ROLLING SYSTEM & MECHANICS
Definitions:
Echo - Your character.
Primary Attribute - One of your four main stats: Strength, Constitution, Agility, and Intuition.
Secondary Attribute - One of your four secondary stats: Health, Warding, Movement, and Toxicity.
cApp - A creation application. Used, among other things, to improve the Tier of a Technique.
Death's Door - A mechanical system to determine whether an Echo dies or remains unconscious.
Technique - A move, power, or ability used by an Echo in combat.
Attributes & Stats
Introduction:
All echoes have certain stats and features that define their capabilities to interact with aspects of the server mechanically. These functions include Tiers (our system for character level), Stats (your numerically ranked attributes), Combat Actions and Rolling (definitions for how and when you can use certain features), Inventory and Equipment (what you can carry, how you wear armour, how you utilise trinkets and items), and Techniques (features, abilities, and powers defined by attribute and magic). Together these many systems blend to form the foundation for mechanical interaction not only with events and other players, but with the server across all aspects to give life to this game as a multiplayer online RPG.
Adherence to this document is not optional. You are strongly encouraged to ask for assistance in our Discord's #help-and-questions channel if anything confuses you. We understand that this document is long and complex, but we ask for your patience and understanding as this is the current state of a carefully developed system with community contributions and feedback. We are always striving to improve, and you are welcome to share feedback and suggestions with a Story Team member.
Primary Attributes:
Strength | STR
Strength is used to roll for feats of physical prowess, breaking locks or doors, and dealing damage. Mechanically, Strength is used to dictate the damage dealt by Unarmed, Thrown, Medium or Heavy Weapons at a rate equal to +1 for every 2 Strength. Equally, it is used to determine the range at which something can be thrown, which is equal to 3 + Strength in Blocks.
Constitution | CON
Constitution is used for dictating one’s own durability and stamina. Mechanically, Constitution provides +1 Wards for every 2 in Constitution. Equally, Constitution dictates how heavy a set of armor that the Echo can wear. 1 for Leather, 2 for Mail, 3 for Plate.
Agility | AGIAgility dictates one’s ability to be dexterous and nimble. Mechanically, Agility is used to dictate the damage dealt by Unarmed, Ranged, Light or Medium Weapons at a rate equal to +1 for every 2 Agility.
Intuition | INT
Intuition determines one’s ability to understand their peripherals, such as observing or perceiving things around them. Mechanically, Intuition is the default Defense stat used for rolling Defense Rolls.
Secondary Attributes:
Health | HP
All Echoes begin with 20 Health upon creation, though this number can be decreased when any Primary Attribute goes negative. For every unit below 0 that an Attribute goes, the Echo loses -1 from their maximum Health.
Warding | Wards
Wards are a protective layer that is imposed before Health, All Echoes begin with 0 Wards, though an Echo gains 1 Wards for every two points in their Constitution Attribute at the beginning of their turn. Equally, they can increase their Wards through Equipment, Items, and Armor.
Movement | MS
Movement dictates how many blocks an Echo can travel on their turn. All Echoes begin with 9 Movement upon creation, and can only be increased by external means.
Toxicity | TOX
Toxicity refers to the amount of toxins that you can consume, through alchemy or magic. Reaching one’s maximum Toxicity is fatal. All Echoes have a maximum Toxicity equal to their Health, and all Toxicity is reset every 24 Hours. Toxicity cannot be used to kill someone's Echo, unless they themselves had ingested or used something. If Toxicity meets its maximum from external factors or an outside influence then it will instead inflict Concussed I.
Attribute Points:
All Echoes begin character creation with 0 in all Primary Attributes, and have 5 Attribute Points that they can spend amongst them. Primary Attributes can be reduced into negatives, to a minimum of -3, to provide additional Points to spend. The maximum amount of Points available in any Attribute at Tier 0 (character creation) is +4, though Attribute Points gained through Character Leveling may permit an Attribute to reach +6. Your Modifier for an Attribute is equal to the Attribute itself. Items, Potions, Abilities, or other effects can temporarily increase an Attribute past these maximums. ST Characters or Creatures may (and will) break these normal rules, due to balancing of events and storylines amidst multiple players.
Checks & Saves:
Checks and Saves are the means by which Echo’s interact with challenges in the world, testing their abilities and luck. A Check is used when an Echo actively attempts to overcome an obstacle, solve a problem, or perform a specific task—like climbing a wall or deciphering a puzzle. A Save, on the other hand, is a reactive measure, representing the Echo’s ability to resist or avoid an incoming threat, such as dodging a trap or enduring a harmful spell.
Defense Roll:
Whenever you are the target of an Attack Roll, you may roll Defense using Intuition to avoid the incoming attack. If the Attack Roll meets or exceeds the Defense roll, the attack lands. If the Attack Roll does not meet or exceed the Defense roll, it misses.
Character Levelling
Standard Tiers:
All Echoes begin at Tier 0. Over time, an Echo's Tier will increase naturally. This system is designed to reflect the natural learning and growth that occurs over a Echo's lifetime. A, Echo cannot begin increasing in Tier unless they have an approved character sheet on the forums. As soon as the Echo's character sheet is approved, the timer starts ticking for an increase in Tier. In order to have your character card in-game improved in Tier, please contact a Story Team or Moderation member. When you increase in Tier, you are required to update your character sheet on the forums.
Tier 0 | Creation
All Echoes begin here, and this is the maximum that any unapproved Echo can reach if they do not have an approved character sheet. They may possess 3 Tiers worth of Magic, and may have 3 Slots worth of Combat Techniques.
