The Player (The Secret World)

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==Summary==
The Player, nicknamed Bee, is one of the chosen by Gaia to combat the Filth as a form of anti-body. Recruited by either the Illuminati, Templars or Dragons they go on missions that have involved killing an ancient magician, an Egyptian pharaoh raised from the dead and the Queen of vampires. All the while either accepting the temptations of the Dreaming Ones and sabotaging the Immaculate Machine, or rejecting their offers and trying to delay their inevitable waking.
==Powers and Stats==
Tier: 
Name: Varies (Dependent on the player), Bee
Origin: The Secret World
Gender: Varies (Dependent on player choice)
Age: Unknown
Classification: Human
Powers and Abilities: Superhuman Physical Characteristics, Immortality (Type 3 and 8; Gaia's bees will regenerateMission: Dawning of an Endless Night their physical form from injuryLegends: The Mitsubachi), Regeneration (Low-Godly; The bees of Gaia will regenerate injuries done on them, like their legs being cut off,Mission: I Walk Into Empty and if their physical body dies they assume an anima form which can regenerate their body at an anima well, or their corpse), Enhanced Senses (They can sense fear with Smell Fear), Adept Hand-to-Hand Combatant (Expertly beat a much bigger opponentMission: The Prisoner), Weapon Mastery (Can use firearms, swords, hammers and fist weapons at great efficiency), Hacking (Is able to hack into any computer terminal or phone/tablet with their G.H.O.S.T. device), Blessed (They are given their powers directly by Gaia herselfLegends: Agartha), Purification (Types 1, 2 and 3; can purge the Filth from those infected.Mission: Ground Zero And are able to purge status effects from enemies or themselves with Incendiary Grenade, Energise, Soothing Spring, Hone, Supreme Harmony, Reap, Desecrate, Antibody, Redemption, Communion, Entropy, Displacement, Crystallised Storm, Wild Surge, Ferocity, Invigorating Wrath, Regeneration, Eruption, Blindside, Flourish, Clean Slate, Reinforce Shells and Cleanup), Non-Physical Interaction (Can interact with and harm intangible spiritsLegends: Spirits of Flame), Magic, Fire Manipulation (Via Incendiary Grenade, High Explosive Grenade, Fireball, Living Flame, Fire Bolt, Inferno, Overload, Blazing Fury and Burning Wrath), Ice Manipulation (Via Flash Freeze, Ice Beam, Crystallised Frost and Overload), Electricity Manipulation (Via Chain Lightning, Mjolnir, Crystallised Storm, Flicker, Shock and Overload), Air Manipulation (With Hurricane and Exhume Spirit), Sound Manipulation (With Sonic Blast), Explosion Manipulation (Via Incendiary Grenade, Tactical Retreat, Essence Grenades, High Explosive Grenade, Last Rites, Trick Shot, Rocket Pod and HEAT Round), Pain Manipulation (They invoke pain via Torment), Blood Manipulation (Via Sanguine Coalescence and Rupture), Corruption (Type 2; Via Desecrate), Soul Manipulation (Damages the soul with Runic Hex and Desolate), Curse Manipulation (They cast a curse that damages the opponent via Lingering Curse. And a curse causing enemies to take additional damage with Curse of Destruction), Energy Manipulation (With Deconstruct, Anomaly, Turmoil, Evulsion and Charged Blast), Matter Manipulation (Capable of separating matter from energy with Schism), Deconstruction (With Breakdown and Disintegrate), Corrosion Inducement (Tumultuous Whisper causes enemies to wither and decay), Spatial Manipulation (Breaks the barrier between realities with Reality Fracture, and rends spacetime itself with Rend Space. Can also cause a ripple in the fabric of reality within their target with Distortion), Durability Negation (Attacks the opponent from the inside with Evulsion and Distortion), Healing (Via Anima Canister, Essence Grenades, Anima Suffusion, Anima-Tipped Bullets, Bolstering Shot, Soothing Spring, Supreme Harmony, Immortal Spirit, Runic Hex, Sanctuary, Mend, Convalesce, Redemption, Communion, Absolution, Blood Flow, Last Rites, Cauterise, Eviscerate, Wild Surge, Renewal, Nurture, Feral Growth, Invigorating