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==Passive Abilities==
==Mundane Techniques==


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! Ability Description
! Ability Description
|-
|-
| Abyssal Body 1
| Unarmed Dodge
| Constant Passive
| Unarmed Technique
| Self
| Emote Range
| The Crimson Witch’s appearance changes depending on if they are the Altalar or Kathar variant, which cannot be hidden or overwritten by mutations or abilities, except ones that hide afflictions or specifically mention this Ability. They can safely subsist off blood or regular food, and have significantly delayed aging upon infection. Their racial max-age no longer applies, and they age at a rate of 1/10th, so 10 years would be 1 year for them physically. For Characters using this Ability older than 200 years in total, long periods of hibernation may be required to sustain themselves. Additionally, when using a Magic Spell from the Crimson Witch Base kit (excluding Arcane Mastery 1), the Crimson Witch’s eyes glow red.
| Unarmed Dodge allows the user to have 1 guaranteed Dodge Counter. A Dodge Counter can be consumed to avoid a Melee attack (Not a Melee Mundane Technique!) or Mundane Technique from the Ranged Weapon Point Buy Category. The 1 Dodge Counter refreshes at Server restart, but cannot refresh mid Combat Roleplay.
|-
|-
| Abyssal Body 2
| Technique Parry
| Constant Passive
| Mundane Technique
| Self
| Melee Range
| The Crimson Witch can create a single alternate appearance, which can be of any race, sex, and any combination of possible visual traits that race can have. This appearance masks any visual changes from Abyssal Body 1, making them look completely mundane. This appearance must be defined on the Character Application, and once decided upon, cannot be changed. Specific features can be altered by other Abilities, but the appearance defined in this ability is set. They can instantaneously toggle this appearance on and off. The Crimson Witch is immune to any Afflictions.
| Technique Parry allows the user to Counter an incoming Mundane Technique used on them from the Weapon Point Buy Category. This Mundane Technique has a 60 minute cooldown.
|-
|-
| Afflicted Life 1
| Knockback Sweep
| Constant Passive
| Mundane Technique
| Self
| Melee Range
| From the moment that the Character is affected by the Affliction, their body ceases to age, and their Racial max-age no longer applies. If the Character is cured, they will age to their appropriate age within 2 weeks. If they are re-infected, their body will age backwards to when it was first affected by the Affliction. If the person has already lived past their Racial Max age, they die at the end of the 2 week period instead. For Characters using this Ability older than 200 years in total, long periods of hibernation may be required to sustain themselves.
| Knockback Sweep allows the user to make a wide arch-swing. Anyone within Melee Range on either side or in front of the user must decide to dodge back by 5 blocks, or take the guaranteed hit. This Mundane Technique has a 30 minute cooldown.
|-
|-
| Affliction Hunter 1
| Crippling Strike
| Toggle Passive
| Mundane Technique
| Self
| Melee Range
| The Character must choose either Sun or Moon (this choice can only be made on a 72 hour cooldown). Once chosen the effects are permanent until a new choice is made. When Sun is chosen, a sun-shaped tattoo of any color forms on the skin in between the clavicles, with additional flame-like shapes fanning out towards the neck. If Moon is chosen, a moon-shaped tattoo of any color forms on the skin in between the clavicles, with additional cloud-like shapes fanning out towards the neck. While Sun is active, the Character is immune to all effects and harm from Abilities caused by any Ability used as part of a Vampiric Bloodline or Vampiric Base kit. When Moon is active, the Character is immune to all effects and harm from Abilities caused by any Ability used as part of a Cahal Bloodline or Cahal Base kit. Collateral effects, like the cut from an Ability summoned weapon, or the blunt trauma from rocks thrown up with some Ability, still apply damage like normal, but direct damage or effect Abilities like or Servile Collar 1. There is only one exception to this Ability: Any Abilities that allow Vampires or Cahal to feed on the Character still work, including all of their effects.  
| Crippling Strike allows the user to land an extremely pinpoint strike that provides a Crippled debuff to the Target. This Debuff prevents them from using any Channel based Abilities or Channel based Mundane Techniques for 10 minutes. This Mundane Technique has a 30 minute cooldown.
|-
|-
| Allar Biology 1
| Pinning Throw
| Constant Passive
| Mundane Technique
| Self
| Emote Range
| The Als-Allar can, as long as they do not fully ingest the substance and only taste it on their tongue, detect the ingredients of any edible or drinkable substance. This detection is specific and comprehensive, allowing them to know every ingredient used-- but not what they do, and not how much of each. In addition, they do not know the specific nature of ingredients, only their generic name. For example, if Vampire Blood was included, the Als-Allar would only know that there is some Blood inside the concoction, and nothing else.
| Pinning Throw allows the user to throw a Short Blade (it does not have to be their main hand weapon, it can also be a pocket knife) to pin a person against a wall or floor surface for long enough to allow the user to chain up another Mundane Technique or attack Emote. Note, this does not Stun the Target, they are still able to fight back, just not dodge or escape. This Mundane Technique has a 30 minute cooldown.
|-
|-
| Allar Biology 2
| Counter Rage
| Constant Passive
| Mundane Technique
| Self
| Melee Range
| The Maz-Allar has sharpened Talons, which are as hard as steel, and treated as the equivalent of Steel Daggers. They utilize Unarmed Combat Proficiency. Additionally, the Maz-Allar can activate an enhanced healing factor if they are still alive, allowing them to nearly instantly regenerate a single lost Limb or Organ, as long as it was lost within the past hour. This Ability has a 3 day cooldown.
| Counter Rage allows the user to roll a dice (/dice 1 3) for every successful hit or Mundane Technique that an opponent lands on them from Melee Range. If the dice rolls 1, the user gets an auto-guaranteed hit with their weapon on the opponent as a revenge strike.  
|-
|-
| Allar Biology 3
| Polearm Leap
| Constant Passive
| Mundane Technique
| Self
| 12 Blocks
| The Mai-Allar has webbed feet and hands, causing them to be the fastest Underwater Swimmers. They can breathe underwater indefinitely, and can create bubbles of air that allows up to one additional person to breathe safely underwater as long as that person is next to the Mai-Allar. The Mai-Allar can ‘speak’ to other Mai-Allar via a Sonar-Like language that only works Underwater.
| Polearm Leap allows the user to rapidly displace on the battlefield, regardless of how surrounded they are. The user may choose a new location within 12 blocks of their previous location and relocate there. This Mundane Technique cannot be used to scale walls or reach higher positions that the user could not reasonably leap or walk to, but can vault over smaller obstacles or people. This Mundane Technique does not grant initiative if landing near someone, leaving the user open to attack. This Mundane Technique has a 15 Minute Cooldown.  
|-
|-
| Altalar Master 1
| Barrier Smash
| Trigger Passive
| Mundane Technique
| Emote Distance
| Melee Range
| The user may, once per hour instantly Cancel any Ability used by another Altalar that is part of their standard Racial Ability set, while also forcing it to go on a 10 minute cooldown, unless it already had a cooldown that is longer than 10 minutes, in which case that one applies.  
| Barrier Smash does two things. First, this is an attack with such ferocity that the user is able to destroy any Magical Barrier or Shield Ability instantly by shattering it on impact. Secondly, this Mundane Technique allows the user to smash through Gates (represented as either wooden doors, Iron Bars, or Fence Gates in Minecraft).  
|-
|-
| Arken Speculate 1
| Leaping Charge
| Constant Passive
| Mundane Technique
| Self
| Emote Range
| The user is aware of and can utilize a specific occult ritual to contact an Arken. The user must specifically choose a singular Arken by name, and inquire into if the Arken either approves or dissaproves of a specific idea, action, or thing. This can be a person, or generally anything, but the answer will always either be between the binary of "The Arken likes this" or "The Arken dislikes this." The question, Arken, and asker should be sent in a Discord Ticket for a response. While there is no cooldown on this Ability, it should be used with understanding and care to not over-crowd Lore staff by excessively asking for even minor or "joke" things.
| Leaping Charge allows the user to instantly leap to a Target person in Emote Range. This Mundane Technique lands the user with the same relative positioning they were prior to using it, for example, if used in front of a Target, the user will land in front, not behind them. This Mundane Technique grants initiative, meaning the user is allowed to immediately chain up the use of this Mundane Technique with an attack. This Mundane Technique has a 30 Minute Cooldown.  
|-
|-
| Armor Flux 1
| Chuck and Run
| Trigger Passive
| Mundane Technique
| Self
| Emote Range
| The user has a constant proportional Armor effect. This proportional armor inverts the amount of armor worn by the individual and optimizes mobility and agility. Simpler put, the less armor the user is wearing, the stronger their skin and body becomes. Wearing only a set of pants and shirt is the equivalent of their skin being as strong as Plate Armor, where-as wearing a set of actual Plate-armor causes the body to be as strong as if they were only wearing a set of pants and shirt (though they are of course still wearing armor). The protection effect is only skin deep, and blunt force trauma still translates like normal, as well as Artifacts of any make.
| Chuck and Run allows the user to instantly toss their improvised weapon as a distraction or obstacle against opponents, and then make a run for it. This Mundane Technique only works if the user is up against 2 opponents, if any more opponents are present, the user is unable to guaranteed run away. If however no more than 2 are present in a fight against the user, and this Mundane Technique is used, they escape guaranteed. When using this Mundane Technique, the user must run away and cannot turn back into conflict. This Mundane Technique has a 24 hour Cooldown.  