Tier 1 | One Month Total
One month following the approval of the Character Sheet, the Echo has evolved and gains 1 Attribute Point, and may possess up to 4 Slots worth of Magic and Combat Techniques.
Tier 2 | Three Months Total
Three months following the approval of the Character Sheet, the Echo has one again developed and gains an additional 1 Attribute Point, and may possess up to 5 Slots worth of Magic and Combat Techniques.
Tier 3 | Six Months Total
Six months following the approval of the Character Sheet, the Echo has reached the pinnacle of their personal growth through the passage of time, and gains a final 1 Attribute Point, and may possess up to 6 Slots worth of Magic and Combat Techniques.
Technique Tiers & Slots:
Techniques are organised into Tiers: 0, 1, 2, and 3. Most Techniques begin at Tier 1 and all Tier 1 Techniques can be used by an Echo of Tier 0 or above. There are three special Techniques categorized as Tier 0 that all Echo's can take without sacrificing a Technique Slot. In order for a Echo to be able to use Tier 2 and Tier 3 Techniques, they must acquire an approved cApp for that Technique. In order to do so, the Echo must train and use the desired Technique in a variety of ways. Then, they can submit a cApp for approval.
Technique Slots determine how many Techniques can be active for use on your character sheet. Technique Tier 1 occupies one Technique Slot per Technique. Technique Tier 2 occupies two Technique Slots per Technique. Technique Tier 3 occupies three Technique Slots per Technique. For example, a Tier 0 Echo can have all three Tier 0 Techniques active on their sheet in addition to any three Tier 1 Techniques of choice that they meet the requirements for. They can take any three Tier 1 Techniques, because a Tier 0 Echo has three total Technique Slots to spend acquiring Techniques.
To provide another example, if that same Echo acquired an approved cApp for one of their Techniques elevating it to Tier 2, they would then be forced to drop a Technique in order to keep their new Tier 2 Technique, because Tier 2 Techniques occupy two Technique Slots.
* Magic and Flex Tiering will be discussed at a later date *
Combat System
Action Economy - Turns & Rounds:
At the beginning of combat, turns are established in ‘Initiative’. Turn order is dictated by the order at which players have initiated combat or joined the roleplay. The first turn is always the player who has emoted striking first. If any disagreements occur during establishing the turn order, then players may roll an Attribute Check using your highest Attribute with turns occurring in descending order (higher rolls have a higher turn order). During ST Events, Initiative may be decided by the ST by a variety of factors. Some abilities or situations may have cooldowns dependent on Turns or Rounds.
Prime Action:
Echoes have one Prime Action per Round. Certain Techniques, spells, item abilities, and other powers require spending a Prime Action to activate them.
Attack Rolls:
When an Echo attacks with a weapon, they spend a Prime Action to do so. When rolling to attack, add the appropriate Attribute (Strength or Agility) to the attack roll.
Swift Action:
Echoes have one Swift Action per Round. Certain Techniques, spells, item abilities, and other powers require spending a Swift Action to activate them.
Reaction:
Echoes have one Reaction per Round. Reactions are used only in certain circumstances, such as for an Attack of Opportunity, however certain Techniques, spells, item abilities, or other powers may require spending a Reaction to activate them. Uniquely, Reactions can be used outside of the bounds of your Turn.
Movement Action:
Echoes have one Movement Action per Round. Echoes may spend their Movement Action to travel a number of blocks equal to their MS. Echoes are not required to roll in order to move, however they may be required to roll in order to perform special movement-based activities, such as vaulting and climbing.
Dynamic Action:
Dynamic Actions are special. When an Echo takes a Dynamic Action, they use up all other action-types that Turn. In other words, when you take a Dynamic Action you forgo your Prime, Swift, and Movement Actions that Turn. Certain Techniques, spells, item abilities, and other powers may require spending a Dynamic Action to activate them.
Vaulting & Climbing:
Vaulting consumes an additional +1 Block of MS for each object vaulted. Climbing consumes an additional +2 Block of MS for each block climbed.
Fall Damage:
For every 3 Blocks that you fall you lose 4 Health. For example, if you fall 3 Blocks you lose 4 Health. If you fall 6 Blocks, you lose 8 Health, etc.
Death & Unconsciousness:
All the while an Echo is unconscious, they do not benefit from any Passive that any Item or Ability infers unless it otherwise states so, and they skip their turn as they are unable to act in any fashion. Whenever an Echo would reach 0 Health, they reach a state known as Death’s Door. While on Death’s door, they are unable to act and are considered unconscious. An Echo remains on Death’s Door for one round, whereby at the start of their next turn they die. If an Echo assists a target on Death’s Door, then the target will be restored at 1 Health unless additional means are granted. Reaching Death’s Door inflicts injuries, wounds, and negative effects which last until recovery.
Damage Types:
Bludgeoning - Damage received from physical impact with something.
Piercing - Damage received from an object stabbing into an Echo's body.
Slashing - Damage received from an object lacerating an Echo's body.
Dawn - Radiant damage. This can be magical or mundane.
Dusk - Necrotic damage. This can be magical or mundane.
Pyre - Fire damage. This can be magical or mundane.
Terra - Earth damage. This can be magical or mundane.
Gael - Wind damage. This can be magical or mundane.
Blight - Poison damage. This can be magical or mundane.
Boreal - Cold damage. This can be magical or mundane.
Levin - Lightning damage. This can be magical or mundane.
