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Powers & Abilities

Ability Guide

System Rules & Mechanics
Universal Rules

Rules that apply to every ability and player. Important to read these first.

Damage Dice Tiers

Every ability in the game uses a standardized dice tier system. The level of the ability determines which dice is rolled for damage or healing. Minor abilities roll one tier down from their level; major or upgraded abilities roll one tier up.

LevelDice
Level 0d10
Level 1d12
Level 2d20
Level 3d30
Level 4d40
Level 5d50
Level 6d60
Level 7d100
Turn Structure

Combat is turn based. Every player gets three types of actions per turn; stacking multiple damage-dealing abilities in a single turn isn't allowed.

  • Main Ability - Your primary action for the turn. This is where your damage, healing, or major effects happen. One per turn.
  • Passive Activation - A secondary action for toggling a passive ability, such as activating a barrier, marking a target, or any other kind of utility-like action that does not deal direct damage. One per turn.
  • Reaction - Triggered by something another player or enemy does. Used for defensive responses, counters, or abilities that specifically state they are reactions. One per turn.
HP Scaling

All values listed here are for Chapter 1. HP increases every chapter as your character grows stronger. HP is fully restored at the end of every chapter.

  • Player HP - 100 HP base (+25 per chapter)
  • Small shifted form or construct - 30 HP base (+10 per chapter)
  • Medium shifted form or construct - 50 HP base (+10 per chapter)
  • Large shifted form or construct - 70 HP base (+10 per chapter)
  • Mythological or extinct shifted form - 120 HP base (+10 per chapter)
  • Small or medium companion - 40 HP base (+15 per chapter)
  • Large companion - 70 HP base (+15 per chapter)
Points System

Players earn 1 point per word written in their posts. There is no minimum word count, but effort is rewarded naturally. Points are spent to unlock abilities. (subject to change)

LevelCost per Ability
Level 0200 points
Level 1600 points
Level 21,000 points
Level 31,600 points
Level 43,000 points
Level 55,000 points
Level 67,000 points
Level 79,000 points
Discount Structure

The more abilities you unlock within the same tier, the less expensive each subsequent one becomes. This rewards players who invest more in a single tier.

  • First ability at any tier - 100% full price
  • Second ability at same tier - 50% off
  • Third ability and beyond at same tier - 25% of original price (permanently capped here)
Example at Level 7: First ability costs 9,000 points. Second costs 4,500. Third and every ability after costs 2,250.
Progression Requirements

You must unlock at least 1 ability from your current tier before you can purchase an ability from the next tier. Custom abilities count toward this requirement.

Control Ability Stacking

Some abilities remove a target from combat or freeze them entirely. To prevent players from permanently locking a single target out of a fight, the following rule applies.

  • Erasure (Aether Level 7) and Shadow Snare (Umbra Level 6) cannot be applied to the same target simultaneously.
  • Whichever ability is applied first takes priority. The second ability is wasted if used on an already controlled target.
  • This rule applies regardless of which player uses which ability. Communication between players is encouraged to avoid wasting a once per fight ability.
Shapeshifting · Brawler · Tank · Versatile
Lykan

A shapeshifting powerhouse. Lykan has the entire animal kingdom at their paws, able to turn into the most devastating of creatures and utilize their abilities as if they were their own. From the smallest of mice to the creatures of the past and unknown, Lykan players are a terrifying reminder of what exactly lurks in the depths of the forests and seas.

Partial Shift System

Lykan can shift individual body parts rather than fully transforming. Each body part type has a unique mechanical effect. Multiple partial shifts can be active at the same time, depending on the current partial shift ability tiers that have been unlocked. Effects do stack when applicable.

  • Claws or Talons - Bonus damage. Your attacks roll one dice tier higher than normal.
  • Fangs or Teeth - Applies venom effect if a venomous shift is unlocked, or adds +10 flat damage if it is not.
  • Scales or Thick Hide - Reduces all incoming damage by an additional 15%. Stacks with other damage reduction.
  • Tail - Trip or knock a target off balance on a successful hit. Target loses their next action.
  • Eyes - See in complete darkness. Detect invisible, hidden, or concealed targets.
  • Fins or Gills - Breathe and move freely underwater.
  • Legs or Hooves - Ground movement is completely unimpeded. Immune to all terrain effects.
  • Spines or Quills - Any enemy that strikes you in melee takes d10 reflected damage.
  • Shell or Carapace - Absorb one incoming hit completely before the shell breaks. Single use per shift.
Venom Progression

Venom effects scale with the tier of the venomous creature you shift into. Venom applied through partial shifts or venom spit uses the tier of the highest venomous shift you have unlocked.