|-
|-
| Armor Rend 1
}}
| Constant Passive
| Self
| The user can extend claws on their hands that, while used in Unarmed Combat Proficiency, ignore Mundane Armor and can even shred through Plate or Half-Plate Armor as if it was cloth (though it does not affect Artifacts). If used on Magical Armor, any hitpoint-based durability applies, otherwise it causes the same effect. These claws can also be used to aesthetically rip through things like wood or cloth or slice into stone.
|-
| Asha Agility 1
| Constant Passive
| Self
| The user will always outclass any other Race in the realm of running or sprinting, even if they are using Living Metal as armor, be it a competition, a chase, or pure recreation. The user will always run faster than anything else, unless this creature or person specifically has a mutation or Ability making it “as fast as an Asha”.
|-
| Battle Dress 1
| Toggle Passive
| Self
| The user may wear any type of armor regardless of whether it has been adjusted to fit their body, and it will automatically re-adjust to fit their body contours. Additionally, if they are wearing armor that has somehow been damaged or destroyed by Abilities, they may choose to instantly auto-mend every piece of armor worn by them into a pristine state before any damage was applied. This specific part of the Ability can only be used once per day.
|-
| Belliard Horror 1
| Constant Passive
| Self
| The Character is completely immune to all Puretek uses. Furthermore, the Character is also immune to Exorcism 1, 2, 3 and Primal Cleansing, meaning if they have an Affliction, this Affliction can only be removed in a Sakrosankt.
|-
| Blood Curse 1
| Constant Passive
| Self
| Firstly, the Character can still consume food and drinks, but achieves no satisfaction from their taste, as it all tastes like ash to them (except enchanted food made by other Vampiric Abilities). Secondly, The Vampire can reproduce with non-Vampires and Vampires alike, however the child will always result in a Vampire Brood of their Bloodline. Thirdly, if the Vampire does not feed within a week, they become physically frail. If they do not feed within two weeks, they become unable to engage in combat. After three weeks, they lose the ability to walk and become bed-bound. Vampires are unable to feed from other Vampires, and receive no satisfaction from feeding off of animals, except domesticated Sewer Rats, though the taste is revolting and makes the Vampires feel ill.
|-
| Blood Curse 2
| Constant Passive
| Self
| Firstly, the Character can still consume food and drinks, and achieves satisfaction from the taste, but not sustenance. Secondly, The Vampire can reproduce with non-Vampires and Vampires alike, and can choose to have a normal child or a Vampire Brood of their Bloodline. Thirdly, if the Vampire does not feed within a week, they become physically frail. If they do not feed within two weeks, they become unable to engage in combat. After three weeks, they lose the ability to walk and become bed-bound. Vampires are unable to feed from other Vampires, and receive no satisfaction from feeding off of animals, except domesticated Sewer Rats, though the taste is revolting and makes the Vampires feel ill.
|-
| Blood Dance 1
| Trigger Passive
| Self
| Each wound drawing blood the Character applies with a weapon can be immediately used to undo an equivalent wound inflicted by that specific Target on the user themselves, as long as the wound was inflicted within the last 30 minutes. If there is no equivalent wound to undo, this Ability does nothing. If the user has no wounds, this Ability also does nothing. This ability has no Cooldown, however each wound inflicted cannot be “saved up”. It must be used in 10 seconds or it expires. 
|-
| Blood Dance 2
| Trigger Passive
| Self
| The Character is able to summon a mist of Blood that quickly suctions onto their body, forming Steel plate armor on their chest, head, and forearms colored in crimson blood. This armor can be summoned and un-summoned instantly, and there is no Cooldown to this Ability. If Armor breaking Abilities or Mundane Techniques are used, and a single piece breaks, the whole Ability is Cancelled and put on a 30 minute Cooldown.
|-
| Blood Dance 3
| Trigger Passive
| Self
| The Character is able to summon a mist of Blood that quickly suctions into the shape of a melee weapon of their desire in their hand. This Weapon can be un-summoned instantly, but takes a few seconds to summon (preventing attacking with it in the same emote), and there is no Cooldown to this Ability. The Weapon cannot leave the user's hand, and cannot be handed off to others. If Weapon degrading Abilities or Mundane Techniques are used, and the weapon would break or be destroyed, the whole Ability is Cancelled and put on a 30 minute Cooldown.
|-
| Blood Eyes 1
| Constant Passive
| Self
| The Character has normal eyes, though their eye-sockets are somewhat reddened and darkened. When using any Ability from their Bloodline Ability Kit or Vampire Base Kit, their irises become solid red, with a small black pupil. This overrules any other Mutations or effects. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness. If the Player wants the Vampire's eyes to be solid red at all times, this is possible.
|-
| Blood Eyes 2
| Constant Passive
| Self
| The Character permanently has reddened and darkened eye-sockets, and irises that are solid red, with a small black pupil. This overrules any other Mutations or effects unless that effect specifically mentions hiding Blood Eyes 2. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness.
|-
| Blood Eyes 3
| Constant Passive
| Self
| The Character permanently has reddened and darkened eye-sockets, and irises that are solid red, with a small black pupil. This overrules any other Mutations or effects unless that effect specifically mentions hiding Blood Eyes 3. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness, and Ability-Created Darkness.
|-
| Blood Eyes 4
| Constant Passive
| Self
| The Character permanently has red irises, a black slitted pupil, and a black limbal ring in their iris, while the eye-whites remain white. This overrules any other Mutations or effects unless that effect specifically mentions hiding Blood Eyes 4. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness. Finally, the Character’s Vampiric teeth are always extended and cannot be filed shorter, though they are no longer functional.
|-
| Blood Eyes 5
| Constant Passive
| Self
| The Character has normal eyes, though their eye-sockets are somewhat darkened. When using any Ability from their Bloodline Ability Kit or Cahal Base Kit, their irises become solid icy-blue and glowing, with a small black pupil. This overrules any other Mutations or effects. If the Player wants the Cahal’s eyes to be solid icy-blue and glowing at all times, this is possible.
|-
| Blood Eyes 6
| Constant Passive
| Self
| The Character permanently has darkened eye-sockets, and irises that are solid icy-blue and glowing, with a small black pupil. This overrules any other Mutations or effects unless that effect specifically mentions hiding Blood Eyes 6.
|-
| Blood Eyes 7
| Constant Passive
| Self
| The Character permanently has reddened and darkened eye-sockets, and irises that are solid red, with a small black pupil. This overrules any other Mutations or effects unless that effect specifically mentions hiding Blood Eyes 7.
|-
| Body Mend 1
| Toggle Passive
| Self
| Any body part the Character loses, excluding the Head, is replaced over the course of 2 days by slowly forming substances determined by the source of this Ability. Any scars the character has also glows a color determined by the source of this Ability. The Character can choose to not recover a lost limb, or choose to have non-glowing scars that heal, but once activated, this Ability cannot be reverted. If the Character loses this Ability, the lost body parts will wither away, leaving them unharmed (Unless that body part was mandatory for survival), but without it. Body parts lost before gaining this Ability will re-grow.
|-
| Body Mend 2
| Trigger Passive
| Self
| The Character, as long as their head is still attached to their torso and their heart is still beating, will naturally regrow and heal any lost limbs or organs over the course of 6 days. This time frame is consistent regardless of the degree of damage, and multiple wounds can be healed at the same time. The Character can choose if scars remain when healed. This ability is automatic.
|-
| Body Tail 1
| Constant Passive
| Self
| The user possesses a single prehensile tail which can be used in both Combat Roleplay and to hold items or people. This tail has half the strength of the arm, meaning that all actions derive 50% of the Proficiency Points or the Physical Stat of the user when using the tail.
|-
| Body Tail 2
| Constant Passive
| Self
| The user possesses a large non-prehensile tail that is shaped like a shark’s. The user can use it to swim with a high efficiency and faster than anyone, except for Mai-Allar or Mai-Allar equivalent swimmers.
|-
| Brawn Power 1
| Constant Passive
| Self
| The user is able to shrug off any Harming effects caused by Any Ability from any Kit except Racial Ability Kits. When such an Ability affects the user, they are Staggered, their attacks and movement interrupted and any Channeling effects disabled, however they take no damage and can resume immediately after. All other effects accompanying these Abilities (such as for example Knockback or Rooting) still apply.
|-
| Brawn Power 2
| Constant Passive
| Self
| For every 2 Physical Stat gained from Proficiency Point Investment, the user gains +1 Physical Stat on top. This Boost does not breach Physical Stat Limit. If for some reason this Ability is lost or disabled, the total Physical Stat gained is removed. Additionally, the Character has less physical reactions from Alcohol than normal people would, requiring twice as much Alcohol to get drunk.
|-
| Bunker Down 1
| Toggle Passive
| Self
| If wielding a shield, the Character can choose to “Bunker down”, requiring them in a kneeling position with a shield down in front of them (using a shield if mundane, if not mundane, a shield is not be required). While this stance is upheld, they become immune to any Mundane or Ability based harm effects from a 180 degree angle in front of them (Ability based effects besides damage still apply). There is enough room behind the user for 1 additional person to gain the benefit, with the user counting as an Obstacle. The user of this Ability cannot do anything but talk while bunkering down (they cannot even see past their shield), but the person behind them (if there is one) can move and use Abilities, Weapons, or Items.