Eso - Psychic damage. This can be magical or mundane.
Equipment & Loadout
Armor:
Wards gained from armor are dictated through the Chestwear slot. Other slots that provide Wards are applied on top of this.
Shield | +2 Wards
Cloth | +4 Wards
Leather | +6 Wards, Requires 1 Con Minimum
Mail | +8 Wards, Requires 2 Con Minimum
Plate | +10 Wards, Requires 3 Con Minimum
Weapons:
Melee Weapon Range: 2 Blocks
Ranged Weapon Range: 20 Blocks (or 40 with Heavy Ranged Weapons)
Ranged Weapons require ammunition, and Heavy Ranged weapons require a Prime Action to be spent to ‘reload’ the weapon.
Unarmed | 1d2 damage
Light | 1d4 damage
Medium | 1d6 damage
Heavy | 1d8 damage
Equipment Slots:
There are three different types of Equipment that an Echo can carry with them at any one time. All Equipment is sorted into Tiers, just like everything else, from Tier 0 to Tier 3, and certain types of equipment have limits to the amount that you can carry.
Equipment is dictated on your Character Sheet on the Forums as for what items you have ‘equipped’. You must carry these items in your Pouch at all times, though you do not need to have them mechanically equipped by Minecraft standards. These rules are more heavily enforced during ST events, where a Character Sheet is required to participate.
Pouch:
Your ‘pouch’, or Inventory, is the IC indication of your Minecraft Inventory. You are considered to have any item in your Inventory on your person at any one time, though they are not considered ‘equipped’ and thus do not gain the Passive or Active benefits from them until they are slotted into a Loadout Slot.
Loadout:
Your Loadout is what you have equipped in your inventory. Loadout Slots consist of Headwear, Chestwear, Legwear, Footwear, Main and Off Hand. Each of these Loadout Slots can only be filled by a single item, regardless of its Tier. This means that you can have a total of 6 Items in your Loadout. Items can be traded out from Loadout Slots as a Prime Action with another appropriate item in your Pouch.
Trinkets:
Trinkets are a unique form of Equipment which can be slotted into any of your Loadout Slots.
Consumables:
Unlike Trinkets, Consumables do not take up any of your Loadout Slots and instead can be carried in larger quantities. You may carry up to 3 Tiers worth of Consumables on you at any time, though you can sacrifice a Loadout Slot in order to carry an additional 3 Tiers worth. Notably, many Consumables are Tier 0 and thus can be equipped in larger numbers- like arrows. It is, however, expected that players be reasonable with the amount of items they are carrying. Walking around with 100 Arrows is not reasonably possible, for example, even if they are all Tier 0.
Techniques
Core Techniques (Mix):
These fundamental techniques are considered Tier 0 and thus can be gained by all echoes without occupying a technique slot.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 0 Attack of Opportunity Reaction None None None The Echo makes an Attack against a target moving out of their Attack Range.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 0 Overdrive Passive Once per Initiative None None The Echo loses 5 Health and gains a Prime, Swift, or Reaction that can be used at any time until the end of their next turn.
Note: During Events, it can be requested of ST to utilize this skill in different ways or by paying different costs, or even bypassing the cooldown for increased costs to allow a character to perform something with RP items or actions that otherwise might not be possible. This is your Plus Ultra moment, use it wisely.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 0 Shove Prime Action None None None The Echo rolls opposing Str or Agi against a target within Melee range, pushing them back 3 Blocks upon success.
Physical Techniques (Str):
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Brace Reaction None 1 Str None The Echo uses their Strength Modifier instead of Intuition for their Defense Roll until the start of their turn. 2 Brace Passive None 1 Str None The Echo uses their Strength Modifier instead of Intuition for their Defense Roll. 3 Brace Passive None 2 Str None The Echo uses their Strength Modifier instead of Intuition for their Defense Roll. [Reaction] Gain a +1 to next Defense Roll.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Bash Prime 3 Rounds 3 Str Melee Weapon The Echo applies the Slowed I [Halve MS, round down] tag as part of their damage. 2 Bash Prime 3 Rounds 3 Str Melee Weapon The Echo applies the Slowed I tag as part of their damage, and moves them back 1 block. 3 Bash Prime 4 Rounds 4 Str Melee Weapon The Echo applies the Slowed II [Quarter MS, round down, and Wards -2] tag as part of their damage, and moves them back 1 block.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Lunge Prime 3 Rounds 3 Str None The Echo moves 5 Blocks in any direction that does not trigger Attacks of Opportunity. 2 Lunge Prime 3 Rounds 3 Str None The Echo moves 6 Blocks in any direction and you cannot be attacked by Attack of Opportunity or Abilities/Techniques while using this Movement. 3 Lunge Prime 4 Rounds 4 Str None The Echo moves 6 Blocks in any direction and you cannot be attacked by Attack of Opportunities or Abilities/Techniques while using this Movement. While using this movement, the Echo can use a Swift Action to make a single attack.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Cleave Prime 3 Rounds 1 Str Heavy Melee Weapon The Echo deals Attack Damage to everything within a 2 Blocks radius. 2 Cleave Prime 3 Rounds 2 Str Heavy Melee Weapon The Echo deals Attack Damage+1 to everything within a 2 Blocks radius. 3 Cleave Dynamic 4 Rounds 3 Str Heavy Melee Weapon The Echo deals Attack Damage+2 to everything within a 3 Blocks radius.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Sunder Prime 2 Rounds 2 Str Heavy Melee Weapon The Echo deals +2 damage directly to the target’s Wards, and applies the Exposed I tag. 2 Sunder Prime 3 Rounds 3 Str Heavy Melee Weapon The Echo deals +3 damage directly to the target’s Wards, and applies the Exposed I tag. 3 Sunder Prime 4 Rounds 4 Str Heavy Melee Weapon The Echo deals +3 damage directly to the target’s Wards, and applies the Exposed II tag.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Crackshot Prime 6 Rounds 3 Str Heavy Ranged Weapon The Echo deals their Attack Damage+2 directly to the target’s Wards, and knocks them back 3 Blocks. 