Wrath, Regeneration, Pain Suppression, Forged in Fire, Clean Slate, Second Wind, Anima Coating, Heavy Munitions and Restorative Reload), Absorption (Can drain life via Vital Shot, Leeching Ray, Unveil Essence, Reap and Eldritch Scourge), Time Manipulation (Can reverse time to undo damage done to them with Paradoxical Restoration), Probability Manipulation (With Ripples in Reality they cause enemies' attacks to miss. With Long Term Chaos and Probability Protection they extend the duration of Aegis of Parallelism. Blessing of the Octed cause chance to go in their favour. Full House twists odds to gain a double blue set), Analytical Prediction (Their sharpened senses allow them to guard preemptively from danger with Clairvoyance), Information Analysis (With Keen Senses, they can see weakness of enemies and have more efficient heals), Weapon Creation (Can create a Spirit Blade), Intangibility (Can phase out of reality with Out of Phase), Forcefield Creation (Can create barriers with Clairvoyance, Sanguine Coalescence, Sanctuary, Convalesce and Communion), Attack Reflection (With Reversal), Homing Attack (With Seeking Bullet), Summoning (Can summon Extradimensional Doublegangers with Controlled Chaos, Invoke Self and Duality. And a Flesh Monstrosity with Expunge Blight), Teleportation (Can teleport a short distance with Flicker. Using Anima Warp they can teleport to other anima wells around the world, and in Agartha, which is the center of all time and spaceLegends: Agartha), Status Effect Inducement (Stuns with High Explosive Grenade, Snake's Bite, Typhoon, Rupture, Volatile Current, Eviscerate, Kill Blind and Bamboozle. Confuses enemies with X Factor), Statistics Amplification (Increases their speed with Raging Volcano and Fast and Furious), Damage Boost (With Supreme Harmony, Typhoon, Draw Sword, Draw Blood, Keen Edge, Blood Offering, Defilement, Entropy, Thermotics, Flashpoint, Cryoblast, Savagery, Primal Instinct, Chamber Roulette and Unstoppable Force), Statistics Reduction (Red Mist, Tactical Retreat, Rushing River, Runic Hex, Ice Beam, Wild Surge, Burning Wrath, Raging Volcano, Bullet Ballet, Blast Crater, Heavy Munitions and Kneecapper reduces the movement speed of the target) and Damage Reduction (Via Thick Skin, Juggernaut, Die Hard, No Pain, No Gain, Rock Hard, Bristling Rage. Reinforce Shells, All Eyes On Me, Supremacy, Stand Firm, Controlled Blasts and Riot Shield)
Resistance to: Corruption (Types 1 and 2), Mind Manipulation, Madness Manipulation (Immune to the effects of the FilthLegends: Filth and Humans), Pain Manipulation (With Pain Suppression), Heat Manipulation (Able to stay in lava without being noticeably harmed), Status Effect Inducement (Immune to crowd control effects with Supremacy) and Statistics Reduction (Unable to be slowed and immobilized with Unstoppable Force)
Attack Potency: Small Building level (Capable of destroying giant pillars,Mission: My Bloody Valentine and brick walls.Mission: Black Sun, Red Sand Can harm and kill wendigos, which are tough enough that a high caliber bullets are like rocks thrown at themDialogue: Paul Gamelin)
Speed: Athletic Human Movement Speed, Subsonic reactions and Combat Speed (Has multiple firearms and consistently dodges bullets and rocket launchersMission: The All-Seeing Kawaii)
Lifting Strength: At least Athletic Human
Striking Strength: At least Street level (Strong enough to send a well built man flying)
Durability: Small Building level (Has survived giant explosions, is able to tank sniper shots,Mission: A Modest Proposal gunshots and grenade/rocket launchers from various enemies.Mission: Last Train to Cairo And has survivedMission: Wrath of the Dawn various explosionsMission: Demolition Man)
Stamina: Superhuman
Range: Extended Melee Range with sword and fist weapons, Several Meters with most skills/spells, Hundreds of Meters with firearms
Standard Equipment: Various weapons and trinkets
Intelligence: Gifted. Mastered the gifts from Gaia in a very short amount of time, and solved various complex puzzles in their adventures.