|-
| Cahalic Familiar 1
| Toggle Passive
| Emote Distance
| The Character has a permanent Cahalic Familiar called the Featherlight, a Falcon with butterfly wings, a stone-like masked falcon face, and a long tail that appears like long peacock feathers that give off light at the ends. The Featherlight is purely aesthetic, as soon as Combat begins, it flies high up in the air and won’t come down until Combat is over. The Featherlight cannot perform any tasks, or leave the user. It can only play with the user or others in Emote Distance, or perch on the user’s shoulder and make aesthetic gestures or noises. The Featherlight can be summoned or un-summoned at will. This Familiar is immune to Spirit Curse 1.
|-
| Control Counter 1
| Toggle Passive
| Self
| The user is completely immune to Control Powers (unless specified to circumvent immunity on the Ability itself). This is a toggle state, meaning that the user may choose to be affected by Control Powers, or not.
|-
| Corvaic Will 1
| Trigger Passive
| Self
| The Character has a preemptive strike aura. Any first-of-the-day harming Ability or Mundane attack or Mundane Technique that is used on them (with the exception of the Techniques gained at the full 20 Proficiency Point investment) is intercepted by a flock of Crows that suddenly appears before the attack impacts the user, instead being Countered and doing no damage to the user, and also not imparting any additional effects. This Ability can only trigger once per day.
|-
| Crimson Power 1
| Constant Passive
| Self
| The Vampire cannot be detected by any Abberant or Vampire Detection Mechanism. Additionally, the Vampire gains a constant +5 Theatre Arts and +5 Dancing Arts Proficiency boost, but any Combat Proficiency Category Proficiencies they have are set to 0 while they are not in their Vampiric Form, where their Combat Proficiencies remain as is.
|-
| Crimson Power 2
| Constant Passive
| Self
| For any Character the Vampire uses Blood Feeding 1 on, the Vampire will leave no bite marks, and inflict no pain. The targeted character will, additionally, forget that they were fed on at all and any information that would lead to them recalling that they were fed upon. Additionally, the Vampire’s blood gains an amnesiac effect when fed to others. When a splash of fresh Alais-Blood is force-fed to a victim, they will be unable to recall locations, voices, or faces they saw or heard for the last 24 hours. They can remember the general chain of events that happened to them, and remember what was spoken about, but will be incapable of remembering any identifying features at all. This effect cannot stack, and the blood cannot be stored and saved for later use, it must be fed fresh from the wound.
|-
| Cursed Soul 1
| Constant Passive
| Self
| While the character has an Affliction that includes this Ability, they are unable to use any Abilities found in Sorcery, Magic, and Faith Manifest. While having this Affliction, no other Affliction can be acquired. Proficiency Points are not refunded for Abilities lost. When the Affliction is removed (and this Ability), all normal use of Abilities is restored, and the Character can be Afflicted again.
|-
| Destined Body 1
| Toggle Passive
| Self
| The user while Mundane gains +5 Physical Stat that does not break Cap. If the user is Aberrant, they may instead purchase one Sorcery Spell without the 3 Proficiency Point Cost. If the user then becomes Mundane again, this Ability is lost and the Physical Stat is gained instead. There is one exception: Primal and Ordial Aberrants still gain +5 Physical Stat. For the purpose of this Ability, neither are considered Aberrant.
|-
| Destined Body 2
| Toggle Passive
| Self
| The user has greater control over their own emotional capacity, which can do a couple of things. Firstly, the user can disable all their own emotions and re-enable them at will. Secondly, the user can choose to compartmentalize certain feelings or memories, thus completely disabling themselves from feeling/remembering them until another person with Destined Body 2 re-connects them with their disabled feeling or memory in meditation. Finally, the user can disable their sense of guilt or conscience altogether. The user is still entirely affected by Control Powers however, and any emotions they have disabled can also still be emulated by Control Powers to make them feel them anyway.
|-
| Destined Body 3
| Toggle Passive
| Self
| The user is able to turn any single action made in a Non-Hostile Combat Roleplay (friendly duels or competition combat roleplay are permitted for example) such as for example a song they are performing, a dueling strike they are performing, or a painting they are presenting, into a "Dazzling Display". Dazzling Displays force everyone in Emote Distance who is not currently engaged in non-hostile Combat Roleplay to look at the person using this Ability, and to keep looking at them until their action is done, so long as it completes within a minute. This Ability can only be used once a day.
|-
| Dead Shell 1
| Constant Passive
| Self
| The Character is inhabiting a corpse which is able to be in any state of decay from entirely skeletal to freshly-dead, though it can only decay further over time and never be restored and is always recognizable as being a dead cadaver. The character does not have to breathe, does not need to eat or drink, does not require sleep and is immune to Gas, Toxins, ingested Alchemical Substances and Diseases. They have a dulled sense of physical pain, though cannot ignore the actual debilitation that being tangibly wounded results in. They cannot utilize Racial Abilities, have Sorcery, use Engineering or be infected by Afflictions. The character can only be killed through complete destruction of the head (or other mechanics that specifically target Undead or Ordial Afflicted), and can be freely maimed.
|-
| Dead Shell 2
| Constant Passive
| Self
| The Character is inhabiting a possessed, inorganic vessel. They are always treated as if their whole body is composed of plate armor no matter the material they are made of, but due to their hollow nature they are more vulnerable to blunt force trauma. The character does not have to breathe, does not need to eat or drink, does not require sleep and is immune to Gas, Toxins, ingested Alchemical Substances and Diseases. They have a dulled sense of physical pain, though cannot ignore the actual debilitation that being tangibly wounded results in. They cannot utilize Racial Abilities, have Sorcery, use Engineering or be infected by Afflictions. The character can only be killed through complete destruction of the head (or other mechanics that specifically target Undead or Ordial Afflicted), and can be freely maimed.
|-
| Dead Shell 3
| Constant Passive
| Self
| The Character possesses an incorporeal form which can only interact with the physical world through non-combative touch. They can interact with objects and touch people, but lack the strength or ability at all to harm people with physical contact or throw objects at them. They cannot be harmed by mundane physical attacks, but can still be affected by Abilities and affect others with them. The character does not have to breathe, does not need to eat or drink, does not require sleep and is immune to Gas, Toxins, ingested Alchemical Substances and Diseases. They cannot utilize Racial Abilities, have Sorcery, use Engineering or be infected by Afflictions. The character can only be killed by using Exorcism 4 on them (which causes them to be locked into place throughout the duration of the ritual and unable to use Abilities) or three successive shots from a Puretek weapon fired into them (or other mechanics that specifically target Undead or Ordial Afflicted).
|-
| Dravinda Gift 1
| Toggle Passive
| Self
| Once every 3 days, the user may call upon Dravinda’s wisdom and the spices of the Avela lands to produce a banquet worth 15 Culinary Arts in Proficiency Points. While under the influence of this Ability, the user will complete the whole dish in a Mundane manner, requiring only the base ingredients, and the knowledge provided by the Ability.
|-
| Dravinda Gift 2
| Toggle Passive
| Self
| The user can toggle a state of Void Spell immunity which prevents them from being affected by one of the following categories of abilities: Void Spell, Any Ability gained from Sorcery from a Void Sorcerer. Activating this toggle after an Ability has landed does not remove its effects, only future Abilities. This toggle has no cooldown, and can be toggled indefinitely. This only affects Abilities used by others, not by Abilities cast by themselves on themselves.
|-
| Elder Form 1
| Toggle Passive
| Self
| The user is able to manifest a black scaled tail that drags slightly on the floor. The tail can also be bound or hidden under a belt around the waist and then revealed at a later point in time. The tail is prehensile and can aesthetically hold items and move as the user wishes.
|-
| Elder Form 2
| Toggle Passive
| Self
| The user is able to change areas of their skin anywhere on their body (except the head) in any quantity and near-instantly. When applied anywhere on the skin, the area becomes as tough as Chainmail. The scale quantity can cover whole limbs, partial limbs, parts of the torso or only the back. If either the hands or feet are covered in scales, the nails turn into aesthetic claws. Additionally, the character can manifest or de-manifest a set of horns. These can either be just two horns, or multiple horns close together. These horns can have any shape or length, but must never be larger than the head, and can only ever bend backwards. Their color can range from ivory to dark gray-brown. These horns are purely aesthetic. The design and shape must always be the same for each individual user and cannot change in their lifetime.
|-
| Elder Form 3
| Toggle Passive
| Self
| The user is able to heavily adjust the appearance of their head between two alternatives that cannot be active together at the same time. The first is their capability to change their entire head to look like a Black Desert Dragon, complete with scales down to the shoulders, slitted orange eyes, and ivory horns. The face must always look the same, but can act as a disguise for those who have not identified the Dragon head yet. The horns on the Dragon head must always be the same. With this head, the user can still speak normally. The second option is the ability to change their head hair or facial hair or both into orange flames. These flames move slower than real flames, and respect the rough outline of the Songaskian's hair, while also being considerably more orange in color and cold to the touch.
|- 
| Empath Sense 1
| Trigger Passive
| Direct Touch
| The Character is able to absorb all of the pain of the Target person and feel it themselves instead, for as long as Direct Touch is maintained. The target whose pain is being absorbed may not be in combat, otherwise this effect does not work. Additionally, the Character becomes immune to passing out from pain or going into shock.
|-
| Empath Sense 2
| Trigger Passive
| Emote Distance
| The Character may blank their own emotional state while focusing on a single person within Emote Distance. As long as focus and a stare is maintained, the Character will duplicate the emotions and feelings of the Target and feel them, themselves. For example, extreme grief or joy, or heartache and melancholy. This does not explain why they feel that way, it simply copies the feeling to the user without altering the feelings of the Target.