2 Crackshot Prime 6 Rounds 3 Str Heavy Ranged Weapon The Echo deals their Attack Damage+2 directly to the target’s Wards, and knocks them back 5 Blocks. 3 Crackshot Dynamic 6 Rounds 4 Str Heavy Ranged Weapon The Echo deals twice their Attack Damage directly to the target’s Wards, and knocks them back 6 Blocks.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Breaker Strike Prime 6 Rounds 4 Str Heavy Ranged Weapon The Echo applies the Concussed I [INT, AGI, and STR Disadvantage] tag on a target within their Melee Attack Range. 2 Breaker Strike Prime 7 Rounds 5 Str Heavy Ranged Weapon The Echo applies the Concussed I tag on a target within their Melee Attack Range. If the target has the Exposed tag, the Echo also applies the Broken I tag. 3 Breaker Strike Prime 8 Round 6 Str Heavy Ranged Weapon The Echo makes an attack, applying the Concussed I tag as part of their damage. If the target has the Exposed tag, the Echo also applies the Broken I tag.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Reeling Strike Swift 3 Rounds 2 Str Heavy Melee Weapon The Echo makes an Attack with Advantage. 2 Reeling Strike Prime 4 Rounds 3 Str Heavy Melee Weapon The Echo makes an Attack with Advantage, adds half their Str as additional damage. 3 Reeling Strike Prime 5 Rounds 3 Str Heavy Melee Weapon The Echo makes an Attack with Advantage, adds half their Str as additional damage and knocks the target back 5 Blocks.
Agile Techniques (Agi):
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Dodge Reaction None 1 Agi None The Echo uses their Agility Modifier instead of Intuition for their Defense Roll until the start of their turn. 2 Dodge Passive None 1 Agi None The Echo uses their Agility Modifier instead of Intuition for their Defense Roll. 3 Dodge Passive None 2 Agi None The Echo uses their Agility Modifier instead of Intuition for their Defense Roll. [Reaction] Gain a +1 to next Defense Roll.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Throw Passive None 1 Agi Light Melee Weapon The Echo uses their Agility Modifier instead of Strength for Throwing Light Weapons for up to 5 Blocks. Range is not extended by Strength Attribute. 2 Throw Passive None 1 Agi Light Melee Weapon The Echo uses their Agility Modifier instead of Strength for Throwing Light Weapons for up to 6 Blocks. Range is not extended by Strength Attribute. 3 Throw Passive None 1 Agi Light Melee Weapon The Echo uses their Agility Modifier instead of Strength for Throwing Light Weapons for up to 7 Blocks. Range is not extended by Strength Attribute.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Dual Wield Passive None 1 Agi Off-Hand Light Melee Weapon The Echo takes the Attack Action using their Off-Hand weapon, though does not apply Str or Agi Modifiers to damage. 2 Dual Wield Passive None 1 Agi Off-HandLight Melee Weapon The Echo takes the Attack Action using their Off-Hand weapon, though does not apply Str or Agi Modifiers to damage. This attack instead does +1 damage. 3 Dual Wield Passive None 2 Agi Off-Hand Light or Medium Melee Weapon The Echo takes the Attack Action using their Off-Hand weapon, though does not apply Str or Agi Modifiers to damage. This attack instead does +1 damage.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Quick Step Swift 4 Rounds 1 Agi None The Echo adds their +2 Movement this turn, and this movement does not provoke Attacks of Opportunity. 2 Quick Step Swift 4 Rounds 2 Agi None The Echo adds their +3 Movement this turn, and this movement does not provoke Attacks of Opportunity. 3 Quick Step Prime 5 Rounds 3 Agi None The Echo adds their +3 Movement this turn, and this movement does not provoke Attacks of Opportunity, or attacks from other Abilities/Techniques.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Piercing Strike Prime 4 Rounds 3 Agi Light Melee Weapon The Echo makes an Attack, bypassing the target’s Wards. If the Echo rolls more than 5 above the target’s Defense Roll, they apply the deal an additional +2 damage. 2 Piercing Strike Prime 4 Rounds 3 Agi Light Melee Weapon The Echo makes an Attack, bypassing the target’s Wards. If the Echo rolls more than 5 above the target’s Defense Roll, they apply the deal an additional +3 damage. 3 Piercing Strike Swift 5 Rounds 5 Agi Light or Medium Melee Weapon The Echo makes an Attack, bypassing the target’s Wards. If the Echo rolls more than 5 above the target’s Defense Roll, they apply the deal an additional +3 damage.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Quick Fire Prime 4 Rounds 4 Agi Light or Medium Ranged / Thrown Weapons The Echo makes two Attacks in succession, directing each attack to a different target. These attacks do not add additional damage from Stats. 2 Quick Fire Prime 4 Rounds 4 Agi Light or Medium Ranged / Thrown Weapons The Echo makes three Attacks in succession, directing each attack to a different target. These attacks do not add additional damage from Stats. 3 Quick Fire Dynamic 5 Rounds 5 Agi Light or Medium Ranged / Thrown Weapons The Echo makes four Attacks in succession, up to two attacks can target the same target. These attacks do not add additional damage from Stats.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Dash Shot Prime 4 Rounds 2 Agi Light or Medium Ranged / Thrown Weapons The Echo moves up to 3 Blocks and attacks a target within range. Dash Shot movement does not provoke Attacks of Opportunity. 2 Dash Shot Prime 4 Rounds 2 Agi Light or Medium Ranged / Thrown Weapons The Echo moves up to 5 Blocks and attacks a target within range. Dash Shot movement does not provoke Attacks of Opportunity. 3 Dash Shot Dynamic 5 Rounds 3 Agi Light or Medium Ranged / Thrown Weapons The Echo moves up to 6 Blocks and attacks a target within range. Dash Shot does movement not provoke Attacks of Opportunity or attacks from other Abilities/Techniques.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Swift Strikes Swift 3 Rounds 4 Agi Light Melee Weapon The Echo deals an additional +1 Damage on all Attacks until the end of their turn. The first attack the Echo makes against a target is made with Advantage. 2 Swift Strikes Passive 4 Rounds 5 Agi Light Melee Weapon The Echo deals an additional +1 Damage on all Attacks until the end of their turn. The first attack the Echo makes against a target is made with Advantage. 3 Swift Strikes Passive 4 Rounds 6 Agi Light or Medium Melee Weapon The Echo deals an additional +1 Damage on all Attacks until the end of their turn. The first two attacks the Echo makes are made with Advantage.