  • Small venomous shift (Level 3) - Drops target one dice tier for 1 turn on a successful strike.
  • Medium venomous shift (Level 4) - Drops target one dice tier for 2 turns on a successful strike.
  • Large venomous shift (Level 6) - Drops target two dice tiers for 2 turns on a successful strike.
Shifted Form Depletion
  • When a shifted form is reduced to 0 HP, the following rules apply.
  • Any remaining damage from the hit that destroyed the form carries over to the player's base HP.
  • After a shifted form is destroyed, the player cannot shift again for 2 full turns.
  • The player can shift into a different form on the turn the cooldown ends.
  • There is no limit on how many times a player can shift per fight, but the cooldown applies each time a form is destroyed.
Companion Rules
  • Companions are permanent bonds. They are not temporary summons.
  • If a companion reaches 0 HP, it dies permanently. It cannot be revived by any ability, including Lumen's full restoration.
  • After losing a companion, the player must wait 1 full chapter before bonding with a new one.
  • The bond slot sits empty during the cooldown period and cannot be used.
  • A player can only have one companion bond active at a time per bond ability unlocked.
  • Lumen can heal companions, but cannot revive them after death.
Damage Reduction While Shifted

These reductions apply only while Lykan is fully shifted into an animal form. They do not apply in base form or partial shift form.

  • Physical damage reduction - 35% of all incoming physical damage is reduced while fully shifted.
  • Decay and corruption reduction - 75% of all decay and corruption damage is reduced while fully shifted.
Storms · Elements · AOE · DPS
Tempest

The literal manifestation of a storm. Water, ice, fire, electricity, air; Tempest players have the power of mother nature coursing through their veins, and channel it as easily as breathing. The overwhelming amount of power they wield can quickly shift the pace and tide of any battle; no matter the size of the army they're up against.

Elemental Reaction System

When two elements interact on the same target, a bonus reaction is triggered. Only one elemental reaction can trigger per turn regardless of how many abilities are used together. Reactions reward players who invest in multiple elements and combine them over the course of multiple turns.

  • Frozen target struck by fire - The ice shatters instantly. Deals bonus d30 damage on top of the fire hit. The target is no longer frozen after this.
  • Burning target struck by ice - The fire is extinguished immediately. Target takes d20 cold shock damage from the temperature clash. Target's movement is slowed for 1 turn.
  • Electrocuted target struck by water or ice - Electricity conducts through the water or ice. Deals an extra d20 on top of ability damage. If multiple targets are in the water or ice and they are within radius, it hits them too.
  • Burning target struck by lightning - The fire is supercharged from the lightning. Target takes an extra d20 burn damage.
Important: Only one reaction triggers per turn. If multiple conditions are met, the first ability used that turn determines which reaction is triggered.
Burn Mechanic

Burn is a damage over time effect applied by fire and some electrical abilities.

  • Burning targets take d10 damage per turn for 3 turns after the burn is applied.
  • After 3 turns the burn fades naturally.
  • Burn can be reapplied after it fades, resetting the 3 turn duration, unless otherwise stated.
  • Multiple burns cannot stack on the same target at the same time. Reapplying it only refreshes the turn counter.
Fire Spread Rules

Wildfire (Level 6) causes fire to spread automatically between targets.

  • Fire spreads only to targets who are within contact range of or physically touching the original burning target.
  • Spread deals 50% of the original hit's damage rounded down.
  • Spread applies the standard burn effect (d10 per turn for 3 turns) to the new target.
Mutual Exclusions

Two pairs of abilities cannot be used in the same fight due to conflicting mechanics - and also due to balancing issues.

  • Firestorm and Wildfire - Firestorm makes wind abilities carry fire. Wildfire makes fire spread automatically. These two cannot be active at the same time as they would be chaotic to balance.
  • Eye of the Storm and Forecaster - Eye of the Storm transforms Tempest players into a living storm. Forecaster doubles all damage rolls. Using both in the same fight would make the storm transformation deal 2x damage which is incredibly powerful; you'll have to pick one per fight.
Shadow · Decay · Stealth · DPS
Umbra

Shadows and sickness. Only an Umbra can handle such a deadly combination, and they've mastered it well. Hope has no place here, and any light will quickly be smothered under the weight of darkness and decay. Watch your back; the shadows have eyes, and they've been watching you for a long, long time.

Decay Healing Reduction

Wounds inflicted by Umbra's decay abilities are resistant to healing. This applies to all abilities in the decay progression tree including Necrotic Touch, Corrosive Spread, construct decay, and Full Necrosis.