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| Empath Sense 3
| Constant Passive
| City Wide
| The Character has an enduring mood-effect based on the psyche-empathy of the society they exist in. While the Character lives and works in Regalia, they feel a radiant effect on their mood depending on Server Progressions (Forum Progression Posts and in-game Events). If good things happen to Regalia, the Character feels more joy or calmness, and if bad things happen to Regalia, the Character feels more sorrow or anger. These are not strict moodlets, but more like hints and flavor.
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| Empath Sense 4
| Constant Passive
| Emote Distance
| While the Character is within Emote Distance of corrupted nature or destroyed Flora, they experience a heightened sense of rage and sadness. If the corruption is very profound, it may cause them to go berserk, even attacking allies until they can be drawn or lured away from the corruption, or the corruption is removed. If the Character is affected by Vile Vine 1, they instead go into a permanent berserk state, even attacking allies and unable to reason and speak, until Exorcism 1 is used on them.
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| Empath Sense 5
| Constant Passive
| Emote Distance
| While in any area that major events took place in the past or repeated emotions were felt, for example battle-fields, graveyards, burial sites, hospitals, celebration halls, throne rooms, etc, the Character is able to detect the lingering emotions that were felt in these areas. They are not strong enough to affect the Character’s own psyche, they are just able to feel the lingering emotions of centuries past. This is only felt in areas where lots of people come together to do a similar thing, or hundreds of people felt a similar thing at the same time.
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| Empath Sense 6
| Toggle Passive
| Self
| If any Abilities are used on the Character that would read their emotional state, the Character becomes immediately aware of who is prying into their mind, as long as they are within Emote Distance. Additionally, any such information retrieval is blocked, thus making the Character’s emotional state unreadable, though the user may toggle this on and off at will. The only Ability this does not work on is Empath Sense 2, which always breaks through Empath Sense 6 and is also immune to its detection mechanism.
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| Empath Sense 7
| Constant Passive
| Self
| The user can generally sense remnant emotional energy in an area that is not dependent on the amount of emotions felt near it. For example, a graveyard might allow them to sense the remnant grief of someone who died years ago, or a river might send them a sudden feeling or happiness like a child fishing with their parent from a few weeks prior. Additionally, the user is also able to sense emotional residue of great events having occurred in general areas or big buildings in Progressions, if they specifically go looking for them, but won't get great details on what exactly happened while trying to perceive the emotional residue.
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| Exist Counter 1
| Trigger Passive
| Emote Distance
| Once per day, the Character can entirely Counter a single Ability from an Exist Based Non-Racial Ability Kit. This prevents an ability from being used, stops an ongoing ability, and cancels and removes any effects it may have imparted as long as it is used within 10 seconds of the Ability being used, and as long as it was specifically targeting the Character.
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| Exist Counter 2
| Trigger Passive
| Self
| The Character is completely immune to Abilities gained from Exist-Based Sorcery, Exist Magic Kit, or Cahal Kits. They cannot affect them negatively, or positively, and they are not target-able.
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| Exist Gift 1
| Constant Passive
| Self
| This Ability allows the user to learn and use Exist based Sorcery & Magic, even if they have an affliction that prevents them from using Sorcery. Additionally, they may choose 1 free Sorcery Spell. If this ability is somehow lost, that Sorcery Ability is also no longer usable and no Proficiency refund is given. If the Character already had Void Sorcery before this Ability was gained, all those Spells are converted into their Exist Essence equivalent (which does not alter their functions, only their aesthetics)
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| Eye Mutation 1
| Constant Passive
| Self
| The eye of the User is changed in some way, either by changing the eye whites, or the iris, or the pupil. Eye Mutation I cannot be hidden or obscured by any Ability or Mutation except by a higher Eye Mutation (2, 3). Color rules are recorded on the Ability itself.
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| Frisit Gift 1
| Constant Passive
| Self
| The Character can hear and use Wyrmtongue, the Dragon language, and can hear Dragons speak Wyrmtongue from miles away. Additionally, the Character can see Soul Rivers, materialize them to others to see, and steer them around aesthetically.
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| Frisit Gift 2
| Constant Passive
| Self
| The Character is able to summon and unsummon either two identical melee weapons or one ranged weapon into their hands at will made of Soul Essence. Ranged weapons summoned through this ability have infinite ammunition, but can only use the default ranged attack. The Weapon cannot leave the user's hand, and cannot be handed off to others. If Weapon degrading Abilities or Mundane Techniques are used, and the weapon would break or be destroyed, the whole Ability is Cancelled and put on a 30 minute Cooldown. Proficiency in the specified type of weapon is required to utilize any abilities listed.
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| Gate Smash 1
| Trigger Passive
| Direct Touch
| The Character can muster all their strength and smash through a metal or wooden gate or door that is locked or barred. '''This Ability also works on cell gates in the Regalian Prison.''' This Ability can be used once per day. And produces a lot of noise, thus requiring the actual Ability usage to be done in announce emote (+h). Because of the size and bulkiness of the Character however, they are also permanently incapable of dodging or side-stepping any Mundane or Ability based Projectile attacks.
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| Great Force 1
| Constant Passive
| Self
| If at any point within 7 blocks of the user heavy objects are falling (for example, a collapsing roof or beam, or a large boulder) the character can brace the falling objects and hold them up long enough for nearby others to escape or not be harmed, and also create an escape for themselves. This Ability cannot be used for any Combat advantage.
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| Honed Skill 1
| Constant Passive
| Self
| Choose Metallurgy, Arcanology, or Linguistics. If at least 3 points are invested in the chosen Proficiency, choose a single 3 Proficiency costing “Pack” for free additionally. This Pack does not contribute to the maximum Packs possible for this Proficiency at max Point investment. If none of these are chosen, nothing is gained.
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| Honed Skill 2
| Constant Passive
| Self
| Choose any Hobby Group Proficiency. As long as 5 Proficiency points are invested in this Proficiency, gain another +5 for free. If this Ability were somehow removed from the Character, the Proficiency Point bonus is also removed. This Boost does not break the Proficiency Cap. If the chosen Proficiency is already boosted from any other source, it cannot be boosted by this Ability.
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| Honed Skill 3
| Constant Passive
| Self
| The user can hide messages inside anything they physically produce from the Hobby Group Proficiencies, hiding a message that can only show up under certain conditions (through the technique the information was hidden). If anyone is told these conditions, they can read the message from all the user’s crafts, for the ones this specific technique for hiding messages was applied. Once created, messages cannot be edited or removed.
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| Honed Skill 4
| Constant Passive
| Self
| Any item created by the user at a certain Proficiency Point investment for the skill, the item is always made as if it had +5 Proficiency invested (pertaining to Hobby Group Proficiencies Visual Art, Craft Art, Threads Art and Culinary Art). This +5 boost can break the 15 Proficiency limit for these Hobby Group Proficiencies. Additionally, any item made by the user within the Metallurgy Point-Buy system is always of superior quality than other crafters who do not have this Ability. (Metallurgy does not have a Quality=Proficiency investment system, superiority is dictated by this Ability only).
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| Hunt Sense 1
| Toggle Passive
| Self
| The Character has permanent Night-Vision in dark or night-time locations, thus being able to see through Mundane Darkness, but not Ability based Darkness. Additionally, if the Character has tasted or smelled freshly drawn blood of an individual within the last 30 minutes, are able to track their location wherever they are in Regalia proper. If the target leaves to a Clandestine Base or Noble Estate however, the tracking ends. While tracking, it's not allowed to use fast travel or sprint, the distance must be walked.
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| Inth Gift 3
| Constant Passive
| Self
| The user has a perfect recall memory through a Memory Phylactery. This is not a physical object, but more a metaphysical abstract concept that causes the user to be immune to any memory alteration, or any Ability that would otherwise make them forget memories, or have them stored elsewhere, altered, added, or diminished. If any memory is forgotten, the user needs simply call upon the Memory Phylactery to restore the memory in full detail. Any Memory Sense I used on the user will result in more clear and perfect imagery than for anyone else.
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| Kathar Binding 1
| Constant Passive
| Emote Distance
| The Kathar can infuse a specific accessory item with a single feeling. If the item is accepted as a gift, it will cause the target’s personality to change with the imparted feeling for 5 days. For example, a ring can cause a person to become more slothful, or to become less kind, or to become more lustful. After the time is over, the item becomes mundane. Items cursed by this ability are considered an Object Curse. Additionally, the Kathar can target another person and touch them, linking them together. This causes any physical sensation felt by either person to be also copied and transferred to the other. This is not only limited to pleasant feelings (such as the mouth-watering in anticipation of good food, or the butterfly stomach feeling of a passionate kiss) but also unpleasant feelings such as pain from being struck with a weapon. This connection can be removed any time by the caster, or broken with any Exorcism or Possession removing Ability on the victim. Only one link can be active for the caster, and after it has broken, this aspect of the Ability goes on a 24 hour cooldown, and the same target cannot be targeted for another week.
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| Kathar Binding 2
| Constant Passive
| Emote Distance
| This ritual allows the Kathar to produce a 7 day lasting Target Curse totem (which can be an object of any kind that can be worn or kept on a person) that when accepted by a person as a gift (or forced on a person), gives them visual similarities to the Kathar who gifted them the totem (skin, hair color, eye color, Body Build). They can additionally also graft mentality changes onto the gift receiver, particularly making them more favorable to the Kathar for the duration of the totem’s effects. After the effects wear off, a new totem can be applied. Additionally, the Curse also gives the target loyalty to the Kathar who made the totem. If the Kathar has the aid of 2 other Kathar, they can perform a ritual on a Nelfin or Half-Nelfin, allowing them to transform the person into a Kathar. The transformation is temporary for 3 days, and if the target was unwilling, it will revert after 3 days. Players who are consenting however may also make it permanent. This Ability can be reused on those who have had it used once on them already, but it can never be used on Manathar.
