technique or Instant Power, Stagger the Technique, and Dispel the Power, by sending Necalli’s Familiar at the enemy. Also, the Enemy chooses: suffer the Bloody Status Effect for the next 20 Minutes, or give Necalli 1 stack of Plumage. 1 Hour Cooldown.
| N/A
|-
| Redmane Covershot
| 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).}}
| Booette Custom Kit. Necalli applies a Link to an ally within Emote Range. Every time that Ally rolls Attack or Defense, Necalli can grant a +2 to the Minimum of the Roll, by spending his action (not for each, can be 1 Action for both attack/defense in a turn), by offering covering fire. When the Ally succeeds 3 Rolls with Necalli’s help, gain 1 Stack of Plumage, repeating. 30 Minutes Cooldown when Ended.
| N/A
|-
| Redmane Greatshot
| Instant Technique
| {{#simple-tooltip: 15 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Booette Custom Kit. Necalli loads up an unusually sized arrow, targeting an enemy within 15 Blocks. Necalli suffers -2HP, but, his next Attack Emote automatically succeeds, and applies the Brittle Status to the enemy. If Necalli is the one to trigger the Brittle Status Effect, gain 1 Stack of  Plumage. 2 Charges per 1 Hour.
| N/A
|-
| Redmane Starshot
| 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).}}
| Booette Custom Kit. Necalli fires an explosive arrow at an enemy within Emote Range, which explodes on impact, applying the Blinded Status Effect to the Target and everyone within 3 Blocks of the Target. Also, one turn after, it explodes again, applying the Prone Status Effect to anyone still within Range of the initial impact zone. If at least 1 Target has Prone applied, grant 1 Stack of Plumage. 2 Hour Cooldown.
| N/A
|-
| Redmane Ultimate
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Booette Custom Kit. Necalli bunkers down and focuses fully on attacking his enemies, gaining +3 Attack Stat (breaks cap up to 11), and setting his Minimum Attack Dice to 3. But, Necalli can no longer take the Move Action, and has his minimum Defense Roll set to -5. Also, Necalli’s Basic Attacks deal 3 Damage instead of 2. If Redmane Ultimate is cast again, it is just turned off. 5 Stacks of Plumage.
| N/A
|-
| Tempest Hope
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Stellarix Custom Kit. This Ability activates automatically when Combat begins. Remove all Block Counters, and set Asim’s Maximum Block Counter to 0. But, increase Asim’s Maximum HP from 10 to 14, and Heal him to make up the difference. When Asim is Healed by an Ally gain 1 Stack of Petrichor, but only once per 20 Minutes.
| N/A
|-
| Tempest Cleave
| Instant Power
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Stellarix Custom Kit. Asim sweeps his weapon in front of him, targeting an Enemy in front of him within 3 Blocks. The Enemy makes a choice: stand still, and suffer a Basic Attack from Asim with a minimum roll of 4, or jump back 2 Blocks (for free), but give Asim 1 Stack of Petrichor. If Asim’s Attack misses, or if they jump back, apply the Brittle Status Effect to the Enemy. 1 Hour Cooldown.
| N/A
|-
| Tempest Savior
| 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).}}
| Stellarix Custom Kit. Asim takes to the sky with Elytra Flight,  as a reaction to an Ally within Emote Range losing a Defense Roll. Asim flies to that ally, and lands, making his own Defense roll, and suffering any Damage and/or extra effects from the Attack instead. Also grants the Ally 1 Block Token. If Asim fails the roll, gain 1 Stack of Petrichor. If this Ability is copied, Range is 10 Blocks instead. 2 Hour Cooldown.
| N/A
|-
| Tempest Rally
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Stellarix Custom Kit. If Asim is fighting with at least 1 other Archon, gain +1 Defense Stat (breaks cap up to 9). If Asim is fighting with at least 1 other Aelrrigan, gain +1 Attack Stat (breaks cap up to 11). If both apply, grant only one, determined by if there are more Archon or more Aelrrigans. If neither apply, gain 1 Stack of Petrichor when Asim reaches 6HP total for the first time in a fight.
| N/A
|-
| Tempest Sentinel
| Counter Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Stellarix Custom Kit. Asim applies the Trapped Status Effect to Himself, and cannot use Movement Abilities while he has it. If removed, put this Ability on Cooldown. While the Status is applied, Asim’s Move Reaction range is increased to 3 Blocks, and he can make Attacks when Enemies enter that Range, not just pass through it. When Asim fails an Opportunity Attack this way, gain 1 Stack of Petrichor. 1 Hour Cooldown.
| N/A
|-
| Tempest Ultimate
| N/A
| {{#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).}}
| Stellarix Custom Kit. When an ally inEmote Range takes -HP from an Enemy, Asim can, as a reaction, immediately heal that ally by +HP equal to Half (round down) the amount of Petrichor spent. If used on Self, remove all Status Effects on Asim, and become immune to further Status Effects for X turns, equal to Half (round down)  the amount of Petrichor spent. X (Min. 2) Stacks of Petrichor.
| N/A
|-
| Furious Opener
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Patsie Custom Kit. Siobhan’s first action in combat is enhanced, depending on if it was an Attack or Ability. If Siobhan Attacks first: Set the minimum Dice Roll to 3 for that attack, and grant 1 Stack of Rage if the attack Hits, 2 if it Misses. If Siobhan uses an Ability first: Also have the Ability apply the Bloody Status Effect for 5 Turns, and grant 2 Stacks of Rage if Staggered/Ignored/Avoided. Once per Combat.
| N/A
|-
| Furious Eviscerate
| 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.}}
| Patsie Custom Kit. Siobhan targets an enemy within Melee Range, and applies the Bloody Status Effect to them. While they have the Bloody Status Effect, Siobhan gains +2 Attack Stat (breaks cap up to 11) while attacking them. Once Siobhan deals 4 Damage to them, the Bloody Status is removed. If this ability removes Bloody, grant 1 Stack of Rage, if the enemy removes Bloody, grant 2. 1 Hour Cooldown after Status Effect Removal.
| N/A
|-
| Furious Resistance
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Patsie Custom Kit. When Siobhan reaches certain HP thresholds, she gains bonuses. 4HP: +2 Defense (breaks cap up to 9), and removes one Status Effect. 2HP: +2 Attack & +2 Defense (breaks cap up to 11/9), and +1 Block Token to Siobhan. Thresholds activate only once, even if healed, and don’t stack with each other. When Siobhan reaches each threshold, gain 1 Stack of Rage.
| N/A
|-
| Furious Execution
| 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.}}
| Patsie Custom Kit. Siobhan targets an enemy within Melee Range that has 3 or less HP. Siobhan makes an Attack against them, with the minimum Dice Roll set to 3. If the Attack Hits, it deals -3HP damage. If it Misses, grant 2 Stacks of Rage. If this KO’s the target, grant 1 Stack of Rage, and if the target Revives, Siobhan makes another Attack Emote on them, out of turn and without using an Action. 1 Hour Cooldown.
| N/A
|-
| Furious 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.}}
| Patsie Custom Kit. Siobhan cannot be targeted by Revival Abilities. When Siobhan reaches 0HP, she can no longer use Abilities, but cannot be KO’d until she succeeds in one Attack Emote. When Siobhan wins this final Attack roll, also apply the Bloody Status Effect to the Target for 5 Turns, and KO her.
| N/A
|-
| Furious Ultimate
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Patsie Custom Kit. This Ability activates automatically on the Cost Threshold. Siobhan removes her Cap on Attack Stat, allowing any bonuses to break Cap, with no limit. Also, for each enemy within 3 Blocks of Siobhan, grant +1 Attack Stat. But, reduce Siobhan’s Defense Stat by Half that (rounded down, minimum 1), which can go into Negatives. 4 Stacks of Rage.
| N/A
|-
| Oceanic Sumberged
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| KitchenRefugee Custom Kit. Violeana gains bonuses when she is “Submerged:” a character must be fighting in Water completely surrounded by it, even if they can’t swim or breathe. While Submerged, Violeana gains +1 Attack Stat (breaks cap up to 11), and gains 1 Stack of Torrent when using an Ability from this Kit.
| N/A
|-
| Oceanic Riptide
| 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.}}
| KitchenRefugee Custom Kit. Violeana targets all enemies within a 4 Block Radius around her. She chooses: Displace all enemies backwards and away from her 5 Blocks, and gain 1 Stack of Torrent per 3 Enemies,  or Displace all enemies towards her, landing as best as they can within 1 Block, and grant 2 Stacks of Torrent regardless of enemies. 1 Hour Cooldown.
| N/A
|-
| Oceanic Frenzy
| Instant Power
| {{#simple-tooltip: 1 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| KitchenRefugee Custom Kit. Violena targets everyone within a 1 Block Radius around her. She deals -1HP Damage to all targets, but applies the Brittle Status Effect to herself. Violeana Heals +HP equal to Half Damage, rounded Down. If Submerged, Violeana targets everyone within a 4 Block Radius, but has max 8 Targets. Gain 1 Stack of Torrent if this Ability Damages 2 Targets. Once per Combat.
| N/A
|-
| Oceanic Suffocate
| 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).}}
| KitchenRefugee Custom Kit. Violeana targets one enemy in Emote Range, applies the Trapped and Silenced Status for the next 3 Turns, or lets them choose to end it early for free. If the Target chooses to end it early, Violeana teleports to any block next to them, without triggering any Move Actions and regardless of Distance, and gains 1 Stack of Torrent. 1 Hour Cooldown.
| N/A
|-
| Oceanic Flood
| 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).}}
| KitchenRefugee Custom Kit. Anytime Violeana or an Ally Displaces an enemy within Emote Range (except through this Kit), Violeana can, as a reaction, and without using her Action, increase that Displacement by 5 Blocks. If the target is Submerged, 10 Blocks. If this additional Displacement would cause the enemy to hit a Wall or Person, gain 1 Stack of Torrent. No Cooldown.
| N/A
|-
| Oceanic Ultimate
| N/A
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| KitchenRefugee Custom Kit. Violeana transforms into an Aquatic Monster Form until combat ends, gaining +1/+1 Attack & Defense Stat (breaks cap 11/9), and the Ability Weapon Throw, with a 5 Minute Cooldown. If Submerged, Violeana gains +2/+2 instead. Using Oceanic Ultimate again applies it to an Ally Violeana can Touch, but they are Mind Controlled by her and can no longer ignore her Orders. 3 Stacks of Torrent.
| N/A
|-
| Flutter Heart
| 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.}}
| Sapphomancy Custom Kit. When an ally would have a Status Effect applied to them within a 10 Block Range, Nadine can choose to take this Status Effect for them, with the limit removed on multiple Status Effects of the same type for her. If the Status Effect triggers or activates, grant Nadine 1 Stack of Forgiveness. 20 Minutes.
| N/A
|-
| Flutter Blessing
| 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).}}
| Sapphomancy Custom Kit. Nadine targets an ally that has less than 8HP, and no Status Effects, and grants them 1 Block Token. When the Block Token is removed, apply the Weakened Status Effect for two turns to the Enemy that removed it, and grant the ally +1 Attack Stat for their next 2 Attack Emotes. 1 Hour Cooldown, after Block Token is removed.
| N/A
|-
| Flutter Burden
| 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).}}
| Sapphomancy Custom Kit. Nadine applies a -3 to the final result of her next Dice Roll, but grants an ally within Emote Range a +3 to the minimum result of their next roll. Nadine can apply this -3 multiple times to herself, stacking (-6,-9,etc), but can only give +3 to one ally at a time. If Nadine fails a roll with a -3 (or more) from this Ability, grant 1 Stack of Forgiveness. No Cooldown.
| N/A
|-
| Flutter Healing
| Buff Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Sapphomancy Custom Kit. Nadine applies the Prone Status Effect to herself, kneeling in prayer. While Prone this way, Nadine can use her action to target an ally within 10 Blocks, and Heal them for +1HP, or +2HP if they are below 5HP. Once Nadine has healed for a total of 4HP with this Ability, end it, and grant 1 Stacks of Forgiveness. 1 Hour Cooldown, once ended.
| N/A
|-
| Flutter Amnesty
| 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).}}
| Sapphomancy Custom Kit. Nadine targets an Enemy within Emote Range that has 5 or less HP. She offers them a choice: surrender, healing them to full HP, and preventing further damage. If they refuse, she gains 2 Stacks of Forgiveness. If they surrender, but attack again, the damage protection is removed, and they have the Cursed Status Effect applied until they are K.O.’d which cannot be removed. Once Per Combat.
| N/A
|-
| Flutter Ultimate
| N/A
| {{#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).}}
| Sapphomancy Custom Kit. Nadine targets all allies within Emote Range, with extra effects depending on the Cost Threshold. 4 Forgiveness: Heal +1HP each to the Allies with the Lowest HP. 6 Forgiveness: Heal +1HP each to 3 Allies with the Lowest HP, and grant +1 Block Token to the Ally with the Lowest HP. 8 Forgiveness: Heal +2HP each to 4 Allies with the Lowest HP, but K.O. Nadine.
| N/A
|-
| Scorched Ignition
| 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).}}
| ChapterDeath Custom Kit. When applying any Status Effect to a target, Jhavartal gains a stack of Burn. Status Effects applied in this way can be cleansed early by the target, spending their action to remove it at the cost of -1HP. No Cooldown.
| N/A
|-
| Scorched Command
| 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).}}
| ChapterDeath Custom Kit. Jhavartal spreads flames to two allies within Emote Range, allowing them to make an attack emote out of turn without expending their action. If an ally targeted with this ability was a Suvial or Spirit Mystech, Jhavartal gains a stack of Burn for each affected ally. 2 Hour Cooldown.
| N/A
|-
| Scorched Path
| Movement 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.}}
| ChapterDeath Custom Kit. Jhavartal sets his weapon ablaze, charging in a 5 Block straight line that ignores attacks of opportunity and can go through characters. For each enemy he passes by, Jhavartal gains one stack of Burn. There is no upper limit on how many enemies Jhavartal can affect with this Ability. Jhavartal can make an Attack Emote at the end of his charge. 1 Hour Cooldown.
| N/A
|-
| Scorched Bombardment
| 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.}}
| ChapterDeath Custom Kit.  Jhavartal selects up to 2 allies within Melee Range. Launching himself and both allies at a target within a 10 block range, all three characters are allowed to make an attack after landing, but with -3 Main Attack Stat, and this consumes the actions of the Allies, and counts as them using a Movement Power. For each successful attack that lands, Jhavartal gains a stack of Burn. 1 Hour Cooldown.
| N/A
|-
| Scorched Fatigue
| 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).}}
| ChapterDeath Custom Kit. Jhavartal casts out a heatwave to a target within Emote Range that is affected by a Status Effect. The Status Effect is immediately removed, but after 2 Emotes the target takes -1HP of damage. After another 2 emotes pass, another -1 HP of damage is dealt. If the target is a Spirit Mystech, Jhavartal also gains a stack of Burn. 30 Minute Cooldown
| N/A
|-
| Scorched Ultimate
| N/A
| {{#simple-tooltip: X Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| ChapterDeath Custom Kit. Jhavartal collects the heat in the area, and erupts. Expending all Burn stacks, Jhavartal releases a fireball centered on himself with a block radius of however many stacks of Burn were expended. Any enemy caught within the blast is immediately knocked prone, and dealt -1HP of damage. Jhavartal must have a minimum of 3 Burn Stacks to use Scorched Earth. X Stacks of Burn.
| N/A
|-
| Tranquil Martyr
| 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).}}
| Sneakylinguine Custom Kit. Anytime an Ally in Emote Range reduces the damage Aeda would take (by absorbing it, taking the damage themselves for her, or using an Ability that reduces damage) Aeda gains 1 Stack of Altruism. Additionally, once per ally, the next time Aeda’lyn would heal the Ally that took damage for her, grant +1HP in healing. No Cooldown.
| N/A
|-
| Tranquil Blossom
| Buff Power
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Sneakylinguine Custom Kit. Aeda conjures and blooms a magical flower, targeting 3 allies within 5 Blocks of her. One ally is healed for +2HP, and the other two for +1HP. If Aeda is standing on a snow block, or if there is snow around her and/or in Regalia, this ability heals for +1HP to each, instead. 1 Hour Cooldown.
| N/A
|-
| Tranquil Bonds
| Link Power
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Sneakylinguine Custom Kit. Aeda targets two allies within 10 Blocks of her, and applies a Link Power to each for 30 Minutes. While Linked, anytime one of the allies is healed, the healing is duplicated on the other ally, but halved (minimum 1). If one Link is broken, grant the other Ally +2 Attack Stat (breaks cap up to 11) for the remainder of the duration. If both are Broken, grant 2 Stacks of Altruism. 2 Hour Cooldown, once ended.
| N/A
|-
| Tranquil Pathway
| 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).}}
| Sneakylinguine Custom Kit. Aeda targets an ally in Emote Range, and grants them +4 Blocks to their next Move Action. This does not consume an action.If the ally is Found: Also, the ally can ignore Move Reactions for that Move, and gain 1 Stack of Altruism. If the ally is Lost: Instead, reduce it by -4 Blocks, but grant them 1 Block Token. 30 Minute Cooldown.
| N/A
|-
| Tranquil Transfuse
| 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).}}
| Sneakylinguine Custom Kit. Aeda targets two allies in Emote Range, and takes -1HP from one, to give +2HP to the other. Aeda gains 1 Stack of Altruism. If the -1HP ally is Found: Grant them +2 Defense Stat (breaks cap up to 9) for the next 3 Defense Rolls. If the -1HP ally is Lost: Take -2HP instead, but grant them +3 Attack Stat (breaks cap up to 11) for their next 3 Attack Rolls. 1 Hour Cooldown.
| N/A
|-
| Tranquil Ultimate
| N/A
| {{#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).}}
| Sneakylinguine Custom Kit. Aeda targets all allies in Emote Range and adds all of their current HP together. After adding, she divides it equally (rounded up). If the final HP is less than 4, Aeda can choose one ally and heal them +HP to match her HP, or heal herself to match theirs. If the final HP number is higher than 6, Aeda applies the Bloody Status Effect to all allies for the next instance of Healing only. 9 Stacks of Altruism.
| N/A
|-
| Ichor Harmacist
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Medical Stance to be active. The user must not have a weapon or shield currently equipped to switch to Medical Stance. While in Medical Stance, the user’s Basic Attacks are replaced entirely, allowing them to heal 1 HP on a target within Melee range with a /dice 1 4 roll where anything above a 1 is a success. Medical Stance can be maintained indefinitely and can only be voluntarily ended by the user, though when ended Medical Stance goes on a 20 minute cooldown.
| DedJok Custom Kit. Cyrus is always considered passively in Medical Stance, but it has 2 different “forms,” Heal and Harm. Heal Medical Stance works the same as described on the page. Harm Medical Stance treats all enemies as if they had the Cursed Status Effect applied, but he can’t target Allies with the “basic attack.” Using Medical Stance Swaps forms.
| N/A
| N/A
|-
|-
| Qilin Stance
| Ichor Lifeblood
| Stance Technique
| Buff Power
| {{#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 Stance can be active at the same time as Point-Buy Stances (like Tanking or Bruising Stance). This stance cannot be active at the same time as other Stances derived from the Sihai Racial Traits. While this Stance is active, Sihai can run up vertical walls defying gravity. This does not however grant immunity to fall-damage. Enderpearls may be needed to move around with Qilin Stance. Activating This Stance puts all other Stances in Sihai Racial Traits on a 1 Hour Cooldown.
| DedJok Custom Kit. When Cyrus heals an Ally, he can choose to suffer -1HP, and heal another ally in Emote Range for the same amount of healing. Cyrus gains stacks of Clot equal to the amount healed.
| N/A
|-
| Ichor Covet
| 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).}}
| DedJok Custom Kit. Cyrus chooses an Ally within Emote Range, and applies the Bloody Status Effect to them until the end of combat, reducing healing by -2 (to 0), but he can ignore it. Whenever Cyrus heals this Ally, they can add a /dice 4 to the final result of their next Attack Roll, and if the Attack succeeds, Cyrus gains 1 Stack of Clot.
| N/A
|-
| Ichor Proliferate
| 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).}}
| DedJok Custom Kit. Cyrus chooses an Ally within Emote Range that has a Status Effect, and removes that Status from their Ally, applying a copy of it to up to 3 enemies within 3 Blocks of the Ally. If Cyrus or an Ally triggers at least one of these Status Effects, Cyrus gains 2 Stacks of Clot.
| N/A
| N/A
|-
|-
| Puretek Stance
| Ichor Offering
| Stance Technique
| Buff Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| This ability requires Puretek Stance to be active. The user cannot have a shield equipped while activating Puretek Stance. While in Puretek Stance, the user becomes immune to the Weakened and Confused Debuff. Additionally the user can instantly dash to anywhere within 10 blocks once per combat. Puretek Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Puretek Stance goes on a 20 Minute Cooldown.
| DedJok Custom Kit. Cyrus targets an Ally that he can touch that is KO’d, as long as they have not used a Revival Ability. Cyrus prevents any Revival Abilities from working on them, but gains 1 Block Token for himself, and grants 1 Block Token to an Ally. Additionally, Cyrus grants +2 Attack (breaks cap up to 15), to that Ally, stacking. He also gains 1 Stack of Clot.
| N/A
|-
| Ichor Ultimate
| N/A
| {{#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).}}
| DedJok Custom Kit. Cyrus targets an ally within Emote Range, empowering them, but also sending them into a magic-induced frenzy. The Ally gains +3,+3 to their Minimum Attack and Defense Rolls, and is instantly healed for +3HP. But, in exchange, the ally cannot move more than 5 Blocks away from Cyrus. Re-casting this allows Cyrus to target another Ally
| N/A
| N/A
|-
|-
| Shaman Defense
| Wicked Stride
| Stance Technique
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution), and the user loses 2 HP. This Ability does not consume an Action, but the user cannot use a Shield. Shaman Defense has no Cooldown, but when it is activated, it cannot be removed until the end of Combat. For every 2 KO'd enemies in a Combat Scene, the user gains +1 Block Token from Corpse Count as soon as the second goes down.
| Compass_Box Custom Kit. In Combat, Anetheron can utilize the Jump 2 Trait and Ender Pearls to climb and traverse, but only while he is above 8 HP, or below 4HP, but never in the same Emote/Turn he makes an Attack. Additionally, Anetheron can take 2 Move Actions in one Turn, but cannot Attack in the same Emote. He can still use Abilities. No Cooldown.
| N/A
| N/A
|-
|-
| Tank Stance
| Wicked Bylaws
| Stance Technique
| Constant Passive
| {{#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 must have a shield equipped to switch to Tank Stance. The user cannot have a weapon equipped, use Melee Point Buy Techniques, or any Abilities that would cause damage to a target. Instead, they can intercept any attack within 3 blocks of them, taking the hit instead for 1 HP less damage while also being able to use Block Tokens (or other similar Abilities) to negate the damage. While in Tank Stance, the user becomes immune to the Brittle Debuff. Additionally, the user is able to cleanse a debuff once per combat scene. Tank Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Tank Stance goes on a 20 Minute Cooldown.
| Compass_Box Custom Kit. When Anetheron initiates Combat, meaning he makes the first Attack Emote or uses the first Ability, he can also apply the Weakened or Silence Status Effect  (his choice) to the Target for 2 Turns, also he gains 1 Stack of Power. If an enemy initiates Combat on Anetheron, he gains +2 Attack Stat (breaks cap up to 11) until he reaches 2HP, and gains 2 Stacks of Power. No Cooldown.
| {{#simple-tooltip: N/A }}
| N/A
|-
| Wicked Siphon
| Dispel 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.}}
| Compass_Box Custom Kit. As a reaction to an enemy within 10 Blocks using a Power, Technique, or Moving, Anetheron grants a boon depending on what was used. Power: Heal +1HP. Technique: +2 to Minimum result of Anetheron’s next Attack Roll. Move Action: Anetheron can make a Move Reaction attack, regardless of range. Also, gain 1 Stack of Power for Powers/Techniques, and 2 for Move Actions.
| N/A
|-
| Wicked Bloodlust
| 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).}}
| Compass_Box Custom Kit. Anetheron targets an enemy in Emote Range, and forces them to choose: either they make an Attack Emote (no action required) on their nearest ally (moving if needed), with +4 added to the Minimum Result, and grant Anetheron 1 Stack of Power , or they grant Anetheron +4 to the Minimum Result of the next attack roll he makes against them, and grant him 2 Stacks of Power. 1 Hour Cooldown, but only once per Enemy.  
| N/A
|-
| Wicked Cleave
| Instant Technique
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Compass_Box Custom Kit. Anetheron sweeps his weapon around him, making an attack on one Target within 4 Blocks of him, with +2 Attack Stat (breaks cap up to 11). Any other targets within 4 Blocks of him are displaced backwards away from him by 5 blocks. If Wicked Cleave was the last Ability Anetheron used, it also applies Brittle to up to two of the displaced targets, and grants him 1 Stack of Power. 15 Minute Cooldown.
| N/A
|-
|-
| Turu Stance
| Wicked Ultimate
| Stance Technique
| N/A
| {{#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 Stance can be active at the same time as Point-Buy Stances (like Tanking or Bruising Stance). This stance cannot be active at the same time as other Stances derived from the Sihai Racial Traits. While this Stance is active, any Brittle Debuff that is applied to the Sihai, is duplicated onto the person who applied it to them. Activating This Stance puts all other Stances in Sihai Racial Traits on a 1 Hour Cooldown.
| Compass_Box Custom Kit. Anetheron releases the restrictions on his body, and increases in size, durability, and power. His Attack Range increases to 4 Blocks, he heals for +2 HP, and the first Ability he uses each turn does not consume his Action. Subsequent uses of Wicked Ultimate do nothing, but if he reaches 10 Stacks of Power after using this Ability, his Attacks do -4HP Damage instead of -2HP. Costs 6 Stacks of Power.
| N/A
| N/A
|-
|-
|}