Durable Techniques (Con):
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Block Reaction 3 Rounds 1 Con Shield The Echo blocks 1d2+2 Damage. 2 Block Reaction 3 Rounds 2 Con Shield The Echo blocks 1d2+3 Damage. 3 Block Reaction 4 Rounds 2 Con Shield The Echo blocks 1d2+3 Damage for themselves, or a target within 2 Blocks of them.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Quick Cover Reaction 3 Rounds 1 Con Shield The Echo gains Advantage on their current Defense Roll. 2 Quick Cover Reaction 3 Rounds 2 Con Shield The Echo or a target within 2 Blocks gains Advantage on their current Defense Roll. 3 Quick Cover Reaction 4 Rounds 3 Con Shield The Echo or a target within 3 Blocks gains Advantage and a +1 on their current Defense Roll.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Taunt Reaction 6 Rounds 3 Con Shield The Echo applies the Taunted I condition to a target.
[Taunted I] | Until the end of their next turn, the target must use any Attacks they make against the Echo if possible.2 Taunt Reaction 6 Rounds 4 Con No Requirements The Echo applies the Taunted condition to up to 2 targets. 3 Taunt Reaction 6 Rounds 5 Con No Requirements The Echo applies the Taunted II condition to up to 3 targets. [Taunted II] | Until the end of their next turn, the target must use any Attacks they make against the Echo if possible, and must use any MS they have to try to get close enough to attack them, any damaging effect they do must first target the Echo.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Shield Wall Swift No Cooldown 4 Con Shield The Echo and any ally within touch range who joins the Shield Wall gains +1 to Defense Rolls and Wards for each participant up to a maximum of +4. Allies joining the Shield Wall do not require this Technique but do require a shield, and can join or leave the Shield Wall as a Swift Action, though must be in touch range of at least one of the current participants in the wall. The Echo must use their Swift Action each turn to upkeep the Shield Wall. 2 Shield Wall Swift No Cooldown 4 Con Shield The Echo and any ally within touch range who joins the Shield Wall gains +1 to Defense Rolls and Wards for each participant up to a maximum of +5. Allies joining the Shield Wall do not require this Technique but do require a shield, and can join or leave the Shield Wall as a Swift Action, though must be in touch range of at least one of the current participants in the wall. The Echo must use their Swift Action each turn to upkeep the Shield Wall. 3 Shield Wall Swift No Cooldown 6 Con Shield The Echo and any ally within touch range who joins the Shield Wall gains +1 to Defense Rolls and Wards for each participant up to a maximum of +5, and a +1 to damage from Melee Weapons up to +2. Allies joining the Shield Wall do not require this Technique but do require a shield, and can join or leave the Shield Wall as a Swift Action, though must be in touch range of at least one of the current participants in the wall. The Echo must use their Swift Action each turn to upkeep the Shield Wall.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Blow for Blow Reaction 5 Rounds 3 Con Unarmed, Light or Medium Melee Weapons The Echo makes an Attack against an attacking target. 2 Blow for Blow Reaction 4 Rounds 3 Con Unarmed, Light or Medium Melee Weapons The Echo makes an Attack against an attacking target, and takes 1 less damage from the triggering attack. 3 Blow for Blow Reaction 4 Rounds 4 Con Unarmed, Light or Medium Melee Weapons The Echo makes an Attack against an attacking target, and takes 2 less damage from the triggering attack.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Hearty Constitution Reaction No Cooldown 1 Con None The Echo uses their Constitution Modifier instead of Intuition for their Defense Roll until the start of their turn. 2 Hearty Constitution Passive No Cooldown 1 Con None The Echo uses their Constitution Modifier instead of Intuition for their Defense Roll until the start of their turn. 3 Hearty Constitution Passive No Cooldown 2 Con None The Echo uses their Constitution Modifier instead of Intuition for their Defense Roll. [Reaction] Gain a +1 to next Defense Roll.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Flex Prime 6 Rounds 1 Con None The Echo takes -1 Damage for every 2 points in Constitution the next time they take damage. 2 Flex Prime 6 Rounds 3 Con None The Echo takes -1 Damage for every point in Constitution the next time they take damage. 3 Flex Swift 5 Rounds 4 Con None The Echo takes -1 Damage for every point in Constitution the next time they take damage.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Resilient Frame Passive No Cooldown 2 Con None The Echo may move up to half their Movement when they are on Death’s Door. 2 Resilient Frame Passive No Cooldown 4 Con None The Echo may move up to their Full Movement when they are on Death’s Door. 3 Resilient Frame Passive No Cooldown 6 Con None The Echo may move up to their Full Movement when they are on Death’s Door, and when they come up from Death’s Door they heal an additional 3 Health.