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| Keen Mind 1
| Trigger Passive
| Emote Distance
| Whenever any Control Power is used on the user that has some sort of Emotion, Feelings, Opinion or Perception reading element, the user immediately becomes aware that their mind is being prodded, and can send back whatever signal they want, thus effectively faking any attempt to read them and manipulate the person trying to read them on top.
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| Keen Mind 2
| Trigger Passive
| Emote Distance
| The Character is immune to the Sleight of Hand Pack of Roguery, and will always notice when someone is attempting to Pick-Pocket them.
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| Keen Mind 3
| Trigger Passive
| Emote Distance
| If the Character spots someone in a Roleplay Scene, that person cannot use Rogue Gift 5.
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| Keen Mind 4
| Trigger Passive
| Emote Distance
| The Character always hears the footsteps and actions of Characters with Rogue Gift 4.
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| Legion Body 1
| Constant Passive
| Self
| The Manathar loses all access to their prior racial kit, and can no longer be afflicted. They are bound to one Legion, which is chosen upon transformation and cannot be altered from thereon. They possess horns which can be altered in size and shape, however, cannot be removed. The Manathar’s skin upon transformation shifts from its usual hue, becoming whatever color fits within their chosen Legion. The Manathar can change their skin color at will, as long as it remains within the palette of their Legion.
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| Living Metal 1
| Constant Passive
| Self
| Any user will have a quantity of Living Metal that is naturally produced by their body. It is the side of a fist in its inert state, and can be suspended around the user’s neck as a necklace, on the tail for decoration, or on the forearm as a decorative bracelet. Living Metal can have any single color, as long as it looks metallic. Living Metal is always smooth (no jagged edges, rivets or bolts), but has a wavy pattern, similar to folded Steel that shows some reflective difference. Living Metal cannot be stolen, and can turn into a liquid form at the will of the user. In its natural state however, Living Metal is inert and serves no function, unless a Stance is active. Without any Stance active, Living Metal is purely decorative, like jewelry or clothing.
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| Living Metal 2
| Trigger Passive
| Self
| Any body parts lost by the user are automatically replaced after a week by Living Metal, unless they choose not to replace that body part. This decision can be re-made at any time after the limb is lost. Any replaced limbs made out of Living Metal will mimic body flesh in every sense, giving no additional sturdiness against weapons, having the same sensations, and being warm to the touch, yet metallic in appearance.
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| Living Metal 3
| Constant Passive
| Self
| The user gains two Living Metal Functions. These functions cannot be active at the same time together. The first function allows the user to turn their Living Metal into a single Melee Combat Category weapon of choice, two smaller Melee Combat Category weapons of choice, or a shield. The weapon or shield can be handed off to others, but only one can be produced, and it can be “melted” and returned to the user from Emote Distance. The second function allows the user to turn their Living Metal into plate-like metal armor for themselves, covering only one of the following parts: Legs, Torso+Waist, Arms or Head+Neck. This Ability takes several seconds to form, so it cannot be summoned to block an incoming attack.
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| Living Metal 4
| Constant Passive
| Self
| The user can transform their Living Metal, as long as it is not being actively used by another Living Metal Ability,  into a substitute for wound treatment, but only on themselves. This allows them to cover up 5 cuts and bruises, OR 1 deep gash/internal wound. This negates the wound, removes the pain, and prevents a lethal attack from killing the user. Removing the Living Metal returns the wound to its previous state. Living Metal does not heal, it is a stop-gap measure until a healer can be found. Additionally, the user can turn their Living Metal into any utility tool, like a walking cane, a hammer, or a screwdriver. This includes tools that require a basic resource to function (such as ink in a pen), as it will fulfill this function without requiring the resource. The Living Metal can also be used to form utility objects, like plates, carafes, wine goblets, a horse saddle, as well as be used for artistic endeavors, be that a statuette or simply juggled fluidically through the air before the user.
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| Magic Sight 1
| Toggle Passive
| Self
| The user is able to activate this Ability, causing their eyes to glow an intense solid color. While active, the user is Immune to any Ability or Mundane based Darkness or Blindness. They can even see through blindfolds and Ability-created substances covering their eyes, and if any of these effects was applied before the Ability was Toggled on, the effects are removed. This Ability has no Cooldown and can be Toggled on and off as many times as the user pleases.
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| Magic Sight 2
| Toggle Passive
| Self
| The user is able to summon a Magical lantern or candle in their hand that emanates a warm light in a 10x10 block area around them. Any Ability based Darkness that is cast in a wider area will be Nullified (the Darkness is still there, Magic Sight 2 merely temporarily removes the effect in the radius). Beyond the 10x10 radius however, everything remains in Darkness. Additionally, this Ability gives a few optional aesthetics. Users may passively have glowing eyes (that glow less bright than in Magic Sight 1), have a glimmer, or light sparkle on their skin, have sun-ray like tattoos that light up from the hands to the elbows, a sundisk of light projection behind their head, or glowing luminescent blood.
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| Magic Sight 3
| Toggle Passive
| Self
| The user is Immune to Ability or Mundane based Darkness (not Blindness) and also has Night Vision, giving them perfect sight at night and in dark places. This Ability can be toggled on and off.
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| Meraic Will 1
| Constant Passive
| Self
| The user is capable of using crystal magic to change the color of their skin and hair within the racial palette of their race. They can change it instantaneously and independently, but cannot ever be used to change their eye color.
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| Meraic Will 2
| Constant Passive
| Self
| The user's hair is lustrous, long, and capable of being maneuvered at the will of the wearer to perform minor tasks. The hair can pick up objects no heavier than five pounds, and will be formed into two “limbs” when in this utility state. However, when the user wishes, they can engage an alteration that will split their hair into eight limbs that will harden into a leather-like consistency resistant to easy cutting. In this state, the hair can support a user’s weight to drag them along the ground and can perform up to eight minor aesthetic tasks.
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| Meraic Will 3
| Constant Passive
| Self
| The user is capable of summoning a Remnant Crystal, which is a solid grey pentagonal prism crystal with Meraic text written within it. When squeezed in one hand and peered through, the user can read and understand any Language that is written in text form in front of them. This does not work for any code-speech or ciphers. This Crystal can be summoned or unsummoned at will, and cannot be handed off to others.
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| Mind Wall 1
| Toggle Passive
| Self
| The Character has Target Illusion immunity, and can perceive that a Target Illusion is being used on them. They may turn on or off this Illusion at will from their perception.
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| Mind Wall 2
| Toggle Passive
| Self
| The Character has Control Power immunity (except Exorcism 1 & 2, and Peace Reign 1), and can perceive that a Control Power is being used on them. They may turn on or off this Control Power at will from their mind.
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| Mind Wall 3
| Toggle Passive
| Self
| The Character has the Ability to hijack a Target Illusion being used on them. They can hijack it by changing how it is perceived, and then taking control from the original user, thus denying them the Ability to remove the Illusion or change it. While this occurs, the Ability is classified as Illuviation 1, and the Target whose illusions were hijacked is unable to use any Abilities that create Target Illusions. Additionally, if the Target that the Illusion was hijacked from has Target Illusion immunity, this immunity is broken for the duration during which the Illusion was hijacked. First hijacker always takes precedence.
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| Mind Wall 4
| Toggle Passive
| Self
| The Character has the Ability to hijack a Control Power (except Exorcism 1 & 2, and Peace Reign 1) being used on them. They can hijack it by turning the effect from themselves onto the Target who used the Control Power on them. While this occurs, this Ability is classified as a Control Power, and the Target becomes unable to use the Control Power that was used on the Character, while Control Power Immunity is also removed from them if they have it, for the duration of this reflected Control Power. The reflected Control Power follows the exact same rules as the Target using it on the Character would have, if it hadn't been hijacked.
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| Moon Transform 1
| Constant Passive
| Self
| The Character is able to change Dynasties. On the first day of each month, they are able to declare themselves as part of a new Dynasty, changing visual details, Racial Abilities, and all information on their Character Application.
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| Moon Transform 2
| Constant Passive
| Self
| If Frivolous Dynasty, the Sihai can take on the visual characteristics of a humanoid Red Panda. If New Dynasty, the Sihai can take on canine visual characteristics. If Greater Dynasty, the Sihai can take on owl-like visual characteristics. All are described on their Race page.
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| Nature Gift 1
| Constant Passive
| Self
| While outside the City, thus nowhere near conventional rental housing, the Character moves “as fast as an Asha” (thus giving the Character Asha Agility). This Ability ceases the moment the Character returns to the urban landscape.
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| Omniaware 1
| Constant Passive
| Self
| The user cannot be taken by surprise from behind, below, the sides, above or from far away. If any (Mundane) attack or harming Ability is used on them, a sixth sense will trigger making them aware of an attack that would otherwise take them by surprise. This does not grant additional dodging or avoiding mechanisms or guarantees, so standard Combat Roleplay Logic must still apply to dictate whether or not the user would be able to fairly block or avoid an incoming attack. This Ability purely gives the knowledge of such an incoming attack.