==Status Effects==
These "Abilities" are not actually Abilities, but the Status Effects described on the [[Abilities]] Page. They are just listed here so players can easily link and reference them in-game, for ease of use and access.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Trapped
| N/A
| N/A
| When Trapped, you cannot move, but can still use Abilities and fight on spot.
| N/A
|-
| Silenced
| N/A
| N/A
| When Silenced, you cannot use Powers. Dispel & Passive Powers are unaffected.
| N/A
|-
| Weakened
| N/A
| N/A
| When Weakened, you cannot use Instant Techniques and Mount Techniques.
| N/A
|-
| Confused
| N/A
| N/A
| When Confused, you cannot Target the person who Confused you.
| N/A
|-
| Blinded
| N/A
| N/A
| When Blinded, you cannot Target anyone. You can spend a turn to end the Effect.
| N/A
|-
| Marked
| N/A
| N/A
| When Marked, you will be automatically hit on next Attack, then the Effect ends.
| N/A
|-
| Bloody
| N/A
| N/A
| When Bloody, any healing you receive is reduced by 1, to a minimum of 0.
| N/A
|-
| Warned
| N/A
| N/A
| When Warned, you must choose between two negative outcomes, then the Effect ends.
| N/A
|-
| Brittle
| N/A
| N/A
| When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
| N/A
|-
| Cursed
| N/A
| N/A
| When Cursed, enemy Healers can target you, and Healing does Damage instead.
| N/A
|-
| Prone
| N/A
| N/A
| When Prone, any Attack Emote you make has its maximum result reduced by 2. Spend a turn to end the Effect. Also, you cannot use Movement Powers, but can use Move during a Turn, however only at max 5 Blocks.
| N/A
|-
| Fleeting
| N/A
| N/A
| When Fleeting, if using a Movement Power, become Prone instead, then the Effect ends.
| N/A
|-
|}
|}