Instinct Techniques (Int):
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Cooperation Swift 3 Rounds 1 Int None The Echo grants an ally within 2 Blocks the Reinforced I [CON +2, Wards +2] tag for one turn. 2 Cooperation Swift 3 Rounds 3 Int None The Echo grants an ally within 2 Blocks the Reinforced I tag. 3 Cooperation Prime 5 Rounds 5 Int None The Echo grants up to 2 allies within 4 Blocks the Reinforced I.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Aid Swift 5 Rounds 1 Int None The Echo restores an additional 2 Health to an ally when they clear the Death’s Door state. 2 Aid Prime 5 Rounds 2 Int None The Echo restores an additional 3 Health to an ally when they clear the Death’s Door state. 3 Aid Prime 5 Rounds 3 Int None The Echo restores an additional 4 Health to an ally when they clear the Death’s Door state.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Encourage Swift 3 Rounds 1 Int None The Echo grants an ally within 2 Blocks the Bolstered I [STR +2 and STR Advantage] tag for one turn. 2 Encourage Swift 3 Rounds 3 Int None The Echo grants an ally within 2 Blocks the Bolstered I tag. 3 Encourage Prime 5 Rounds 5 Int None The Echo grants up to 2 allies within 4 Blocks the Bolstered I.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Calculation Reaction 5 Rounds 3 Int None The Echo gains two Reactions, though loses any Reactions next round. 2 Calculation Reaction 5 Rounds 5 Int None The Echo gains two Reactions. 3 Calculation Reaction 4 Rounds 5 Int None The Echo gains two Reactions.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Tactician Reaction 6 Rounds 4 Int None The Echo consumes all of their Movement to gain an additional Swift Action until the end of their turn. The Echo cannot use this if they have already used any of their Movement this turn. 2 Tactician Reaction 6 Rounds 5 Int None The Echo consumes 7 MS to gain an additional Swift Action until the end of their turn. 3 Tactician Passive 5 Rounds 6 Int None The Echo consumes 5 MS to gain an additional Swift Action until the end of their turn.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Battle Intuition Swift 3 Rounds 2 Int None The Echo grants themselves Advantage on their next Attack Roll. 2 Battle Intuition Swift 3 Rounds 3 Int None The Echo grants themselves Advantage and a +1 on their next Attack Roll. 3 Battle Intuition Swift 4 Rounds 4 Int None The Echo grants themselves Advantage and a +1 on their next Attack Roll or an attack they just missed, if used on an attack they just missed they gain a +1 to damage.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Instinctual Reaction Passive No Cooldown 2 Int None The Echo uses their Intuition Modifier instead of Constitution to calculate bonus Wards. 2 Instinctual Reaction Passive No Cooldown 4 Int None The Echo uses their Intuition Modifier instead of Constitution to calculate bonus Wards, and gains an additional +1 Ward when calculating Wards this way. 3 Instinctual Reaction Passive No Cooldown 6 Int None The Echo uses their Intuition Modifier instead of Constitution to calculate bonus Wards, and gains an additional +2 Wards when calculating Wards this way.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Adaptive Combat Passive No Cooldown 2 Int None The Echo selects Unarmed, Light, Medium or Heavy Melee Weapons. They use their Intuition to calculate Attack and Damage bonuses for the chosen type. 2 Adaptive Combat Passive No Cooldown 3 Int None The Echo selects two from Unarmed, Light, Medium or Heavy Melee Weapons. They use their Intuition to calculate Attack and Damage bonuses for the chosen types. 3 Adaptive Combat Passive No Cooldown 4 Int None The Echo selects three from Unarmed, Light, Ranged, Medium, Thrown or Heavy Weapons. They use their Intuition to calculate Attack and Damage bonuses for the chosen types.