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| Ordial Horror 1
| Toggle Passive
| Emote Distance
| The Character can scan an area for the Ordial touched, be it Undead, Ordial Mages, Ordial Archblood, Death aligned Ezekiel etc. This Ability functions with pinpoint accuracy, even through walls. This Ability is telegraphed by the user raising up a white ghostly lantern, that causes a white tether to appear with anything Ordial. This does mean that the Targets know they are being identified and located. Additionally, while any Ordial touched person within Emote Distance of the user is unable to be healed or be affected by healing Abilities or mechanics while in Emote Distance. Finally, any mundane weapon wound applied by Moon Vault Isldar cannot be healed at all by Ordial touched persons, this wound festering with Isldar magics until the victim visits the Ordial Temple / Hellvalt Temple where anyone who taps into Ordial Essence can heal the wound(s).
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| Power Howl 1
| Trigger Passive
| Emote Distance
| The Character can unleash a loud blood curdling echoing scream or melodious angelic song that reverberates in Emote Distance. Anyone who is Channelling an Ability or about to Channel has the Channel forcibly interrupted, regardless of what interruption rules this Ability has. If this Channel Ability has a cooldown shorter than 5 minutes, it is set to a 5 minute cooldown. If longer, the Ability’s own cooldown is used. Additionally, anyone within 2 blocks of the user that was mid-swing with an attack, has their attack Staggered, meaning it automatically misses or is interrupted. This Ability has a 30 minute cooldown.
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| Primal Horror 1
| Constant Passive
| Self
| This Ability has a number of functions. Firstly, the Character is simply able to walk through Primal Shield 1, ignoring it as a physical barrier. Secondly, Primal Divination 1 does not work on them. Thirdly, Attacks or Abilities made by this Character cannot trigger Primal Defense 1 when used by someone else. Finally, the Character can sense any Dragon Warden, Dragonsoul, or Archblood within Emote Distance, even through walls, to pinpoint accuracy. This Ability and all its effects have no Cooldown.
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| style="width: 10%;" | Primal Sight 1
| style="width: 8%;" | Toggle Passive
| style="width: 8%;" | Emote Distance
| The user is able to detect a Dragon Soulcore, Dragonsoul, or Dragon Powercore, if it is present within Emote Distance. This Ability is not constant, and must be activated to sense, but has also no cooldown and is instant.
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| Pure Body 1
| Constant Passive
| Self
| The Character is immune to Afflictions. Any type of Affliction simply fails to infect them, even if it would come at the end of an Ability. Some Event Characters like Arken may have the Ability to negate this effect. Additionally, the Character is unable to learn or use Sorcery, if a Character gains Pure Body 1 at a later point in time, they lose their Sorcery or Magic and do not get Proficiency refunds.
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| Pure Body 2
| Constant Passive
| Self
| The Character is unable to use Magic or Sorcery, with the exception of Ordial Magic. Other Afflictions can still affect the Character however. Some Event Characters like Dragons may have the Ability to negate this effect.
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| Rogue Gift 1
| Constant Passive
| Self
| Should the character fail a dice roll for pickpocketing another character, they may roll a second time. This effect may only apply once per person being pickpocketed per day, but if a different person is targeted each time, it has no upper limit. The failed attempt is simply retconned.
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| Rogue Gift 2
| Constant Passive
| Self
| The Character can, once a day, if attempting an Proficiency or Ability action that requires a roll, dictate in OOC chat with the use of this Ability what the roll outcome would be without rolling. This is in essence a once-a-day luck-of-the-draw where the character has an instant-success on their /dice roll.
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| Rogue Gift 3
| Constant Passive
| Self
| The Character can, if they have seen any writing from a specific person, perfectly imitate that person’s writing and signature on any piece of writing.
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| Rogue Gift 4
| Toggle Passive
| Self
| Items held (like Clockwork or weapons) and stationary items used (like doors and hatches) do not produce any sound when used by the Character, and the character no longer makes noise when attempting to remain silent. Additionally, the character does not produce audible footsteps on any surface. This Ability cannot be used while wearing armor heavier than a gambeson.
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| Rogue Gift 5
| Trigger Passive
| Self
| The user may, if they are spotted by another character while attempting to hide, re-position to another place within Emote Distance, voiding the initial instance of spotting. This allows them to remain hidden, but can only be done once per RP scene.
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| Rotting Bite 1
| Trigger Passive
| Direct Touch
| The Character can bite another person. If their teeth hit exposed flesh, they inflict the victim with a rapidly-spreading magical malady that reduces their Physical Stat by 10 for the next hour. This ability has a four hour cooldown. The effects of this ability do not stack, even if used by another source.
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| Sacrifice Curse 1
| Constant Passive
| Self
| Firstly, the Character can still consume food and drinks, but becomes revolted by the taste of greenery, vegetables, and herbs unless they know for certain it was sustainably harvested with respect for nature (except enchanted food made by Food Enchantments). Secondly, The Cahal can reproduce with non-Cahal and Cahal alike, however the child will always result in a Cahal Brood of their Bloodline. Thirdly, if the Cahal does not feed within a week of losing fed status, they become physically frail. If they do not feed within two weeks, they become unable to engage in combat. After three weeks, they lose the ability to walk and become bed-bound.
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| Sariyd Gift 1
| Constant Passive
| Self
| The Character is immune to Servile Collar 1, Inth Gift 1, Inth Gift 2, Mind Surge 1, and Mind Surge 2. Additionally, the Character can construct a Clockwork Mem Bank, allowing them to store individual memories into the Mem Bank for safe-keeping, but not backup their whole memory.
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| Sariyd Gift 2
| Constant Passive
| Self
| This Ability allows the user to read and write in Qasr Script. Qasr Script is a form of hole/dented writing. If the Character is blind, this Ability still works, as Qasr script can be read while blind or blindfolded. Qasr script is not a language, and as such cannot be learned through Linguistics, only this Ability.
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| Sariyd Gift 3
| Toggle Passive
| Self
| The user is immune to Engineering Pack Eight: Hacking. If the user has purchased at least two Engineering Packs with Proficiency Points, they gain another pack for free.
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| Sariyd Gift 4
| Constant Passive
| Self
| The user has exceptional sharp and detail-focused eyesight, discovering abnormalities in things and places. Anything produced with Roguery Packs Government Forgery, Guard Forgery, or Art Forgery, is revealed to be a forgery to the user. Additionally, anything produced with Honed Skill 3 has the secret embedded message revealed to the user. Finally, the user is immune to any damage or constraining effects caused by any Region Enchant, such as Home Upgrade 1’s burgling trap.
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| Sariyd Gift 5
| Constant Passive
| Self
| The Character has access to a Clockwork familiar constructed of any metal alloy that can also be edited and modified further. This familiar may appear spider-like, or a floating head with a small heli-blade, or even a centipede, or a domestic dog, so long as it is never larger than a domestic dog. This Familiar may speak in any language the user speaks, and have a mimic of their personality, or parts of the personality of the owner that the owner does not want to have, offloaded into the familiar. For example, if the owner does not wish to be cowardly, they can offload their cowardice personality trait into the familiar, who will then speak with a lot of cowardice. This familiar cannot fight, but also cannot be destroyed and will simply bunker down to avoid damage. This familiar may carry items, but will drop them the moment it is attacked, and cannot ever leave Emote Range of the user.
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| Sihndar Hunter 1
| Trigger Passive
| Emote Distance
| The user can, if any unarmed Nelfin is within Emote Distance, and they are being attacked or targeted by an Attack or harming Ability, instantly leap towards them and intercept the Attack or harming Ability. This Ability does not work if there is a physical barrier between the user and the target that the user cannot pass, and while the user can be harmed while intercepting, they cannot be stopped by any mundane means.  If the Ability has an Area of Effect or some sort of splash damage, the target also becomes immune to this radius damage, all of it transferring to the user instead. This Ability can only target one person per day, however after the first use on that person, this Ability can be reused up to 4 times within a 24 hour timespan on that person only, before it is reset and can be used on anyone again.
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| Sihndar Hunter 2
| Constant Passive
| Self
| The Character negates all effects and harm from Abilities caused by any Ability used as part of a Vampiric Bloodline or Vampiric Base kit, or a Cahal Bloodline or Base kit. Additionally, the Sihndar is immune to any damage from weapons summoned or created by Abilities when utilized by a Vampire or Cahal. The Exceptions for Any Abilities that allow Vampires or Cahal to feed on the Character do not apply to Sihndar. They are completely immune to feeding.
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| Sihndar Hunter 2
| Constant Passive
| Direct Touch
| The Sihndar loses all access to their prior Racial kit, but maintains their prior general appearance, with updated hair, skin, and eye color. The Character cannot invest points into Caster Ranged Combat. The Character can, through a ritual, transform another individual (of any Nelfin race) into a Sihndar. The target Character must be fully willing, aware, and can be of any Aberrancy, except Primal, Draconic, or Ordial. This process is irreversible. The Transformation takes 24 hours to complete. Aesthetics for the process of this ritual should involve unique Flora from Drowda.
|-
| Sorcery Skill 1
| Constant Passive
| Self
|  If the Character has purchased at least 1 [[Sorcery]] Ability, they may gain an additional Sorcery Ability from any Category for free. This Ability can only trigger once, and if this Ability is somehow removed from the owner, the chosen Sorcery Ability is lost.
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| Sorcery Skill 2
| Constant Passive
| Self
| The Character may choose 2 Sorcery Abilities for free from any Category. This Ability can only trigger once, and if this Ability is somehow removed from the owner, the chosen Sorcery Ability is lost. This Ability also does not count as “purchasing” Sorcery Abilities for Sorcery Skill 1, or any other Abilities that require “purchasing” sorcery, so these Abilities do not stack.