Revision as of 21:14, 24 March 2024

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 Self

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. Divine Revive has a 2 Hour Cooldown. 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, from Point Buy and/or Custom Kits, on a forced 4 Hour Cooldown, regardless of the actual Cooldown, even Passive Abilities which do not usually have Cooldowns. For every ability placed on Cooldown, the user gains +1 Attack and Defense up to a total maximum of 9. 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 1 Hour, and if Dispelled reverts the Cooldowns on Abilities. To upcast, spend 1 HP when it triggers to do the following: Add an additional 3 turns before the user begins to take 1 HP of damage every turn. 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 one 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

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. N/A
Magic Curse Instant Power Self

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. N/A
Magic Disengage Instant Power 10 Blocks

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. N/A
Magic Distort Instant Power 4 Blocks

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. N/A
Magic Isolate Instant Power Emote Range

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. N/A
Magic Shove Instant Power Emote Range

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. N/A
Magic Smog Instant Power Emote Range

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. N/A
Magic Snare Instant Power Emote Range

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. N/A
Magic Summon Instant Power Self

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. N/A
Magic Trip Instant Power 10 Blocks

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. N/A
Sacred Bleed Instant Power Self

To prevent an enemy from healing, deal -1HP damage to self, target an enemy within range, and apply the Bloody Status Effect to them for the next 15 minutes. If the Bloody Status is removed early, reduce this Ability’s cooldown by 30 minutes. Sacred Bleed has a 1 Hour Cooldown. N/A
Sacred Burn Instant Power Melee Range

To harm an enemy at cost to oneself, deal 1HP damage to self, and apply a -1 Defense Stat to an enemy within Range for the next 15 minutes. After 10 Minutes, deal -1HP damage to the target enemy. Sacred Burn does not Stack, and has a 2 Hour Cooldown. N/A
Sacred Judgement Instant Power Emote Range

To hinder an enemy sinistral user, use this ability as a reaction to an enemy using Sinistral Magic, which does not consume the user’s action. Apply a -2 to the final result of their next Attack or Defend roll. Sacred Judgement does not Stack, and has a 30 Minute Cooldown. N/A
Shaman Brutality Instant Power Self

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 Emote Range

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

Passive Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Divine Aura Passive Power 6 Blocks

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 Blinded Status Effect to all enemies within 2 Blocks of the User. If detonated, Divine Aura has a 4 Hour Cooldown. If the target is a Heretic: When detonated, choose one Heretic enemy, also apply Brittle Status Effect to them. N/A
Hex Aura Passive Power 5 Blocks

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 Self

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 (breaks cap up to 9) for the next two turns. N/A
Shaman Ancestor Passive Power Self

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 6 Blocks

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 Emote Range

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 Self

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 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 (breaks cap up to 9) for the next 30 minutes. N/A

Dispel Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Divine Antimagi Dispel Power Emote Range

To weaken Magic, use this Ability as a reaction to a Sinistral Magic Ability being used. That Magic Ability loses its Sinistral function, and becomes its non-Sinistral version, instead. Paladin Antimagi has a 2 Hour Cooldown. If the target is a Heretic: Also, apply the Silenced Status to the target for 2 rounds. N/A
Divine Savior Dispel Power Emote Range

To protect an Ally, use this Ability as a reaction to an ally taking damage from an Enemy. The Ally gains 1 Block Token, and Heals +1 HP. Paladin Savior does not Stack, and has a 4 Hour Cooldown. If the target is a Heretic: If the attacking Enemy was a Heretic, heal +1 HP more to the Ally, and grant +1 Attack Stat (breaks cap up to 11) for the next 2 Attack Emotes. N/A
Magic Reduce Dispel Power Emote Range

To punish an enemy Mage, use this Ability as a Reaction to a character within Range using a Power that affects the user or an Ally. The Power used by the target is weakened in some way, any damage done being reduced by 1 (to a minimum of 0), any status effects applied by the Power having its duration reduced by half, rounded down, or any distance or duration reduced by half, rounded down. Magic Reduce has a 2 Hour Cooldown. Sinistral Usage: The user or Ally being protected also gains +2 to their Defense for the next 3 turns, breaking the proficiency cap up to 9. N/A
Magic Revenge Dispel Power Emote Range

If the user reaches 0 HP, they are allowed one final emote to use any Magic Ability, or Magic Attack Emote (ignoring range even in Melee), but can only Target the person that reduced their HP to 0. If this Attack or Ability involves an Attack Stat Dice Roll, they can add +2 to the final result of that dice roll. Sinistral Usage: If the Attack or Ability involves a Dice Roll, that Dice Roll automatically succeeds, regardless of Defense Rolls. N/A
Sacred Siphon Dispel Power Emote Range

To punish an enemy caster, as a reaction to an enemy within Range using a Power, grant +2 Defense that can break cap up to 9 to two allies within Range for the next 3 turns. Sacred Siphon has a 30 Minute Cooldown. N/A
Sacred Rebuke Dispel Power Emote Range

To interfere with an enemy, the user can, as a reaction to an enemy from another Religion using a Power from the Faith Point Buy Category, immediately apply the Brittle Status to them. The target also suffers a -1 Defense Stat reduction for the next 20 minutes. Sacred Rebuke does not Stack, and has a 2 hour cooldown. N/A

Link Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Hex Doom Link Power Emote Range

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: A 2nd Link Power can be established on a different Enemy within range. N/A
Magic Barrier Link Power Emote Range

To protect an ally from Ranged Attacks, attach a Link to an Ally within Range, but never Self. For the duration, that Ally has increased defenses against Ranged Attacks from Ranger and Deadeye Stance. When the ally is targeted with a Ranged Attack Emote, their minimum Defense Roll is raised to 9 for Ranger Stance attacks, and 6 for Deadeye Stance attacks. 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. N/A
Magic Lifebind Link Power 10 Blocks

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 does not trigger on Damage it inflicts, or self-inflicted Damage. 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). N/A

Buff Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Divine Aggro Buff Power Melee Range

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 5 Blocks

To empower oneself with Magic, grant +2 Attack Stat, or +2 Defense Stat. 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, that break cap up to 11/9. N/A
Magic Feather Buff Power Emote Range

To protect from falling, as a Action before the user or an Ally would jump off a ledge or great height, use magic to cushion their fall, reducing the Fall Damage to 0 HP. As a reaction to the user or an Ally taking Fall Damage, reduce the Damage by -1HP. Or, on Allies, only reduce by -2HP, but the user suffers -2HP. If any function is used, except Sinistral, Magic Feather has a 1 Hour Cooldown. Sinistral Usage: When an Enemy would take Fall Damage, deal +1 HP extra Damage to them. N/A
Magic Resist Buff Power Emote Range

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. N/A
Magic Revive Buff Power 10 Block

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
Sacred Circle Buff Power 3 Blocks