Strategic Techniques (Mix):
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Riposte Reaction 5 Rounds 3 Str or Agi Light or Medium Melee Weapon The Echo makes an Attack against a target who failed their Attack Roll against them. 2 Riposte Reaction 5 Rounds 4 Str or Agi Light or Medium Melee Weapon The Echo makes an Attack with Advantage against a target who failed their Attack Roll against them. 3 Ripose Passive 4 Rounds 5 Str or Agi Light or Medium Melee Weapon The Echo makes an Attack with Advantage against a target who failed their Attack Roll against them.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Parry Reaction 3 Rounds 1 Str or Agi Light or Medium Melee Weapon The Echo gains a +2 to a Defense Roll they just rolled. 2 Parry Reaction 3 Rounds 2 Str or Agi Light or Medium Melee Weapon The Echo forces a target attacking them to make their Attack Roll with Disadvantage, and gains a +1 to their Defense Roll. 3 Parry Passive 4 Rounds 3 Str or Agi Light or Medium Melee Weapon The Echo forces a target attacking them to make their Attack Roll with Disadvantage, and gains a +1 to their Defense Roll.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Feint Swift 4 Rounds 1 Str or Agi None The Echo forces a defending target to make their next Defense Roll with Disadvantage. 2 Feint Swift 4 Rounds 2 Str or Agi None The Echo forces a defending target to make their next Defense Roll with Disadvantage and a -1. 3 Feint Swift 4 Rounds 3 Str or Agi None The Echo forces a defending target to make their next Defense Roll with Disadvantage and a -2.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Deflect Reaction 3 Round 3 Str or Agi Medium or Heavy Melee Weapon The Echo adds their Strength or Agility Modifier to their Defense Roll. 2 Deflect Reaction 3 Rounds 4 Str or Agi Medium or Heavy Melee Weapon The Echo adds their Strength or Agility Modifier to their Defense Roll. On success, they may move up to 3 Blocks in any direction without provoking Attacks of Opportunity. 3 Deflect Reaction 4 Rounds 5 Str or Agi Medium or Heavy Melee Weapon The Echo adds their Strength or Agility Modifier to their Defense Roll. On success, they may move up to 3 Blocks in any direction without provoking Attacks of Opportunity or attacks from other Abilities/Techniques.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Quickdraw Reaction 4 Rounds 3 Str or Agi Light or Medium Weapons The Echo moves up to 2 Blocks when they are attacked, or when someone moves out of a 4 Block radius of them. The Echo may then make an Attack against a target within range without provoking an Attack of Opportunity. 2 Quickdraw Reaction 4 Rounds 4 Str or Agi Light or Medium Weapons The Echo moves up to 3 Blocks when they are attacked, or when someone moves out of a 4 Block radius of them. The Echo may then make an Attack against a target within range without provoking an Attack of Opportunity. 3 Quickdraw Reaction 5 Rounds 5 Str or Agi None The Echo moves up to 3 Blocks when they are attacked, or when someone moves in or out of a 4 Block radius of them. The Echo may then make an Attack against a target within range without provoking an Attack of Opportunity.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Deadeye Prime 6 Rounds 4 Str or Agi Any Ranged/Thrown Weapon The Echo makes their next Attack with Advantage, and may deal additional damage equal to half their Str or Agi Modifier. 2 Deadeye Prime 5 Rounds 4 Str or Agi Any Ranged/Thrown Weapon The Echo makes their next Attack with Advantage, and may deal additional damage equal to half their Str or Agi Modifier, and increases their Range for the attack by 5 Blocks 3 Deadeye Dynamic 5 Rounds 5 Str or Agi Any Ranged/Thrown Weapon The Echo makes their next Attack with Advantage, and may deal additional damage equal to their Str or Agi Modifier, while increasing their Range for the attack by 5 blocks.
Unarmed Techniques (Mix):
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Grapple Prime 4 Rounds 1 Str Unarmed The Echo grasps a target, reducing their Movement to 0. The target may make a contested Strength or Agility Check to break the grapple, though while grappled they cannot take the Attack Action. At the start of the Echo’s turn, they may use a Swift Action to maintain the grapple and deal 1 Damage to the grappled target. While they have a target grappled, the Echo’s attack range is reduced to 1 Block and their Movement is halved. 2 Grapple Prime 4 Rounds 2 Str Unarmed The Echo grasps a target, reducing their Movement to 0. The target may make a contested Strength or Agility Check to break the grapple, though while grappled they cannot take the Attack Action. At the start of the Echo’s turn, they may use a Swift Action to maintain the grapple and deal 1 Damage to the grappled target. While they have a target grappled, the Echo’s attack range is reduced to 1 Block and their Movement is halved. 3 Grapple Prime 4 Rounds 3 Str Unarmed The Echo grasps a target, reducing their Movement to 0. The target may make a contested Strength or Agility Check to break the grapple, though while grappled they cannot take the Attack Action. At the start of the Echo’s turn, they may use a Swift Action to maintain the grapple and deal 2 Damage to the grappled target. While they have a target grappled, the Echo’s attack range is reduced to 1 Block and their Movement is halved. The Echo can only grapple up to two targets at a time and Movement taken by the Echo moves both the Echo and the Target(s).