  • Any healing ability applied to a decay wound restores only 50% of its rolled value for 3 turns after the wound is inflicted.
  • After 3 turns, healing returns to full effectiveness on that wound.
  • Full Necrosis is the exception - it requires outside intervention to stop entirely. Lumen's full restoration ability counts as valid outside intervention and can prevent Full Necrosis.
Example: Lumen rolls d20 and gets 16. On a decay wound within 3 turns, only 8 HP is restored.
Shadow Construct Rules

Constructs are physical extensions of Umbra's shadow. They can be directed to attack, defend, or act independently depending on their tier.

  • Small construct (Level 3) - 30 HP. Follows simple direct commands. Cannot act independently.
  • Medium construct (Level 4) - 50 HP. Follows simple direct commands. Cannot act independently.
  • Large construct (Level 5) - 70 HP. Can act independently on simple commands. Once per fight.
  • Dual constructs (Level 6) - Two constructs active simultaneously, each 50 HP, each d60.
  • Triple constructs (Level 7) - Three constructs active simultaneously, sharing a single 150 HP pool. When the pool reaches 0 all three collapse. Once per fight.
From Level 4 onward, all constructs can inflict decay damage subject to the 50% healing reduction rule for 3 turns. From Level 5 onward, all constructs can pass through physical barriers.
Shadow Execution Reveal Mechanic

Shadow Execution (Level 6) deals different damage depending on whether Umbra is hidden or visible when it is used.

  • If Umbra is invisible or hidden in shadow when the ability is used, it deals full d60 damage. However, Umbra is revealed immediately after striking and loses their concealment for the remainder of that turn.
  • If Umbra is visible when the ability is used, it deals d30 instead.
  • The Level 7 version, Void Execution, deals d100 damage and passes through all barriers. It also automatically hits at full damage if hidden but doesn't have the reveal penalty since it's a high tier ability.
Cross Power Rules - Lumen vs Umbra

Lumen and Umbra are natural counters to each other. The following rules govern how their abilities interact directly.

  • Lumen's Luminous passive (Level 0) and all light abilities that illuminate an area directly counter Umbra's darkness abilities. Umbra cannot maintain darkness or concealment in an area that Lumen is actively illuminating.
  • Light constructs passively illuminate a close radius around themselves at all times, automatically suppressing Umbra's shadow-based abilities within that radius.
  • Lumen's Purge abilities immediately remove Umbra's decay effects, bypassing the 3 turn healing reduction entirely on the purged wound.
  • Lumen's full Restoration counts as the outside intervention required to halt Umbra's Full Necrosis. It stops the decay immediately and restores the target.
Light · Life · Support · Buffer
Lumen

Light and healing. The power of the sun and the gentle dominance of life itself. Lumen players are the backbone of any team, keeping their allies standing long after they should have fallen. But don't be fooled by the warmth they carry; there is nothing gentle about what happens to any cat who gives them a reason to fight back.

Healing Caps

Lumen's healing abilities scale in power and become more limited the more powerful they get. Early game healing is unlimited to allow for better builds and easier progression. Stronger healing is sparser to stop Lumen players from making their teams indestructible.

AbilityHealsUses per Fight
Mendingd12Unlimited
Mending IId20Unlimited
Mending IIId30Twice
Ranged Mendingd40, short range rangeTwice
Ranged Mending IId50, long range rangeOnce
Ranged Mending IIId60, up to 3 targetsOnce
RestorationFull physical restorationTwice per chapter
Healing Factor passive: All healing values are increased by 10% for Lumen. This applies to healing they receive as well as healing they provide.
Barrier Absorption Values

Barriers absorb a flat amount of damage rather than rolling dice. This makes them more easy to keep track of and better for team combos.

  • Light Barrier (Level 2) - Absorbs 20 damage. Single hit. Twice per fight.
  • Light Barrier II (Level 3) - Absorbs 30 damage. Protects Lumen and one ally. Twice per fight.
  • Light Ward (Level 6) - Absorbs 50 damage. Bestowed on an ally. Twice per fight.
Light Construct Rules

Light constructs are physical manifestations of concentrated light energy. Unlike Umbra's shadow constructs, light constructs passively illuminate their surroundings at all times, countering Umbra's darkness abilities within close range.

  • Light Guardian - small construct (Level 4) - 20 HP. Follows and shields a single target. Intercepts one attack before breaking.
  • Light Guardian II - medium construct (Level 5) - 40 HP. Acts on simple commands. Base attack d50.
  • Light Guardian III - large construct (Level 7) - 60 HP. Acts on complex commands independently. Base attack d100. Once per fight.
All light constructs passively illuminate a close radius around themselves, directly countering Umbra's shadow-based concealment, invisibility, and darkness abilities within that radius.
Purge Mechanic

Lumen's purge abilities remove curses, toxins, and decay effects automatically. No dice roll is required for purge to succeed.