To kneel and pray before your god, grant yourself the Prone Status Effect. For as long as you are Prone, all allies within range are cleansed of a single Status Effect on their turn. Once ended, Sacred Circle has a 2 hour cooldown. N/A
Sacred Feather Buff Power Viewing Distance

To protect from falling, as a Action before the user or an Ally would jump off a ledge or great height, use magic to cushion their fall, reducing the Fall Damage to 0 HP. As a reaction to the user or an Ally taking Fall Damage, reduce the Damage by -1HP. Or, on Allies, only reduce by -2HP, but the user suffers -2HP. If any function is used, 1 Hour Cooldown. N/A
Sacred Gear Buff Power 5 Blocks

To bless the equipment and enhance the defenses of allies, the user targets up to 3 allies within range. The targets gain +1 Defense Stat, that breaks cap up to 9. If the ally worships the same religion as the user, they also gain +1 Attack Stat that breaks cap up to 11. Sacred Gear lasts for 30 minutes, does not stack, and has a 4 hour cooldown. N/A
Sacred Healing Buff Power Emote Range

To heal allies over time, the user applies a Link Power to an ally within Range. For as long as the Link is active, the target heals 2 HP every 10 minutes. This healing occurs at the end of the 10 minute timer. Sacred Healing can only be upheld for a maximum of 20 Minutes, but if the user deals damage through any means while it is active, it instantly ends and any healing done is reverted. Once ended, Sacred Healing goes on a 2 hour cooldown, and does not Stack. N/A
Sacred Portent Buff Power Self

To divinely guide oneself or one’s allies, consume the user’s action and roll /dice 0-6. Add whatever is rolled to the final result of the next Attack or Defend Roll the user or an ally within Range makes. Sacred Portent does not stack, and has a 1 Hour Cooldown. N/A
Sacred Revive Buff Power Self

To revive an ally that is currently KO'd, the user can sacrifice 1 HP of their own, which cannot be blocked or reduced in any way, to revive that ally with 2 HP. Sacred Revive has no cooldown, and can be used as much as the user has HP, but the same person cannot be affected by more than one Revive Ability (Sacred Revive, Chem Revive, etc) per Combat scene. N/A

Movement Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Divine Rescue Movement Power 10 Blocks

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 10 Blocks

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
Sacred Martyr Movement Power 10 Blocks

To protect an ally from harm, use this ability when an Ally within Range would take damage. The user instantly dashes to the ally, taking the damage instead. The damage cannot be nullified or ignored in any way. Additionally, if this damage would KO the user, the ally gains +1 Attack Stat and +1 Defense Stat, which break caps up to 11 and 9, and cleanses any Status Effects currently applied to them. If the user is revived in any way, the bonuses from Sacred Martyr end. Sacred Martyr does not Stack, and has a cooldown of 4 hours. N/A
Shaman Darkness Movement Power 10 Blocks

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 10 Blocks

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

Instant Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Attack Command Instant Technique Emote Range

The user points to an Ally within range, immediately instructing them to make an attack. Without using their action, the target makes an attack out of turn against an enemy of the user’s choosing, as long as that enemy is within range of the ally’s attacks. Attack Command has a 30 Minute Cooldown once used. N/A
Break Down Instant Technique Melee Range

To tear down enemy barricades, use this ability to target any 1 block thick stone or wood wall, gate, or doorway. Physically smashing through, the user additionally knocks back anyone on the opposite side of the wall by 3 blocks. Break Down has no Cooldown. N/A
Bruiser Flurry Instant Technique Melee Range

To disrupt the battlefield, instantly displace all characters within range by 5 blocks backwards. If any Enemies within range had Block Tokens gained by Abilities, they are lost and given to the User instead. Bruiser Flurry has a 1 Hour cooldown. N/A
Bruiser Ruin Instant Technique Melee Range

Target an enemy within range, and begin charging an attack without making any other Action or Move this turn. While charging, the user takes -1HP less Damage from any source to a minimum of 0, and cannot be Staggered or Displaced. If targeted with an attack within Melee Range, Bruiser Ruin ends after calculating damage. If the user passes another Turn, taking no Action or Move Action, they immediately deal a guaranteed Attack that deals -4HP to the target. If the target has the Brittle Status Effect, -6HP instead. If it ends early, Bruiser Ruin goes on a 10 Minute Cooldown, otherwise Bruiser Ruin has a 2 Hour cooldown. Bruiser Ruin cannot be canceled or reduced by any effect once successful. 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 the target already has the Brittle Status Effect, deal a guaranteed Attack, and displace them 10 blocks. In either case, if the target hits another character before moving the full distance, also apply Brittle to that character. Bruiser Tackle has a 2 hour cooldown. N/A
Bruising Strike Instant Technique Melee Range

To beat down upon an enemy, use this ability to bash a target enemy within range to give them the Brittle Status Effect. Bruising Strike can be used without taking up an action, but only after making an attack, not before. Bruising Strike has a 30 minute 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. However, if only one Enemy, maximum -2HP to Enemy. 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 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 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. N/A
Cutthroat Target Instant Technique 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. N/A
Deadeye Barrage Instant Technique Self

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 (breaks cap up to 11) 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. N/A
Deadeye Focus Instant Technique Self

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. N/A
Deadeye Luckshot Instant Technique Self

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. N/A
Deadeye Pinshot Instant Technique Emote Range

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. N/A
Deadeye Venom Instant Technique Self

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. N/A
Desperate Prayer Instant Technique Self

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 Instant Technique 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
Escape Artist Instant Technique Self

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
Familiar Disrupt Instant Technique 5 Blocks

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 Instant Technique Melee Range

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
Guidance Prayer Instant Technique Emote Range

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 Melee Range

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
Harming Prayer Instant Technique Emote Range

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
Hit and Run Instant Technique Self

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. N/A
Knockback Sweep Instant Technique Melee Range

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.. N/A
Lancer Instant Technique Self

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. N/A
Medical Barrier Instant Technique Self

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 10 Blocks

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 Emote Range

To expand upon an Ally’s strength, use this ability on an ally within range as a reaction to them gaining Attack or Defense. The user adds an additional +2 to the character’s Attack or Defense (depending on what was originally raised) for the next 4 turns, up to a maximum of 9. Medical Buff can be used out of turn, and has a 1 Hour Cooldown. N/A
Medical Canteen Instant Technique 5 Blocks

To share with an ally, use this Ability when affected by a beneficial Ability effect. When the user is targeted with an Ability by their Ally that is not Medical Canteen, the user may immediately grant a copy of the Ability they received to another Ally within range. Medical Canteen has a 1 hour cooldown. N/A
Medical Rescue Instant Technique 10 Blocks

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 10 Blocks

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 Melee Range

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 Emote Range

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 Reload Instant Technique Self

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. N/A
Ranger Blur Instant Technique Emote Range

To hinder enemies, instantly apply the Blinded Status Effect to an enemy within range. Ranger Blur has a 2 hour cooldown. N/A
Ranger Cover Instant Technique Emote Range

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. N/A
Ranger Splash Instant Technique 10 Blocks

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. 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 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 Command Instant Technique Emote Range

When the user gains a Block Token (except from Armor), the user can choose a single Ally within range to grant an additional Block Token to. Shield Command can be used out of turn, does not take an action, and has no Cooldown, but can only be used once per Ally. N/A
Shield Phalanx Instant Technique 1 Block

In order to protect allies from harm, activate this ability to brace your defenses. For the next 30 minutes, any allies within range have their minimum defense roll raised by 2. If another ally within range also has Shield Phalanx, they are able to immediately activate it without spending a turn. For each additional ally using Shield Phalanx in a line, the minimum defense roll is raised by an additional 2, to a cap of 6. Once ended, Shield Phalanx has a 2 Hour Cooldown. N/A
Shield Taunt Instant Technique 2 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. If a target cannot reasonably attack the user, then Shield Taunt fails. 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 does not take an action, and has a 1 Hour Cooldown. N/A
Tank Rally Instant Technique 7 Blocks

The user rallies the battlefield around them, granting all allies +1 Attack Stat. Also, grant a +1 Attack Stat (breaks cap up to 11) 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 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 or Technique 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 Exhaust Instant Technique Self

When the user is affected by a Status Effect that would negatively affect them (disables an Ability, Action, or movement that the character has), use this ability to set that Status Effect’s duration to 30 Minutes, and prevent its removal except by this ability. The user gains 1 Block Token Instantly, and sets their Movement Speed to 15 Blocks. Additionally, for the user’s Attack and Defense Rolls, their minimum roll is now 2, instead of 1. Tech Exhaust goes on cooldown once ended, and can only be used Once Per Combat. 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), but deals 1HP less damage on their Attacks. 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
Breather Passive Technique Self

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. N/A
Bruiser Agony Passive Technique Self

To heal on the edge of defeat, this ability activates automatically when the user is at 6 HP or less. The user's next successful Attack Emote heals the user by +2HP. If the attack upon the Target has a Block Token broken instead of losing HP, additionally apply the Brittle Status Effect. Bruiser Agony can only trigger once Per Combat. N/A
Bruiser Rampage Passive Technique Self

To keep the violence going, this Ability is always passively active once combat begins. For each successful attack the user lands upon a target, gain +1 Attack that breaks cap up to a maximum of 11 until they fail an Attack Roll, in which case the bonus resets to 0. If the user breaks a Block Token, gain +2 Attack instead. This effect can stack as many times as they are successful in landing hits. N/A
Bulwark Passive Technique Self

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. N/A
Careful Fighter Passive Technique Self

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 Self

To mitigate toxins, when the user has collectively dealt -2HP damage to themselves with Abilities, grant 1 Block Token. Once per combat, If Chem Mend is on Cooldown when the User drops to 4 HP, take Chem Mend off cooldown. Chem Mend has a 1 Hour Cooldown. N/A
Combat Sight Passive Technique Melee Range

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 automatically has the Blinded Status Effect applied to them when Combat Begins, and can apply the Blinded Status Effect to themselves at will, without an action. Combat Sight has no Cooldown. N/A
Deadeye Overwatch Passive Technique Emote Range

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. N/A
Debuff Endurance Passive Technique Self

When the user has a Status Effect applied to them, they gain a +1 Defense Stat for as long as the Status is applied to them. If the Status is Removed, the +1 is also removed. Debuff Endurance has no Cooldown, and can activate and de-activate multiple times. N/A
Fleet Footed Passive Technique Self

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
Puretek Blessing Passive Technique Self

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. N/A
Rebound Passive Technique Self

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. N/A
Rolling Armory Passive Technique Self

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, while they have this Block Token. N/A
Shield Cover Passive Technique Emote Range

The user passively is able to increase their defenses against Ranged Attacks from Ranger and Deadeye Stance. When a character is targeted with a Ranged Attack Emote, their minimum Defense Roll is raised to 9 for Ranger Stance attacks, and 6 for Deadeye Stance attacks. Shield Cover does not consume an Action, and has no Cooldown. N/A
Thick Hide Passive Technique Self

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. N/A

Link Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Champion Command Link Technique Emote Range

The user targets a single Ally, and attaches a Link. While this Link is active, the target adds any increases, even ones that don’t break cap, to their Attack or Defense to their minimum Attack and Defense Rolls respectively, but only up to a maximum of +6 for each. Once broken or removed, Champion Command goes on a 2 Hour Cooldown. If a target is affected by Overwhelm Command, Champion Command does nothing. N/A
Chase Command Link Technique Emote Range

As a reaction to an enemy using a Movement Ability, the user places a Link upon both an Ally and that Enemy. As long as it is upheld, the Ally copies all Movement Abilities used by the enemy, landing on the same destination, though not benefitting from additional mechanics (like attack Emotes, or Knockback effects) for the next 15 minutes. This does not use the Ally’s Move or Action. Chase Command has a 1 hour Cooldown once broken. N/A
Defend Command Link Technique Emote Range