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Heel Strike Swift 3 Rounds 1 Str or Agi None The Echo makes an Attack up to a range of 3 Blocks using their Strength or Agility Modifier, dealing 1d2 + damage calculated by the chosen Attribute. 2 Heel Strike Swift 3 Rounds 2 Str or Agi None The Echo makes an Attack up to a range of 3 Blocks using their Strength or Agility Modifier, dealing 1d3 + damage calculated by the chosen Attribute. 3 Heel Strike Swift 3 Rounds 3 Str or Agi None The Echo makes an Attack up to a range of 4 Blocks using their Strength or Agility Modifier, dealing 1d4 + damage calculated by the chosen Attribute. On a successful hit, the Echo also applies the Broken I Tag.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Take the Hit Reaction 4 Rounds 1 Con None The Echo reduces incoming damage by 1d2. 2 Take the Hit Reaction 4 Rounds 2 Con None The Echo reduces incoming damage by 1d3. 3 Take the Hit Reaction 5 Rounds 3 Con None The Echo reduces incoming damage by 1d4.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Spinning Elbow Swift 5 Rounds 2 Str or Agi None The Echo makes an Attack within 1 Block using their Strength or Agility Modifier, dealing 1d2+ damage calculated by chosen Attribute on a successful hit. If the attack lands, the Echo applies the Concussed I tag to the target until the end of their next turn. 2 Spinning Elbow Swift 5 Rounds 3 Str or Agi None The Echo makes an Attack within 1 Block using their Strength or Agility Modifier, dealing 1d3+ damage calculated by chosen Attribute on a successful hit. If the attack lands, the Echo applies the Concussed I tag to the target until the end of their next turn. 3 Spinning Elbow Swift 5 Rounds 4 Str or Agi None The Echo makes an Attack within 1 Block using their Strength or Agility Modifier, dealing 1d4+ damage calculated by chosen Attribute on a successful hit. If the attack lands, the Echo applies the Concussed I to the target, and knocks them two blocks in a direction of the Echo’s choice.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Steel Hide Passive No Cooldown 3 Con No Armour The Echo gains +1 Wards for every two points in Constitution at the beginning of combat so long as they aren’t wearing armor. This lasts until the end of combat. 2 Steel Hide Passive No Cooldown 4 Con No Armour The Echo gains +1 Wards for every point in Constitution at the beginning of combat so long as they aren’t wearing armor. This lasts until the end of combat. 3 Steel Hide Passive No Cooldown 5 Con No Armour The Echo gains +2 Wards for every point in Constitution at the beginning of combat so long as they aren’t wearing armor. This lasts until the end of combat.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Sweep the Leg Swift 5 Round Cooldown 2 Str or Agi Unarmed The Echo, following a successful attack with an Unarmed strike, knocks a target prone and deals 1d2 Damage. The target must spend a Swift Action to stand back up. 2 Sweep the Leg Swift 5 Round Cooldown 3 Str or Agi Unarmed The Echo, following a successful attack with an Unarmed strike, knocks a target prone and deals 1d3 Damage. The target must spend a Swift Action to stand back up. 3 Sweep the Leg Swift 4 Round Cooldown 4 Str or Agi Unarmed The Echo, following a successful attack with an Unarmed strike, knocks a target prone and deals 1d4 Damage. The target must spend a Swift Action to stand back up.
Internal Techniques (Magic):
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Blood of Nalkahar Swift 5 Round Cooldown 2 Agi or Int None The Echo’s shadow manifests beside them, striking a target within range. The shadow uses the same Attributes as the Echo, though damage they deal is halved. 2 Blood of Nalkahar Swift 5 Round Cooldown 3 Agi or Int None The Echo’s shadow manifests beside them, striking a target within range. The shadow uses the same Attributes as the Echo. 3 Blood of Nalkahar Swift 6 Round Cooldown 4 Agi or Int None The Echo’s shadow manifests beside them, striking a target within range with Advantage. The shadow uses the same Attributes as the Echo.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Blood of Immortum Passive 24 Hours 2 Con or Int None The Echo is restored at 1 Health whenever they would first reach 0 Health. 2 Blood of Immortum Passive 24 Hours 3 Con or Int None The Echo is restored at 3 Health whenever they would first reach 0 Health. 3 Blood of Immortum Passive 24 Hours 4 Con or Int None The Echo is restored at 5 Health whenever they would first reach 0 Health.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Blood of Fractal Reaction 5 Round Cooldown 2 Agi or Int None The Echo adds 1d2+1 to their Defense Roll after seeing the result. 2 Blood of Fractal Reaction 5 Round Cooldown 3 Agi or Int None The Echo adds 1d3+1 to their Defense Roll after seeing the result. 3 Blood of Fractal Reaction 6 Round Cooldown 4 Agi or Int None The Echo adds 1d4+1 to their Defense Roll after seeing the result.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Blood of E’kir Prime 5 Round Cooldown 2 Con or Agi None The Echo removes a single Rank I negative effect on a target within 2 Blocks. 2 Blood of E’kir Prime 5 Round Cooldown 3 Con or Agi None The Echo removes a single Rank I negative effect on up to two targets within 2 Blocks. 3 Blood of E’kir Dynamic 6 Round Cooldown 4 Con or Agi None The Echo removes a single Rank II or lower negative effect on up to two targets within 2 Blocks.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Blood of Shindai Passive No Cooldown 2 Str or Agi None The Echo calculates their Unarmed damage as 1d4 instead of 1d2, and they can count as Light Weapons that can use Str or Agi for attack and damage calculation. 2 Blood of Shindai Passive No Cooldown 4 Str or Agi None The Echo calculates their Unarmed damage as 1d6 instead of 1d2, and they can count as Light Weapons or Medium Weapons that can use Str or Agi for attack and damage calculation. 3 Blood of Shindai Passive No Cooldown 6 Str or Agi None The Echo calculates their Unarmed damage as 1d8 instead of 1d2, and they can count as Light Weapons, Medium Weapons, or Heavy Weapons that can use Str or Agi for attack and damage calculation.
Tier Name Action Cooldown Attribute Reqs Weapon Reqs Description 1 Blood of Sygaldry Prime 5 Round Cooldown 2 Con or Int None The Echo deals 1d3+1 Cold, Fire, or Lightning Damage to a target within 6 Blocks. 2 Blood of Sygaldry Prime 5 Round Cooldown 3 Con or Int None The Echo deals 1d3+2 Cold, Fire, or Lightning Damage to a target within 6 Blocks. 3 Blood of Sygaldry Prime/Dynamic 6 Round Cooldown 4 Con or Int None The Echo deals 1d4+2 Cold, Fire, or Lightning Damage to a target within 8 Blocks. [If used as a Dynamic Action] the Echo applies Chilled I, Burning I, or Shocked I based on the selected damage type.