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| Sorcery Skill 3
| Constant Passive
| Self
| The Character may purchase up to 3 Sorcery Abilities without being considered an Aberrant. These Abilities are still counterable like normal Sorcery Abilities. They receive 1 Sorcery Ability for free.
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| Soul Bond 1
| Toggle Passive
| Self
| When the user is born, a Domestic Dog, Domestic Cat, or (reasonably sized) Bird species juvenile joins them as a life-long companion. This life-long companion can die (but does not grant kill-perms), can carry a single object on them but may never attack. The life-long companion can intercept a single Mundane Attack for its owner, without harming the attacker, and becomes disabled for 24 hours. The life-long companion has unnatural long life, but this is never questioned, as Mundane societies have accepted the Soul Bonds as messengers from their Gods or kindred soul sent by the Everwatcher. The life-long companion can be mutated with every normal mutation from the [[Mutations]] page. The Soul Bonded creature cannot leave Emote Distance of the user.
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| Spirit Familiar 1
| Toggle Passive
| Self
| The user must choose an animal from the [[Animals]] Page (barring Magus or Dragon species). This choice is permanent, and must be mentioned on the Character Application. Once chosen, the user may choose to manifest and remove smaller visual and aesthetic changes to their body from the animal chosen, but never so thoroughly that it mimics a Cahal, Allar, or Asha. Secondly, they may summon a magical looking familiar of the animal chosen that may never be larger than a domestic cat regardless of original size of the animal, but may also be smaller depending on the preference of the user. This familiar can carry a single object on them, but may never enter combat, and is disabled for 1 hour if hit by any Ability or Attack.  If a Magical aesthetic is not desired, a Mundane creature can also appear to the Character in their childhood and stay with them, with this Ability applying to them, with all other rules. The Mundane creature gains a lifespan as long as the user.
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| Spirit Familiar 2
| Toggle Passive
| Self
| The user must choose an animal from the [[Animals]] Page (barring Magus or Dragon species). This choice is permanent, and must be mentioned on the Character Application.  The familiar cannot inflict harm, be permanently harmed, or interfere with combat in any manner. If killed, the familiar will disappear in a puff of white smoke, and reappear next to the User instantly. The familiar can never fully replace the sight or hearing of the User to its prior state, and will only supplement it enough to allow the User to return to base functioning, not adequate use in combat or scenarios that require quick reaction time. Regardless of whether or not the User has lost their voice, they can choose to speak through their Familiar at any point, but cannot speak at the same time the familiar is speaking. The Familiar can be unsummoned or re-summoned via a ten-second ritual.
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| Super Self 1
| Constant Passive
| Self
| Upon being physically harmed by any Mundane Attack or Ability, or upon hitting another person with any of these, the Character triggers a battle-state. When battle-state is activated, anyone within 2 blocks of the person is knocked over, while the person’s appearance may change with a wide variety of non-identity altering aesthetics including but not limited to: steaming skin, flaming eyes, electrified hair, increased vascularity, darkening of the eyes and sockets, shreddings skin, colored glow, and other visuals of rage and battle. While Super Self is active, the Character gains +5 Physical Stat.
|-
| Super Self 2
| Constant Passive
| Self
| The user can use Super Self 2 to instantly shift or move their feet or legs or ankles by either contorting, phasing, ghosting or re-shaping in such a way that any Rooting, Trapping or Snaring that is applied on them is instantly cancelled the moment it hits (all other effects of those Abilities or Mundane Techniques still apply). This Ability does not affect Abilities that apply Disabling effects to specific limbs or Paralysis.
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| Super Self 3
| Constant Passive
| Self
| The user can use Super Self 3 to instantly filter (or prevent themselves from breathing/ingesting) and nullify any Gas, Toxin, or ingested Alchemical Substance, making them immune to it. This Ability only affects Ability-Created Gases that have a tangible visual effect. This process is automatic, meaning they cannot pick and choose, except in the case of drinking Alcohol.
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| Super Self 4
| Constant Passive
| Self
| The Character is immune to any Alchemy, Mundane Techniques or Abilities that would cause a loss or gain, change, exchange or transferral of Proficiency Points or Physical Stat, both positively and negatively.
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| Super Self 5
| Constant Passive
| Self
| The Character is immune to any Ranged Combat Proficiency Mundane Techniques, with the exception of the Techniques gained at the full 20 Proficiency Point investment. The aesthetics for how these projectiles miss is up to the player, but it is recommended to simply pass through them as if they were a shadow.
|-
| Super Self 6
| Constant Passive
| Self
| The Character is immune to hypothermia and cold temperatures, and is completely unaffected by any naturally occurring or Ability based Ice, snow, or frost on themselves or on the ground. Additionally, the user is immune to Element Brand 1.
|-
| Super Self 7
| Constant Passive
| Self
| The Character is immune to burning and hot temperatures, and is completely unaffected by any naturally occurring or Ability based fire, lava, or steam on themselves or on the ground. Additionally, the user is immune to Element Brand 3.
|-
| Symbiosis 1
| Toggle Passive
| Self
| The Character is able to change the head shape they have as Urlan within the compliant clades and animal heads held there-in. This Ability does not count as disguise. Even if logic would dictate that an Urlan who once had a Buffalo-head now has a Deer-head and should thus not be recognizable, they can still be identified as the original appearance. Additionally, the Character can change between normal plantigrade legs and feet with Human skin, or hooves on digitigrade legs with fur up to the knees. They can also choose to keep the fur at the knees, or raise the fur up to the waist. They may also choose to have a cow-like furred tail that is controllable, but not capable of holding things and does not reach to the ground. Finally, the Character may use /trait add Jump2, as Urlan are able to jump twice as high as all other Races, and is immune to Mutations.
|-
| True Path 1
| Toggle Passive
| Travel Length
| The user is able to begin a charge or running speed in a particular direction. Once reaching a particular block, they may activate True Path 1 to scatter their body into a large cloud of non-harmful smaller objects, or flora, or critters, and continue traveling in the same direction as they were running. This allows them to continue moving for up to 10 blocks at sprinting speed, allowing them to pass through any hole, crack or opening. This can be to for example, float through a guard formation, a door, a wall of spikes, etc. After traveling 10 blocks, the character re-manifests, this Ability cannot be ended early, unless met with a solid wall without openings. This Ability has a 15 minute cooldown.
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| Undead Mend 1
| Trigger Passive
| Self
| While out of combat, the character can physically consume the flesh of either living or dead people or animals in order to heal their body up to the original point of their decay as an Undead. They must eat for ten minutes to restore wounds and surface level damage to the flesh, and must eat for an hour to repair any maims inflicted upon them. Severed pieces do not have to be recovered, and any regenerated flesh will appear as if it was the original piece of their body.
|-
| Undead Mend 2
| Trigger Passive
| Self
| While out of combat, the character can enter a state of self-repair by replacing any lost parts and restoring damage done to their vessel with scraps of whatever material they are composed of. They must spend 10 minutes grafting material on to repair simple injuries, and must spend an hour replacing maimed parts. Severed pieces do not have to be recovered, and any replaced parts will appear as if they were original portions of their vessel.
|-
| Vampiric Form 3
| Constant Passive
| Self
| The Character does not have access to a Vampiric Form. However, the Character can use Abilities from the Bloodline Ability Kit outside of a Vampiric Form. This Ability is always active.
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| Vampire Master 1
| Toggle Passive
| Emote Distance
| The user is immune to any Abilities used on them by Vampires (Excluding Rokhaal Vampires) that is part of their Vampiric Base and Bloodline kit. This is a toggle state, meaning that the user may choose to be affected, or not, but they cannot target specific Abilities and are either blanket immune or not immune.
|-
| Vampiric Familiar 1
| Toggle Passive
| Emote Distance
| The Vampire gains a Vampiric Familiar that they can summon, which must be either a: Bat, a Gargoyle, or corrupted Bird of Prey. This Familiar must be the size of a household cat, and can fly. The Vampiric Familiar must remain on the Vampire at all times, except when sent out for a single task. The task can be retrieving a single free small object (i.e. not being carried on a person, held, or tied down), or using a Single Ability on a person with the range of “Direct Touch.” (Excluding Servile Collar 1 & 2 and Blood Feeding 1) The Ability will then be cast through the Familiar, who must still be able to touch the Target. The Familiar will disappear and cannot be re-summoned for 30 minutes if hit by any Ability or Attack. The Familiar can be un-summoned and re-summoned, but if the Familiar is un-summoned, it cannot be re-summoned for 10 minutes. This Familiar cannot leave Emote Distance of the Vampire. This Familiar is immune to Spirit Curse 1.
|-
| Vampiric Familiar 2
| Toggle Passive
| Emote Distance
| The Character has a permanent Vampiric Familiar called the Bloodfalcon, a Falcon with bat ears, bat wings and a long tail that appears like squid arms with blood sucking mouths at the ends. The Bloodfalcon is purely aesthetic, as soon as Combat begins, it flies high up in the air and won’t come down until Combat is over. The Bloodfalcon cannot perform any tasks, or leave the user. It can only play with the user or others in Emote Distance, or perch on the user’s shoulder and make aesthetic gestures or noises. The Bloodfalcon can be summoned or un-summoned at will. This Familiar is immune to Spirit Curse 1.