The user can target up to 2 Allies to divide +3 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. N/A
Mobile Command Link Technique Emote Range

To allow freedom of movement, place this Link on an Ally within range. This link lasts until broken, and grants the target an extra 2 Blocks of movement, as well as the ability to fight freely underwater. Lastly, once per usage of this Ability, the target can scale a wall using an Ender Pearl in-game. Once broken, Mobile Command has a 2 Hour Cooldown. N/A
Overwhelm Command Link Technique Emote Range

The user targets a single Ally, placing a Link upon them. While this Link is active, if the Ally has more than 3 enemies within Melee Range of them, the first Ability the Ally uses on each turn does not consume their Action. Once broken, Overwhelm Command has a 2 Hour Cooldown. If a target is affected by Champion Command, Overwhelm Command does nothing. N/A
Puretek Burn Link Technique Emote Range

To punish Mages, target Occult Enemy or Ally in range, and attach a Link to them. The next time the Target uses a Power 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 Emote Range

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

Counter Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Bruiser Feint Counter Technique Melee Range

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 turns. If the target has any Block Tokens gained from Abilities, additionally apply the Brittle Status Effect. Bruiser Feint has a 2 Hour Cooldown. N/A
Bruiser Parry Counter Technique Self

As a reaction to an Attack from Ranger or Deadeye Stance, the user is able to catch the incoming projectile. If Ranger, reduce the damage to 0, if Deadeye, -1HP. Additionally, the user throws the projectile back at their attacker, applying the Brittle Status Effect. Bruiser Parry can be used out of turn, does not take an Action, and has a 1 Hour Cooldown. N/A
Building Smash Counter Technique Melee Range

This Technique can be used on a building, so long as another person is standing on its roof, or on some higher ledge like a roof trim or balcony or top of a tower. When used, the user smashes into a selected building causing it to shake and destabilize all characters standing on top of it. Anyone standing on a higher ledge of such a building will fall off the building, forward towards the user and causing 1HP of damage unless the user is immune to fall damage. All targets additionally are unable to use Movement Abilities for 10 minutes after landing. Building Smash has a 1 hour cooldown and ignores Displacement Immunity. N/A
Cheap Shot Counter Technique Melee Range

To counter magic, use this ability out of turn in reaction to an enemy within range using a Power, 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 5 Blocks

To test a foe, toss an explosive charge at the Target. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 5 Blocks for the next 30 Minutes. 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 Self Range

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 Melee Range

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. 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. N/A
Deadeye Crit Counter Technique Emote Range

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. N/A
Deadeye Doubletap Counter Technique Emote Range

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. N/A
Deadeye Puffshot Counter Technique 3 Blocks

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. N/A
Degrading Command Counter Technique Emote Range

To punish the enemy for tactical play, use this Ability as a reaction to an enemy breaking one of the User’s Links, and without using an Action. The target gains -2 to their Attack for the next 15 minutes. Degrading Command has a 30 minute cooldown. N/A
Dirty Fighter Counter Technique Melee Range

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
Faithwall Prayer Counter Technique Emote Range

As a reaction, and without using an Action, Silence a target who uses a Power from Theurgy, Shaman, Paladin, or Cleric Point Buy that targets the user, if that Ability is used by someone of a different faith for the next 2 turns. 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: Stagger the Ability, and grant +2 Attack to the user if they use another Power within 3 turns. If Sinistral Version: Additionally apply the Marked Status Effect to the Target.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. 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, 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 (within Range) that attacked them before reacting to the attack they were targeted with themselves, but, deal -1HP Damage to self. This can be used out of Turn, but does consume an Action. This Technique cannot be used if the triggering effect was countered, cancelled, or ignored. Rage Counter has a 2 hour cooldown. N/A
Ranger Bola Counter Technique Emote Range

To slow an enemy down, target an enemy within Range. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 7 Blocks for the next 20 Minutes. If the target is not Mounted, reduce their Movement Speed by 3 Blocks for the next 10 Minutes. Ranger Bola cannot be used while Mounted, has a 1 hour cooldown once ended. 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
Resist Command Counter Technique Emote Range

Target an ally in Emote range that has just lost a Defensive dice roll. The next 4 times the target loses a Defensive dice roll, any damage the target takes is reduced by 1, including the triggering attack. Once ended, Resist Command has a 1 Hour cooldown. N/A
Soft Landing Counter Technique Self

To avoid falling damage, as an action before the user jumps off a ledge or height, prepare to fall safely, and take 0HP falling Damage. If the user lands next to an Enemy, they can immediately make a Melee Attack. As a reaction to the user being forced to fall off a ledge, reduce Falling Damage by -1HP. If either function is used, 1 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

To avoid falling damage, as an action before the user jumps off a ledge or height, prepare to fall safely, and take 0HP falling Damage. If the user lands next to an Enemy, they can immediately make a Melee Attack. As a reaction to the user being forced to fall off a ledge, reduce Falling Damage by -1HP. If either function is used, 1 Hour 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
Tangle Strike Counter Technique Melee Range

To knock an enemy off balance, use this ability on an enemy within range. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 5 Blocks for the next Hour. If the Target was not Mounted, instead apply the Fleeting Status Effect for 30 Minutes. Tangle Strike cannot be used while Mounted, and has a 2 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 and the user cannot benefit from HP threshold mechanics while active. 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

Movement Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Brawl Stampede Movement 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. Brawl Stampede can move through people, and does not trigger Opportunity Attacks on the Target only. The user and target cannot use Movement Techniques/Powers for 10 minutes after using Brawl Stampede. Brawl Stampede counts as a Displacement in the case of Ability counters, and has a 2 hour cooldown. N/A
Bruiser Slam Movement Technique 10 Blocks

To close the distance with a foe, leap to target Enemy within Range, without passing through people. If the Target has a Block Token, the Block Token is immediately broken and the Brittle Status Effect is applied. If the Target has no Block Tokens, apply both the Prone and Brittle Status Effects. Bruiser Slam as a 1 Hour Cooldown. N/A
Building Scale Movement 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. N/A
Cutthroat Dodge Movement 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. N/A
Cutthroat Tears Movement Technique 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. N/A
Diving Tackle Movement Technique 10 Blocks

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 has a 2 Hour Cooldown. N/A
Getaway Movement Technique Melee Range

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. N/A
Hook Shot Movement Technique 10 Blocks

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. If Hook Shot is used outside of Combat, it has a Range of Emote Range. N/A
Puretek Evade Movement Technique Melee Range

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 has a 2 Hour Cooldown. N/A
Shield Slam Movement 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 has a 2 hour cooldown. N/A
Tank Charge Movement 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 has a 30 Minute Cooldown. N/A
Tank Hero Movement 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 has a 1 Hour Cooldown. N/A
Tank Rush Movement 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 has a 4 Hour Cooldown. N/A
Tech Exchange Movement 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 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. During Combat, additional riders in the Carriage do not gain this movement benefit, unless they also have the Carriage Summon or Cavalry Summon Ability. If a Carriage has 1 Character that does not have the Ability, the Carriage moves at Normal Speed. Carriage Summon has a 30 minute cooldown, once exited. N/A
Cavalry Summon Mount Technique Self

The user may whistle or shoot a flare or other method of summoning, to call their Mount to them. The user may then use the Pets plugin to summon a pet, and mount it, as if their Mount has arrived on the scene and they are able to mount it. From this point onwards, the user is Mounted. While Mounted, the user gains an additional 5 blocks of movement each turn. Cavalry Summon has a 30 minute cooldown, once exited. N/A

Stance Techniques

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Bruiser Stance Stance Technique Self

During Bruiser Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Bruiser Stance, the user cannot have their Attack reduced by outside forces. Bruiser Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended, Bruiser Stance goes on a 20 Minute Cooldown. N/A
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 can be upheld indefinitely, but has a 20 minute cooldown once ended. 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 4 to the minimal result of either their next Attack or Defense roll (/roll 5 17 as an example). This does not Stack with itself, or with other bonuses that raise the minimum result. 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. 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 can be upheld indefinitely, but has a 20 minute cooldown once ended. 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 Max Defense Stat from Proficiencies raised to 7 from 5 in System Combat. 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

Custom Kit Abilities

These Abilities are not available to all players, they are specific only to certain Players, through the Custom Kit System. They are just here so players can use them in the plugin and understand them easier.

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Penitent Martyr Passive Power Emote Range

Bahmboozled Custom Kit. Anytime an Ally in Emote Distance receives a point of Damage, Drulailmon can choose to absorb this Damage instead. Doing so grants Drulailmon 1 Stack of Penitence. Additionally, Drulailmon’s Turn Order is moved forward after choosing to do so, meaning Drulailmon can take an Action immediately after using Penitent Martyr and taking 2 Damage. No Cooldown. N/A
Penitent Watch Instant Power Emote Range

Bahmboozled Custom Kit. Anytime an Enemy in Emote Range uses a Movement Ability, they must make a choice: Either their Movement Ability is Staggered and they are forcibly pulled into Melee Range of Drulailmon, or their Movement Ability executes as intended, but Drulailmon gains 1 Stack of Penitence. This Ability is permanently active. N/A
Penitent Guard Passive Power Emote Range

Bahmboozled Custom Kit. Anytime the first Ally of Drulailmon goes down in a fight, Drulailmon absorbs their Soul and creates a Spirit apparition of them by her side. This Untargetable Spirit can then take 3 Actions (Abilities, or Attack Emotes) while counting as a Spirit, but they cannot move. When the 3 Actions are taken, the Spirit dissipates. Drulailmon gains 1 Stack of Penitence when this Ability activates. N/A
Penitent Bearer Passive Power Melee Range

Bahmboozled Custom Kit. Whenever an Enemy has the Prone Status Effect applied to them in Melee Range, Drulailmon gains an automatic Move Reaction against them out of Turn as if they tried to move. This Ability is permanently active. N/A
Penitent Soldier Passive Power Melee Range

Bahmboozled Custom Kit. Drulailmon, whenever being on the receiving end of a Move Reaction, forces the attacker to make a Choice: Either ignore the Move Reaction and let Drulailmon pass, or perform the Attack Emote. If the Attack Emote applies Damage to Drulailmon, Drulailmon generates 1 Block Token after taking Damage, while also gaining 1 Stack of Penitence. No Cooldown. N/A
Penitent Ultimate N/A Emote Range

Bahmboozled Custom Kit. This Ability activates automatically on the Cost threshold. Count the amount of Allies and Enemies in Combat. If there are more Enemies, Drulailmon heals for 2 HP, and this Ability can re-activate. If there are more Allies, Drulailmon Heals an Ally for 2 HP, but grants one chosen Enemy an extra Attack Emote in their next Turn. If Equal, choose. This Ability can activate out of Turn. No Cooldown, but 3 Stacks of Penitence Cost. N/A
Prideful Charge Movement Power 20 Blocks

Okanara Custom Kit. Signe launches herself up to 20 blocks, following any path, but not diagonal. She passes through Enemies, and can end the path early in Melee Range of an Enemy. Each Enemy passed through will be unable to use Move during their next Turn. When landing, Signe immediately follows up with two Attack Emotes with +2 Attack Stat. For each hit, gain 1 Stack of Prideheart. 1 Hour Cooldown. N/A
Prideful Mirror Dispel Power Emote Range

Okanara Custom Kit. This Ability can be used to react out of turn to a Void Aligned Ability or Exist Aligned Ability used in Emote Distance. If Exist, Signe can Dispel the Ability. If Void, Signe instead copies the Ability and immediately uses it. This Ability can copy Abilities that rely on Stances, and function without them. Signe can also consume the Void Ability and not use it for 2 Stacks of Prideheart. 1 Hour Cooldown. N/A
Prideful Hound Instant Power Emote Range