  • Purge (Level 4) - Removes one curse, toxin, or decay effect. Once per fight.
  • Purge II (Level 5) - Removes multiple curses, toxins, or decay effects simultaneously. Twice per fight.
Purge is Lumen's direct counter to Umbra's decay thread. When used on a decay wound, the 50% healing reduction is removed immediately regardless of how many turns remain on it.
Restoration Limitations

Restoration (Level 7) is the most powerful healing ability in the campaign. The following restrictions apply, to keep it balanced:

  • Restoration cannot resurrect a dead target. Targets have to be alive for it to work.
  • Restoration can fully heal any physical injury no matter how severe, including wounds afflicted by Umbra's Full Necrosis. Lumen's full restoration counts as the outside intervention required to stop necrotic decay.
  • Restoration can only be used twice per chapter total, not per fight.
  • Each use targets one character only. It cannot be split between multiple targets.
Cross Power Rules - Lumen vs Umbra

Lumen and Umbra are natural counters to each other. The following rules govern how their abilities interact directly.

  • Lumen's Luminous passive (Level 0) and all light abilities that illuminate an area directly counter Umbra's darkness abilities. Umbra cannot maintain darkness or concealment in an area that Lumen is actively illuminating.
  • Light constructs passively illuminate a close radius around themselves at all times, automatically suppressing Umbra's shadow-based abilities within that radius.
  • Lumen's Purge abilities immediately remove Umbra's decay effects, bypassing the 3 turn healing reduction entirely on the purged wound.
  • Lumen's full Restoration counts as the outside intervention required to halt Umbra's Full Necrosis. It stops the decay immediately and restores the target.
Time · Space · Support · Control
Aether

Space, time, gravity. Aether players can manipulate the flow of battle with incredible ease, able to alter it in favor of themselves and their allies. Their wealth of future predictions and past knowledge is expansive, and any cat looking to catch one of them by surprise is in for a very unfortunate experience.

Teleportation Rules

Aether's teleportation abilities are movement actions, not main abilities. This means Aether can teleport and still use a main ability in the same turn. This is part of their support and control identity.

  • Teleportation has no damage component on its own.
  • Forced teleportation of another target (Level 6) counts as a main ability, not a movement action, since it directly affects another player or NPC.
  • Forced teleportation is limited to the radius of the current battlefield. Targets cannot be sent outside the combat area.
Time Freeze Rules

Aether has two time freeze abilities at different tiers. Both work the same way in that time stops in an area and only the Aether player can move. The difference is the size of the area they're in and the number of free actions Aether receives.

  • Temporal Snare II (Level 3) - Small area freeze. Aether receives 2 free actions before time resumes. Once per fight.
  • Temporal Snare IV (Level 5) - Moderate area freeze. Aether receives 3 free actions before time resumes. Once per fight.
Free actions during a time freeze follow the same rules as normal turns - 1 main ability, 1 passive activation, 1 reaction per free action. Aether cannot use the same ability twice within a single freeze.
Probability Mechanic

Aether has three probability manipulation abilities that can interact with each other.

  • Probability (Level 3) - Reroll any dice result and take the better outcome. Applies to Aether's own rolls. Once per fight.
  • Probability II (Level 5) - Force a target to reroll their next dice result and take the worse outcome. Once per fight.
  • Probability III (Level 7) - Any single dice roll made by a target automatically results in the worst possible outcome. Twice per fight.
  • Bad Luck (Level 7) - All of a target's dice rolls are halved for 3 turns. Once per fight.
Probability III and Bad Luck can be applied to the same target at the same time. This is on purpose, since being able to put them together requires you to actually invest in the abilities for a combo.
Timeline Rewind Rules

Rewind II (Level 7) allows Aether to undo their own personal timeline by up to two full turns. The following rules define exactly what can and cannot be undone.

  • Aether chooses specifically what gets rewound. They are not forced to undo everything.
  • Any HP Aether lost during the rewound turns is restored.
  • Everything Aether did or was affected by during the rewound turns is undone. Aether chooses what is kept or reverted, including health and damage.
  • Other players' actions are completely unaffected. Only Aether's personal timeline is rewound.
  • This ability cannot be used to undo another player's death or revive a companion.
  • Once per fight.
Erasure Restriction

Erasure (Level 7) removes a target from the current moment in time entirely for one full turn. While annihilated, the target cannot act, be targeted, or be affected by any ability.

  • This ability cannot be used on bosses, for obvious reasons.
  • This ability cannot be applied to a target who is already trapped by Umbra's Shadow Snare. The first control ability applied takes priority.
  • Shadow Snare and Erasure cannot be applied to the same target at the same time.