|-
| Varlord Will 1
| Constant Passive
| Self
| The Vampire can gain more bat-like anatomical features in their Vampiric Form, and additionally can choose to have functional claws in their Vampiric Form on their original hands only. These claws are as hard as steel, and are treated equivalently as if they were steel daggers. They utilize Unarmed Combat Proficiency. Additionally, the Vampire can open Dorkarth Moratoriums, which only characters with this Ability can access. 
|-
| Vintar Born 1
| Toggle Passive
| Event Venue
| This Ability activates only during and at Server-Announced Events (player or Staff hosted, but announced by Staff / recorded on the calendar). While active, all other Vampires (even of other Bloodlines) including the Character themselves have all their Vampiric appearances hidden with an illusion (such as Blood Eyes 1 & 2), and become undetectable by Aberrant or Vampire Detection Mechanisms. The Ability remains active while the Character is at the Event Venue, and up to 5 minutes after final conclusion of the Event. Target Illusion immunity does not grant immunity to this Ability. This Ability can be used once per day
|-
| Vintar Born 2
| Toggle Passive
| Player Region
| This Ability activates only when the Character is inside their own Player Region, Noble Estate, or Clandestine Base. While inside, all the Character’s Vampiric appearances are hidden (such as Blood Eyes 1 & 2), and the Character becomes undetectable by Aberrant or Vampire Detection Mechanisms. The Character may also bestow this effect to one additional Vampire (of any Bloodline) but can only switch this to another person after the first has left the building. This Ability deactivates as soon as either the Character or the enchanted guest leave exactly the region+10 blocks (the region includes any attached gardens). Target Illusion immunity does not grant immunity to this Ability. This ability has no Cooldown.
|-
| Wall Climb 1
| Toggle Passive
| Self
| The user can climb up or down any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. The movement can only be directly up or down, not diagonal or sideways. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall.
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| Wall Climb 2
| Toggle Passive
| Self
| The user can climb up or down any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. The movement can only be directly up or down, not diagonal or sideways. This Ability includes a falling-damage mitigation, meaning that regardless of height, the character does not receive falling damage, and can jump from a suspended position halfway up the wall.
|-
| Wall Climb 3
| Toggle Passive
| Self
| The user is able to near-instantly scale a vertical wall or barricade as long as it has a landing position at the top that is reasonably horizontal, thus allowing them to hop over walls and fortifications. This requires the user to be standing at the base of the vertical wall and be thrown up, landing safely at the top. This Ability can be used four times every 12 hours. This Ability can also be used to safely travel down a wall, but it does also take a charge each time downwards travel is used.
|-
| Wall Climb 4
| Toggle Passive
| Self
| The user can climb up, down, or sideways (but not diagonally) on any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall. Channel Abilities cannot be utilized while Climbing with Wall Climb 4.
|-
| Weapon Song 1
| Toggle Passive
| Emote Distance
| The user may activate Weapon Song 1 on any Melee Weapon that they are wielding in combat, causing it to levitate in the air, and allowing them to control it as if they were wielding it, except further removed from the actual weapon. This must be their own weapon, and not a weapon they’ve taken or stolen from another. The only thing this does, is create distance between the opponent and the user, thus allowing them more time to respond to moves the opponent makes. The weapon can still be parried and even knocked out of the user’s hand, as it is only displaced. The distance can however be anywhere in Emote Distance, as long as where it is levitating is within view.
|-
| Yanar Biology 1
| Constant Passive
| Self
| The Yanar is composed primarily of plant matter. When the Yanar dies, or goes through the Wyldbirth Cycle, they shed their body as fertilizer and are reborn after 48 hours. This new body can have a completely different appearance, be of a different Yanera subspecies, have a different personality, different Body Shape, but must always have the same Proficiencies. For more specifics, read the Wyldbirth section above under Physical Characteristics. A Yanar can only go through Wyldbirth 4 times a year, based on the 4 seasons. Additionally, the Yanar is able to exert minor influence on the flora around them, causing them to sway with a wave of the character’s hand.
|-
| Yanar Biology 2
| Constant Passive
| Self
| The Yanar can, while in a region or area affected by Home Enchant 7, meditate while holding hands with as many other characters with Yanar Biology 2, and up to one character without Yanar Biology 2, drawing them into a communal dream-realm. While in this realm, they can talk and share photo-like images of memories to others in dream. Anyone can leave the realm at will, or be forced out of it if their meditation is disturbed. Additionally, the Yanar can forcibly bring anyone who is fully restrained or incapacitated into the dream realm as well. This is not voluntary, and the target cannot leave on their own. The target cannot close their eyes, allowing the Yanar to bombard them with flash-like photos of memories, sounds, and smells in rapid succession. This can only be used on one target at a time, and can  only be disrupted by the Yanar ending it, or being forced away from the Target.
|-
| Yanar Biology 3
| Constant Passive
| Self
| The Yanar can summon a plant or bark stave between 5 to 6 feet long that is as tough as steel. It can be freely given to others, but will rot after 48 hours. The Yanar can re-absorb the Stave at will by touching it, and can only summon one stave at a time. It can be stolen from the Yanar. Additionally, the Yanar can plant a piece of fruit in a region affected by Home Enchant 7, growing a domestic-cat sized familiar called a Yattil that takes on features of the fruit and a certain kind of animal. The Yattil is purely aesthetic, and can interact with their Yanar owner in friendly ways, but cannot be hurt or assist in any functional capacity. Only one Yattil can exist at any given time, though the Yanar can re-plant the Yattil to change its fruit or animal type.
|-
| Yanar Biology 4
| Constant Passive
| Self
| The Yanar can target one person within Emote Distance, and alter the aesthetic visuals of their body via plants and petals to suit the person’s interests. For example, the person’s favorite color, or flower, or hair length might appear or re-appear on the Yanar’s body. Additionally, these Yanar always produce an Emote Range wide floral scent that smells different to each person that smells it, always representing their favorite floral or fruity smell.
|-
|}

Revision as of 22:13, 5 May 2022

Mundane Techniques

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Ability Name Ability Type Ability Range Ability Description
Unarmed Dodge Unarmed Technique Emote Range Unarmed Dodge allows the user to have 1 guaranteed Dodge Counter. A Dodge Counter can be consumed to avoid a Melee attack (Not a Melee Mundane Technique!) or Mundane Technique from the Ranged Weapon Point Buy Category. The 1 Dodge Counter refreshes at Server restart, but cannot refresh mid Combat Roleplay.
Technique Parry Mundane Technique Melee Range Technique Parry allows the user to Counter an incoming Mundane Technique used on them from the Weapon Point Buy Category. This Mundane Technique has a 60 minute cooldown.
Knockback Sweep Mundane Technique Melee Range Knockback Sweep allows the user to make a wide arch-swing. Anyone within Melee Range on either side or in front of the user must decide to dodge back by 5 blocks, or take the guaranteed hit. This Mundane Technique has a 30 minute cooldown.
Crippling Strike Mundane Technique Melee Range Crippling Strike allows the user to land an extremely pinpoint strike that provides a Crippled debuff to the Target. This Debuff prevents them from using any Channel based Abilities or Channel based Mundane Techniques for 10 minutes. This Mundane Technique has a 30 minute cooldown.
Pinning Throw Mundane Technique Emote Range Pinning Throw allows the user to throw a Short Blade (it does not have to be their main hand weapon, it can also be a pocket knife) to pin a person against a wall or floor surface for long enough to allow the user to chain up another Mundane Technique or attack Emote. Note, this does not Stun the Target, they are still able to fight back, just not dodge or escape. This Mundane Technique has a 30 minute cooldown.
Counter Rage Mundane Technique Melee Range Counter Rage allows the user to roll a dice (/dice 1 3) for every successful hit or Mundane Technique that an opponent lands on them from Melee Range. If the dice rolls 1, the user gets an auto-guaranteed hit with their weapon on the opponent as a revenge strike.
Polearm Leap Mundane Technique 12 Blocks Polearm Leap allows the user to rapidly displace on the battlefield, regardless of how surrounded they are. The user may choose a new location within 12 blocks of their previous location and relocate there. This Mundane Technique cannot be used to scale walls or reach higher positions that the user could not reasonably leap or walk to, but can vault over smaller obstacles or people. This Mundane Technique does not grant initiative if landing near someone, leaving the user open to attack. This Mundane Technique has a 15 Minute Cooldown.
Barrier Smash Mundane Technique Melee Range Barrier Smash does two things. First, this is an attack with such ferocity that the user is able to destroy any Magical Barrier or Shield Ability instantly by shattering it on impact. Secondly, this Mundane Technique allows the user to smash through Gates (represented as either wooden doors, Iron Bars, or Fence Gates in Minecraft).
Leaping Charge Mundane Technique Emote Range Leaping Charge allows the user to instantly leap to a Target person in Emote Range. This Mundane Technique lands the user with the same relative positioning they were prior to using it, for example, if used in front of a Target, the user will land in front, not behind them. This Mundane Technique grants initiative, meaning the user is allowed to immediately chain up the use of this Mundane Technique with an attack. This Mundane Technique has a 30 Minute Cooldown.
Chuck and Run Mundane Technique Emote Range Chuck and Run allows the user to instantly toss their improvised weapon as a distraction or obstacle against opponents, and then make a run for it. This Mundane Technique only works if the user is up against 2 opponents, if any more opponents are present, the user is unable to guaranteed run away. If however no more than 2 are present in a fight against the user, and this Mundane Technique is used, they escape guaranteed. When using this Mundane Technique, the user must run away and cannot turn back into conflict. This Mundane Technique has a 24 hour Cooldown.