Okanara Custom Kit. Signe summons a Thirun Hellhound from a magical portal that pounces on a Target in Emote Range. The Target has the Status Effect Trapped applied to them until they consume an entire turn to push the Hellhound away from them. The Target must also choose: Give Signe one Stack of Prideheart, or take another Status Effect of Cursed for the next 20 Minutes. 1 Hour Cooldown. N/A
Prideful Strings Instant Power Emote Range

Okanara Custom Kit. Signe Targets an Ally or Enemy in Emote Range with 0 HP, and forces a Thirun Hellhound to control their body in the fight on her side with 4 HP and halved (rounded down) Attack and Defence Stat that can only Attack Emote. A person affected by Prideful Strings cannot be Magic Revived until dead. Each time such a Hellhound Puppet dies, Signe gains 1 Stack of Prideheart. 2 Charges per 2 Hours. N/A
Prideful Haunt Passive Power Emote Range

Okanara Custom Kit. Signe is too prideful to die, and cannot be Targeted by Revival Abilities. If she hits 0 HP, she can forcibly take HP from Allies even if that would KO them to top herself up 2 HP at a time. If she decides to stay KO, her Soul departs, and merges with an Ally, from which she can take their turns to keep using her Custom Kit Abilities only, including Stack gains and usage of Ultimate. N/A
Prideful Ultimate N/A 10 Blocks

Okanara Custom Kit. Signe summons Pride’s Bone Saw from a Hell Portal, and can move up to 10 Blocks towards a Target, slashing them. This Knocks them prone, and immediately does 3 HP Damage. After completing this Ability, Signe can jump, or stay, while the sword returns to Hell. If there is a Justice Arkenborn in the fight, open Combat with Prideful Ultimate free of charge but only once. No Cooldown, but 3 Stacks of Prideheart Cost. N/A
Firebrand Soar Movement Power 10 Blocks

Lizmun Custom Kit. Heishan flies with Elytra to the sky and Targets an enemy in Emote Range. Heishan then lands on the Target, applying the Status Effect Prone, an can use an Attack Emote. Failing to do damage, or getting Dispelled gives 1 Stack of Ragefire. This Ability can be used as a Combat opener without going off Cooldown. If this Ability is copied, Range is 10 Blocks instead. 1 Hour Cooldown. N/A
Firebrand Chase Passive Power Self

Lizmun Custom Kit. Whenever Heishan is dealt at least -2 HP Damage, Heishan screams in rage in response, gaining +1 Attack Stat for the next Attack Emote (break Cap up to 11) Heishan does against the source Target, but only for the next Turn. If Heishan cannot reach the Target this does nothing. Additionally Heishan generates 1 Stack of Ragefire. No Cooldown. N/A
Firebrand Fates Passive Power Emote Range

Lizmun Custom Kit. If Heishan fights without any other Archon Allies in a fight, Heishan gains +1 Attack Stat (breaking Cap up to 11). If Heishan is with at least 1 Archon Ally, Heishan gains 1 Stack of Ragefire each time any Archon Ally has lost at least 6 HP, counting only once per Ally. Additionally Heishan owns the Firescar Cave, a unique House Region that can move across the City. N/A
Firebrand Punisher Passive Power Melee Range

Lizmun Custom Kit. Heishan cannot be fled from without a cost. Whenever an Enemy uses a Move to walk out of Heishan’s Melee Range, or uses a Movement Power to move out of Heishan's Melee Range, Heishan gains a Move Reaction (Opportunity Attack). If this Opportunity Attack fails to do any Damage, Heishan gains 1 Stack of Ragefire. This only applies once per Target. N/A
Firebrand Demise Passive Power Self

Lizmun Custom Kit. Heishan cannot be Targeted by Revival Abilities. Once Heishan hits 0 HP, she is temporarily held from death by rage, and can perform 2 Attack Emotes before going KO. If Heishan was standing on Dragonfire Ground when she hit 0 HP, instead of those 2 Attack Emotes, all Dragonfire Ground erupts and does -2 HP Damage to all Allies and Enemies standing on any block of it. N/A
Firebrand Ultimate N/A Self

Lizmun Custom Kit. Heishan erupts the ground (//cyl 20%crying_obsidian,80%coal_block 5 -1). Enemies standing on a Crying Obsidian Block when created takes -1 HP Damage. The area is now classified as Dragonfire Ground. While on Dragonfire Ground Heishan cannot be damaged by Ranged Attack Emotes from outside it. This Ability can be re-used to expand Dragonfire Ground. 4 Stacks of Ragefire Cost. N/A
Blackwood Leap Movement Technique Emote Range

Beetrootsalad Custom Kit. Erwin uses a Grappling Hook to relocate anywhere in Emote Range, capable of going up or down, across gaps, so long as he lands somewhere people can stand on. However, while in movement, this Ability counts as a Move, meaning it will trigger Move Reactions (Opportunity Attacks). This Grappling Hook can be used infinitely and without Cooldown out of Combat. 30 Minute Cooldown. N/A
Blackwood Misery Passive Technique Self

Beetrootsalad Custom Kit. The first Attack Emote or Ability of Erwin that gets Staggered passes through despite the Stagger. Additionally, he is given an extended Turn in which he can use an Ability, but not perform a second Attack Emote. For every Ability or Attack Emote of Erwin that gets Countered, Dispelled, or Staggered he gains 1 Stack of Desperation (including the one that triggers this Ability). Once Per Combat. N/A
Blackwood Ammo Passive Technique Self

Beetrootsalad Custom Kit. This Ability does not consume turn, functions (not Status effects) are active until end of Combat. Gain 1 Stack of Desperation. High Faith: Erwin applies the Status Effect Marked to Self. He can now Attack Emote through Cover without Line of Sight. Low Faith: Erwin heals +2 HP, then applies Status Effects Bloody and Cursed to Self, and increases total HP to 12. Once per Combat. N/A
Blackwood Prayer Instant Technique Self

Beetrootsalad Custom Kit. This Ability does not consume Turn. When this Ability is activated, Erwin gains 1 Stack of Desperation. High Faith: Erwin performs a Prayer to Glanzia, and is granted one Block Token. Erwin can have more Block Tokens than 3. Low Faith: Erwin takes 1 Damage as his prayer is unanswered. His next 2 successful Attack Emotes do +1 Damage each. 1 Hour Cooldown. N/A
Blackwood Mending Instant Technique Self

Beetrootsalad Custom Kit. This Ability does not consume Turn. When this Ability is activated, Erwin gains 1 Stack of Desperation. High Faith: Erwin has the Status Effect Trapped. Next 2 Turns, Heal +1 each, and +2 on the Third, then Cleanse Trapped. Low Faith: Erwin heals +1 HP and chooses up to two 2 Status Effects to remove from Self. N/A
Blackwood Ultimate N/A Emote Range

Beetrootsalad Custom Kit. Erwin Targets all Enemies in Emote Range, and performs an Attack Emote for each, shooting in rapid succession in Deadeye fashion. However, each Attack Emote rolls at half (rounded up) Attack Stat, and only does -1 HP Damage if it lands. If none of the shots land, Erwin instantly gains 4 Stacks of Desperation and can use this Ability in the same Turn again, until at least one hits. 4 Stacks of Desperation. N/A
Quick Blades Passive Technique Self

Mantarey Custom Kit. Vexes can invest in both Ranger Stance and Cutthroat Stance, ignoring Stance purchasing limits. When Vexes swaps Stances, they gain a benefit depending on Stance. Ranger to Cutthroat: Vexes gains +5 Blocks Movement on their next Move Action. Cutthroat to Ranger: Vexes first Ranger Ability gains -10 Minute CD. When Swapping, gain 1 Stack of Finesse. N/A
Quick Snipe Instant Technique Self

Mantarey Custom Kit. Vexes can apply the Trapped Status Effect to themselves for three turns, and while they have that Status, gain Bonuses to their Attack Rolls. Turn 1’s Attack gains +1 to the Final Result, Turn 2’s gains +2 to the Final Result, and Turn 3’s gains +3 to the Final Result. If at least one of these Attacks hits, Vexes gains 1 Stack of Finesse. 30 Minutes, after 3rd Attack. N/A
Quick Reposition Movement Technique 10 Blocks

Mantarey Custom Kit. Vexes, when out of combat and not being chased, has no cooldown on the Hook Shot Ability. Vexes can target one spot within 10 Blocks of themselves, and instantly move there, including vertical distances. Vexes can move through people, and ignores Opportunity Attacks. If Vexes moved past (Move Reaction) or through at least two enemies, gains 1 Stack of Finesse. 1 Hour Cooldown. N/A
Quick Bomb Instant Technique Emote Range

Mantarey Custom Kit. Vexes targets an enemy they can see within Emote Range, and lobs a smoke grenade at them, and anyone within 2 blocks of Target. All Enemies suffer the Blinded Status Effect, and choose: either remove the Blinded manually, or have it auto-expire after 1 Action, but grant Vexes 1 Stack of Finesse. Max 4 Finesse per usage. 2 Charges Per 2 Hours. N/A
Quick Garrote Instant Technique Melee Range

Mantarey Custom Kit. Vexes can only use this Ability when they are behind an Enemy. Target one enemy in Melee Range, and apply the Silenced or Weakened Status Effect (Vexes’ Choice) for the next 3 Turns. If the Status Effect is removed early, also deal -1HP damage to the Target. If the Status Effect is not removed early, Vexes gains 1 Stack of Finesse. 1 Hour Cooldown. N/A
Quick Ultimate N/A Self

Mantarey Custom Kit. Vexes has reached peak Finesse, they no longer trigger Move Reactions on their Move (Opportunity Attacks), allowing them to move in any direction without worry of being attacked, while permanently adding +5 Block Movement on all Move Actions. Each subsequent use of this Ability adds +5 Block Movement on all future Move Actions. This Ability does not consume Turn. 5 Stacks of Finesse. N/A
Redmane Familiar Passive Power Self

Booette Custom Kit. Necalli’s Familiar is constantly present on the battlefield, and cannot be Targeted by enemies. However, if Necalli would take damage that reduces him to 0 HP, he can choose to have the Familiar take the damage instead, leaving him at 1 HP, but “killing” the Familiar (can be revived later) and granting him 2 Stacks of Plumage, but disabling This Ability and Redmane Maul. Once Per Combat use. N/A
Redmane Maul Counter Power Emote Range

Booette Custom Kit. As a reaction to an enemy within Emote Range using an Instant Technique or Instant Power, Stagger the Technique, and Dispel the Power, by sending Necalli’s Familiar at the enemy. Also, the Enemy chooses: suffer the Bloody Status Effect for the next 20 Minutes, or give Necalli 1 stack of Plumage. 1 Hour Cooldown. N/A
Redmane Covershot Link Technique Emote Range

Booette Custom Kit. Necalli applies a Link to an ally within Emote Range. Every time that Ally rolls Attack or Defense, Necalli can grant a +2 to the Minimum of the Roll, by spending his action (not for each, can be 1 Action for both attack/defense in a turn), by offering covering fire. When the Ally succeeds 3 Rolls with Necalli’s help, gain 1 Stack of Plumage, repeating. 30 Minutes Cooldown when Ended. N/A
Redmane Greatshot Instant Technique 15 Blocks

Booette Custom Kit. Necalli loads up an unusually sized arrow, targeting an enemy within 15 Blocks. Necalli suffers -2HP, but, his next Attack Emote automatically succeeds, and applies the Brittle Status to the enemy. If Necalli is the one to trigger the Brittle Status Effect, gain 1 Stack of Plumage. 2 Charges per 1 Hour. N/A
Redmane Starshot Instant Technique Emote Range

Booette Custom Kit. Necalli fires an explosive arrow at an enemy within Emote Range, which explodes on impact, applying the Blinded Status Effect to the Target and everyone within 3 Blocks of the Target. Also, one turn after, it explodes again, applying the Prone Status Effect to anyone still within Range of the initial impact zone. If at least 1 Target has Prone applied, grant 1 Stack of Plumage. 2 Hour Cooldown. N/A
Redmane Ultimate N/A Self

Booette Custom Kit. Necalli bunkers down and focuses fully on attacking his enemies, gaining +3 Attack Stat (breaks cap up to 11), and setting his Minimum Attack Dice to 3. But, Necalli can no longer take the Move Action, and has his minimum Defense Roll set to -5. Also, Necalli’s Basic Attacks deal 3 Damage instead of 2. If Redmane Ultimate is cast again, it is just turned off. 5 Stacks of Plumage. N/A
Tempest Hope Passive Power Self

Stellarix Custom Kit. This Ability activates automatically when Combat begins. Remove all Block Counters, and set Asim’s Maximum Block Counter to 0. But, increase Asim’s Maximum HP from 10 to 14, and Heal him to make up the difference. When Asim is Healed by an Ally gain 1 Stack of Petrichor, but only once per 20 Minutes. N/A
Tempest Cleave Instant Power 3 Blocks

Stellarix Custom Kit. Asim sweeps his weapon in front of him, targeting an Enemy in front of him within 3 Blocks. The Enemy makes a choice: stand still, and suffer a Basic Attack from Asim with a minimum roll of 4, or jump back 2 Blocks (for free), but give Asim 1 Stack of Petrichor. If Asim’s Attack misses, or if they jump back, apply the Brittle Status Effect to the Enemy. 1 Hour Cooldown. N/A
Tempest Savior Movement Power Emote Range

Stellarix Custom Kit. Asim takes to the sky with Elytra Flight, as a reaction to an Ally within Emote Range losing a Defense Roll. Asim flies to that ally, and lands, making his own Defense roll, and suffering any Damage and/or extra effects from the Attack instead. Also grants the Ally 1 Block Token. If Asim fails the roll, gain 1 Stack of Petrichor. If this Ability is copied, Range is 10 Blocks instead. 2 Hour Cooldown. N/A
Tempest Rally Passive Power Self

Stellarix Custom Kit. If Asim is fighting with at least 1 other Archon, gain +1 Defense Stat (breaks cap up to 9). If Asim is fighting with at least 1 other Aelrrigan, gain +1 Attack Stat (breaks cap up to 11). If both apply, grant only one, determined by if there are more Archon or more Aelrrigans. If neither apply, gain 1 Stack of Petrichor when Asim reaches 6HP total for the first time in a fight. N/A
Tempest Sentinel Counter Power Self

Stellarix Custom Kit. Asim applies the Trapped Status Effect to Himself, and cannot use Movement Abilities while he has it. If removed, put this Ability on Cooldown. While the Status is applied, Asim’s Move Reaction range is increased to 3 Blocks, and he can make Attacks when Enemies enter that Range, not just pass through it. When Asim fails an Opportunity Attack this way, gain 1 Stack of Petrichor. 1 Hour Cooldown. N/A
Tempest Ultimate N/A Emote Range

Stellarix Custom Kit. When an ally inEmote Range takes -HP from an Enemy, Asim can, as a reaction, immediately heal that ally by +HP equal to Half (round down) the amount of Petrichor spent. If used on Self, remove all Status Effects on Asim, and become immune to further Status Effects for X turns, equal to Half (round down) the amount of Petrichor spent. X (Min. 2) Stacks of Petrichor. N/A
Furious Opener Passive Technique Self

Patsie Custom Kit. Siobhan’s first action in combat is enhanced, depending on if it was an Attack or Ability. If Siobhan Attacks first: Set the minimum Dice Roll to 3 for that attack, and grant 1 Stack of Rage if the attack Hits, 2 if it Misses. If Siobhan uses an Ability first: Also have the Ability apply the Bloody Status Effect for 5 Turns, and grant 2 Stacks of Rage if Staggered/Ignored/Avoided. Once per Combat. N/A
Furious Eviscerate Instant Technique Melee Range

Patsie Custom Kit. Siobhan targets an enemy within Melee Range, and applies the Bloody Status Effect to them. While they have the Bloody Status Effect, Siobhan gains +2 Attack Stat (breaks cap up to 11) while attacking them. Once Siobhan deals 4 Damage to them, the Bloody Status is removed. If this ability removes Bloody, grant 1 Stack of Rage, if the enemy removes Bloody, grant 2. 1 Hour Cooldown after Status Effect Removal. N/A
Furious Resistance Passive Technique Self

Patsie Custom Kit. When Siobhan reaches certain HP thresholds, she gains bonuses. 4HP: +2 Defense (breaks cap up to 9), and removes one Status Effect. 2HP: +2 Attack & +2 Defense (breaks cap up to 11/9), and +1 Block Token to Siobhan. Thresholds activate only once, even if healed, and don’t stack with each other. When Siobhan reaches each threshold, gain 1 Stack of Rage. N/A
Furious Execution Instant Technique Melee Range

Patsie Custom Kit. Siobhan targets an enemy within Melee Range that has 3 or less HP. Siobhan makes an Attack against them, with the minimum Dice Roll set to 3. If the Attack Hits, it deals -3HP damage. If it Misses, grant 2 Stacks of Rage. If this KO’s the target, grant 1 Stack of Rage, and if the target Revives, Siobhan makes another Attack Emote on them, out of turn and without using an Action. 1 Hour Cooldown. N/A
Furious Endurance Passive Technique Self

Patsie Custom Kit. Siobhan cannot be targeted by Revival Abilities. When Siobhan reaches 0HP, she can no longer use Abilities, but cannot be KO’d until she succeeds in one Attack Emote. When Siobhan wins this final Attack roll, also apply the Bloody Status Effect to the Target for 5 Turns, and KO her. N/A
Furious Ultimate N/A Self

Patsie Custom Kit. This Ability activates automatically on the Cost Threshold. Siobhan removes her Cap on Attack Stat, allowing any bonuses to break Cap, with no limit. Also, for each enemy within 3 Blocks of Siobhan, grant +1 Attack Stat. But, reduce Siobhan’s Defense Stat by Half that (rounded down, minimum 1), which can go into Negatives. 4 Stacks of Rage. N/A
Oceanic Sumberged Passive Power Self

KitchenRefugee Custom Kit. Violeana gains bonuses when she is “Submerged:” a character must be fighting in Water completely surrounded by it, even if they can’t swim or breathe. While Submerged, Violeana gains +1 Attack Stat (breaks cap up to 11), and gains 1 Stack of Torrent when using an Ability from this Kit. N/A
Oceanic Riptide Instant Power 4 Blocks

KitchenRefugee Custom Kit. Violeana targets all enemies within a 4 Block Radius around her. She chooses: Displace all enemies backwards and away from her 5 Blocks, and gain 1 Stack of Torrent per 3 Enemies, or Displace all enemies towards her, landing as best as they can within 1 Block, and grant 2 Stacks of Torrent regardless of enemies. 1 Hour Cooldown. N/A
Oceanic Frenzy Instant Power 1 Blocks

KitchenRefugee Custom Kit. Violena targets everyone within a 1 Block Radius around her. She deals -1HP Damage to all targets, but applies the Brittle Status Effect to herself. Violeana Heals +HP equal to Half Damage, rounded Down. If Submerged, Violeana targets everyone within a 4 Block Radius, but has max 8 Targets. Gain 1 Stack of Torrent if this Ability Damages 2 Targets. Once per Combat. N/A
Oceanic Suffocate Movement Power Emote Range

KitchenRefugee Custom Kit. Violeana targets one enemy in Emote Range, applies the Trapped and Silenced Status for the next 3 Turns, or lets them choose to end it early for free. If the Target chooses to end it early, Violeana teleports to any block next to them, without triggering any Move Actions and regardless of Distance, and gains 1 Stack of Torrent. 1 Hour Cooldown. N/A
Oceanic Flood Passive Power Emote Range

KitchenRefugee Custom Kit. Anytime Violeana or an Ally Displaces an enemy within Emote Range (except through this Kit), Violeana can, as a reaction, and without using her Action, increase that Displacement by 5 Blocks. If the target is Submerged, 10 Blocks. If this additional Displacement would cause the enemy to hit a Wall or Person, gain 1 Stack of Torrent. No Cooldown. N/A
Oceanic Ultimate N/A Self

KitchenRefugee Custom Kit. Violeana transforms into an Aquatic Monster Form until combat ends, gaining +1/+1 Attack & Defense Stat (breaks cap 11/9), and the Ability Weapon Throw, with a 5 Minute Cooldown. If Submerged, Violeana gains +2/+2 instead. Using Oceanic Ultimate again applies it to an Ally Violeana can Touch, but they are Mind Controlled by her and can no longer ignore her Orders. 3 Stacks of Torrent. N/A
Flutter Heart Instant Power 10 Blocks

Sapphomancy Custom Kit. When an ally would have a Status Effect applied to them within a 10 Block Range, Nadine can choose to take this Status Effect for them, with the limit removed on multiple Status Effects of the same type for her. If the Status Effect triggers or activates, grant Nadine 1 Stack of Forgiveness. 20 Minutes. N/A
Flutter Blessing Buff Power Emote Range

Sapphomancy Custom Kit. Nadine targets an ally that has less than 8HP, and no Status Effects, and grants them 1 Block Token. When the Block Token is removed, apply the Weakened Status Effect for two turns to the Enemy that removed it, and grant the ally +1 Attack Stat for their next 2 Attack Emotes. 1 Hour Cooldown, after Block Token is removed. N/A
Flutter Burden Buff Power Emote Range

Sapphomancy Custom Kit. Nadine applies a -3 to the final result of her next Dice Roll, but grants an ally within Emote Range a +3 to the minimum result of their next roll. Nadine can apply this -3 multiple times to herself, stacking (-6,-9,etc), but can only give +3 to one ally at a time. If Nadine fails a roll with a -3 (or more) from this Ability, grant 1 Stack of Forgiveness. No Cooldown. N/A
Flutter Healing Buff Power 10 Blocks

Sapphomancy Custom Kit. Nadine applies the Prone Status Effect to herself, kneeling in prayer. While Prone this way, Nadine can use her action to target an ally within 10 Blocks, and Heal them for +1HP, or +2HP if they are below 5HP. Once Nadine has healed for a total of 4HP with this Ability, end it, and grant 1 Stacks of Forgiveness. 1 Hour Cooldown, once ended. N/A
Flutter Amnesty Buff Power Emote Range

Sapphomancy Custom Kit. Nadine targets an Enemy within Emote Range that has 5 or less HP. She offers them a choice: surrender, healing them to full HP, and preventing further damage. If they refuse, she gains 2 Stacks of Forgiveness. If they surrender, but attack again, the damage protection is removed, and they have the Cursed Status Effect applied until they are K.O.’d which cannot be removed. Once Per Combat. N/A
Flutter Ultimate N/A Emote Range

Sapphomancy Custom Kit. Nadine targets all allies within Emote Range, with extra effects depending on the Cost Threshold. 4 Forgiveness: Heal +1HP each to the Allies with the Lowest HP. 6 Forgiveness: Heal +1HP each to 3 Allies with the Lowest HP, and grant +1 Block Token to the Ally with the Lowest HP. 8 Forgiveness: Heal +2HP each to 4 Allies with the Lowest HP, but K.O. Nadine. N/A
Scorched Ignition Passive Power Emote Range

ChapterDeath Custom Kit. When applying any Status Effect to a target, Jhavartal gains a stack of Burn. Status Effects applied in this way can be cleansed early by the target, spending their action to remove it at the cost of -1HP. No Cooldown. N/A
Scorched Command Instant Power Emote Range

ChapterDeath Custom Kit. Jhavartal spreads flames to two allies within Emote Range, allowing them to make an attack emote out of turn without expending their action. If an ally targeted with this ability was a Suvial or Spirit Mystech, Jhavartal gains a stack of Burn for each affected ally. 2 Hour Cooldown. N/A
Scorched Path Movement Power 5 Blocks

ChapterDeath Custom Kit. Jhavartal sets his weapon ablaze, charging in a 5 Block straight line that ignores attacks of opportunity and can go through characters. For each enemy he passes by, Jhavartal gains one stack of Burn. There is no upper limit on how many enemies Jhavartal can affect with this Ability. Jhavartal can make an Attack Emote at the end of his charge. 1 Hour Cooldown. N/A
Scorched Bombardment Movement Power 10 Blocks

ChapterDeath Custom Kit. Jhavartal selects up to 2 allies within Melee Range. Launching himself and both allies at a target within a 10 block range, all three characters are allowed to make an attack after landing, but with -3 Main Attack Stat, and this consumes the actions of the Allies, and counts as them using a Movement Power. For each successful attack that lands, Jhavartal gains a stack of Burn. 1 Hour Cooldown. N/A
Scorched Fatigue Instant Power Emote Range

ChapterDeath Custom Kit. Jhavartal casts out a heatwave to a target within Emote Range that is affected by a Status Effect. The Status Effect is immediately removed, but after 2 Emotes the target takes -1HP of damage. After another 2 emotes pass, another -1 HP of damage is dealt. If the target is a Spirit Mystech, Jhavartal also gains a stack of Burn. 30 Minute Cooldown N/A
Scorched Ultimate N/A X Blocks

ChapterDeath Custom Kit. Jhavartal collects the heat in the area, and erupts. Expending all Burn stacks, Jhavartal releases a fireball centered on himself with a block radius of however many stacks of Burn were expended. Any enemy caught within the blast is immediately knocked prone, and dealt -1HP of damage. Jhavartal must have a minimum of 3 Burn Stacks to use Scorched Earth. X Stacks of Burn. N/A
Tranquil Martyr Passive Power Emote Range

Sneakylinguine Custom Kit. Anytime an Ally in Emote Range reduces the damage Aeda would take (by absorbing it, taking the damage themselves for her, or using an Ability that reduces damage) Aeda gains 1 Stack of Altruism. Additionally, once per ally, the next time Aeda’lyn would heal the Ally that took damage for her, grant +1HP in healing. No Cooldown. N/A
Tranquil Blossom Buff Power 3 Blocks

Sneakylinguine Custom Kit. Aeda conjures and blooms a magical flower, targeting 3 allies within 5 Blocks of her. One ally is healed for +2HP, and the other two for +1HP. If Aeda is standing on a snow block, or if there is snow around her and/or in Regalia, this ability heals for +1HP to each, instead. 1 Hour Cooldown. N/A
Tranquil Bonds Link Power 3 Blocks

Sneakylinguine Custom Kit. Aeda targets two allies within 10 Blocks of her, and applies a Link Power to each for 30 Minutes. While Linked, anytime one of the allies is healed, the healing is duplicated on the other ally, but halved (minimum 1). If one Link is broken, grant the other Ally +2 Attack Stat (breaks cap up to 11) for the remainder of the duration. If both are Broken, grant 2 Stacks of Altruism. 2 Hour Cooldown, once ended. N/A
Tranquil Pathway Buff Power Emote Range

Sneakylinguine Custom Kit. Aeda targets an ally in Emote Range, and grants them +4 Blocks to their next Move Action. This does not consume an action.If the ally is Found: Also, the ally can ignore Move Reactions for that Move, and gain 1 Stack of Altruism. If the ally is Lost: Instead, reduce it by -4 Blocks, but grant them 1 Block Token. 30 Minute Cooldown. N/A
Tranquil Transfuse Buff Power Emote Range

Sneakylinguine Custom Kit. Aeda targets two allies in Emote Range, and takes -1HP from one, to give +2HP to the other. Aeda gains 1 Stack of Altruism. If the -1HP ally is Found: Grant them +2 Defense Stat (breaks cap up to 9) for the next 3 Defense Rolls. If the -1HP ally is Lost: Take -2HP instead, but grant them +3 Attack Stat (breaks cap up to 11) for their next 3 Attack Rolls. 1 Hour Cooldown. N/A
Tranquil Ultimate N/A Emote Range

Sneakylinguine Custom Kit. Aeda targets all allies in Emote Range and adds all of their current HP together. After adding, she divides it equally (rounded up). If the final HP is less than 4, Aeda can choose one ally and heal them +HP to match her HP, or heal herself to match theirs. If the final HP number is higher than 6, Aeda applies the Bloody Status Effect to all allies for the next instance of Healing only. 9 Stacks of Altruism. N/A
Ichor Harmacist Passive Power Self

DedJok Custom Kit. Cyrus is always considered passively in Medical Stance, but it has 2 different “forms,” Heal and Harm. Heal Medical Stance works the same as described on the page. Harm Medical Stance treats all enemies as if they had the Cursed Status Effect applied, but he can’t target Allies with the “basic attack.” Using Medical Stance Swaps forms. N/A
Ichor Lifeblood Buff Power Self

DedJok Custom Kit. When Cyrus heals an Ally, he can choose to suffer -1HP, and heal another ally in Emote Range for the same amount of healing. Cyrus gains stacks of Clot equal to the amount healed. N/A
Ichor Covet Buff Power Emote Range

DedJok Custom Kit. Cyrus chooses an Ally within Emote Range, and applies the Bloody Status Effect to them until the end of combat, reducing healing by -2 (to 0), but he can ignore it. Whenever Cyrus heals this Ally, they can add a /dice 4 to the final result of their next Attack Roll, and if the Attack succeeds, Cyrus gains 1 Stack of Clot. N/A
Ichor Proliferate Instant Power Emote Range

DedJok Custom Kit. Cyrus chooses an Ally within Emote Range that has a Status Effect, and removes that Status from their Ally, applying a copy of it to up to 3 enemies within 3 Blocks of the Ally. If Cyrus or an Ally triggers at least one of these Status Effects, Cyrus gains 2 Stacks of Clot. N/A
Ichor Offering Buff Power Self

DedJok Custom Kit. Cyrus targets an Ally that he can touch that is KO’d, as long as they have not used a Revival Ability. Cyrus prevents any Revival Abilities from working on them, but gains 1 Block Token for himself, and grants 1 Block Token to an Ally. Additionally, Cyrus grants +2 Attack (breaks cap up to 15), to that Ally, stacking. He also gains 1 Stack of Clot. N/A
Ichor Ultimate N/A Emote Range

DedJok Custom Kit. Cyrus targets an ally within Emote Range, empowering them, but also sending them into a magic-induced frenzy. The Ally gains +3,+3 to their Minimum Attack and Defense Rolls, and is instantly healed for +3HP. But, in exchange, the ally cannot move more than 5 Blocks away from Cyrus. Re-casting this allows Cyrus to target another Ally N/A
Wicked Stride Passive Technique Self

Compass_Box Custom Kit. In Combat, Anetheron can utilize the Jump 2 Trait and Ender Pearls to climb and traverse, but only while he is above 8 HP, or below 4HP, but never in the same Emote/Turn he makes an Attack. Additionally, Anetheron can take 2 Move Actions in one Turn, but cannot Attack in the same Emote. He can still use Abilities. No Cooldown. N/A
Wicked Bylaws Constant Passive Self

Compass_Box Custom Kit. When Anetheron initiates Combat, meaning he makes the first Attack Emote or uses the first Ability, he can also apply the Weakened or Silence Status Effect (his choice) to the Target for 2 Turns, also he gains 1 Stack of Power. If an enemy initiates Combat on Anetheron, he gains +2 Attack Stat (breaks cap up to 11) until he reaches 2HP, and gains 2 Stacks of Power. No Cooldown. N/A
Wicked Siphon Dispel Power 10 Blocks

Compass_Box Custom Kit. As a reaction to an enemy within 10 Blocks using a Power, Technique, or Moving, Anetheron grants a boon depending on what was used. Power: Heal +1HP. Technique: +2 to Minimum result of Anetheron’s next Attack Roll. Move Action: Anetheron can make a Move Reaction attack, regardless of range. Also, gain 1 Stack of Power for Powers/Techniques, and 2 for Move Actions. N/A
Wicked Bloodlust Instant Power Emote Range

Compass_Box Custom Kit. Anetheron targets an enemy in Emote Range, and forces them to choose: either they make an Attack Emote (no action required) on their nearest ally (moving if needed), with +4 added to the Minimum Result, and grant Anetheron 1 Stack of Power , or they grant Anetheron +4 to the Minimum Result of the next attack roll he makes against them, and grant him 2 Stacks of Power. 1 Hour Cooldown, but only once per Enemy. N/A
Wicked Cleave Instant Technique 4 Blocks

Compass_Box Custom Kit. Anetheron sweeps his weapon around him, making an attack on one Target within 4 Blocks of him, with +2 Attack Stat (breaks cap up to 11). Any other targets within 4 Blocks of him are displaced backwards away from him by 5 blocks. If Wicked Cleave was the last Ability Anetheron used, it also applies Brittle to up to two of the displaced targets, and grants him 1 Stack of Power. 15 Minute Cooldown. N/A
Wicked Ultimate N/A Self

Compass_Box Custom Kit. Anetheron releases the restrictions on his body, and increases in size, durability, and power. His Attack Range increases to 4 Blocks, he heals for +2 HP, and the first Ability he uses each turn does not consume his Action. Subsequent uses of Wicked Ultimate do nothing, but if he reaches 10 Stacks of Power after using this Ability, his Attacks do -4HP Damage instead of -2HP. Costs 6 Stacks of Power. N/A

Status Effects

These "Abilities" are not actually Abilities, but the Status Effects described on the Abilities Page. They are just listed here so players can easily link and reference them in-game, for ease of use and access.

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Trapped N/A N/A When Trapped, you cannot move, but can still use Abilities and fight on spot. N/A
Silenced N/A N/A When Silenced, you cannot use Powers. Dispel & Passive Powers are unaffected. N/A
Weakened N/A N/A When Weakened, you cannot use Instant Techniques and Mount Techniques. N/A
Confused N/A N/A When Confused, you cannot Target the person who Confused you. N/A
Blinded N/A N/A When Blinded, you cannot Target anyone. You can spend a turn to end the Effect. N/A
Marked N/A N/A When Marked, you will be automatically hit on next Attack, then the Effect ends. N/A
Bloody N/A N/A When Bloody, any healing you receive is reduced by 1, to a minimum of 0. N/A
Warned N/A N/A When Warned, you must choose between two negative outcomes, then the Effect ends. N/A
Brittle N/A N/A When Brittle, you take +1 Damage on the next Attack, then the Effect ends. N/A
Cursed N/A N/A When Cursed, enemy Healers can target you, and Healing does Damage instead. N/A
Prone N/A N/A When Prone, any Attack Emote you make has its maximum result reduced by 2. Spend a turn to end the Effect. Also, you cannot use Movement Powers, but can use Move during a Turn, however only at max 5 Blocks. N/A
Fleeting N/A N/A When Fleeting, if using a Movement Power, become Prone instead, then the Effect ends. N/A