Weaknesses: None notable
Notable Attacks/Techniques:
==Assault Rifle==
Grenades: Some abilities have a chance for them to load a grenade.
===Actives===
====Heavy Fire====
Placed Shot: Takes aim and fires a single shot at the target dealing physical damage.
Full Auto: Unloads a hail of bullets at the target and nearby enemies. Affected targets are hit 4 times for physical damage each time.
Lock & Load: Harnesses their energy and gains Assault Rifle Energy.
Burst Fire: Switches their rifle to burst mode and fires at the target, hitting 3 times, dealing physical damage per hit.
Red Mist: Takes aim at the target and fires a powerful shot at their vitals dealing physical damage and slowing its movement.
====Bombardment====
Incendiary Grenade: Launches a grenade filled with a highly potent mixture of thermite and anima dealing physical damage to enemies in the targeted area. Affected targets are set on fire, are purged of beneficial effects.
Anima Canister: Launches a canister of revitalizing anima at the target healing all nearby allies. The healing energies also spread to their group, healing all group members.
Tactical Retreat: Puts some distance between them and their enemies by quickly moving backwards. If they have a grenade, the dash distance is increased. The grenade is left at the start location, exploding a second after the dash, dealing physical damage in an area around it. Affected targets have their movement speed slowed.
Essence Grenades: Launches a pair of grenades at the target, each one exploding in a burst of energy. One grenade deals physical damage and applies Debilitated. The other grenade heals friendly targets.
High Explosive Grenade: Blasts the target and nearby enemies with a powerful high explosive grenade dealing physical damage. Applies Debilitated and affected targets are stunned. Also the area at the targeted point erupts into flames.
====Assault Medic====
Vital Shot: Fires a draining blast of energy at their target dealing physical damage. The drained energy heals the defensive target.
Leeching Ray: Saps the target's energy with an enervating beam of energy from their rifle. This attack hits 3 times, dealing physical damage per hit. A portion of the stolen energy heals the defensive target.
Unveil Essence: Fires a bolt of energy at the target, revealing their inner essence for all to see. The target is dealt physical damage and their group is healed. The target's essence becomes available for any attackers to steal causing everyone who attacks them to be healed based of the damage dealt.
Energise: Taps into their inner energy, increasing the effectiveness of all Assault Rifle healing abilities. Additionally, the next Assault Rifle attack purges a beneficial effect from each enemy hit.
Anima Suffusion: Infuses the target's entire being with anima, healing them. While channeling this ability, their target is unable to be killed. When this ability finishes channeling, they gain a beneficial effect which increases the effectiveness of all Assault Rifle healing abilities.
===Passives===
Anima-Tipped Bullets: Their bullets are infused with anima energy causing each Assault Rifle shot to heal them based of the damage dealt.
Extended Magazine: An extended magazine allows them to fire more shots when they use Full Auto, increasing the number of hits to 5.
Heavy Payload: They keep their explosives at the ready. When they use Lock & Load they have a higher chance to load a grenade.
Stability: They keep their aim steady when using Burst Fire, causing each successive hit to deal more base damage.
Unerring Accuracy: Their Red Mist always hits its mark. This ability can no longer glance or be evaded and critical hits deal more damage.
Slow Burn: The Incendiary Grenade is loaded with slower burning, longer lasting fuel, increasing the duration.
Synergy: Their Anima Canister weaves minuscule threads of anima connecting everyone it affects. Whenever they heal anyone who received healing from their Anima Canister, that healing energy synergizes and provides healing to the Anima Canister's primary target.
Withdrawal: Their Tactical Retreat grants them better positioning. When used they always dash further. In addition, when they leave a grenade the damage is increased.
Lingering Essence: Their Essence Grenades leave a lingering mist of restorative energy, healing allies in the area.
Auto-loader: After launching their High Explosive Grenade their auto-loader kicks in, causing the next grenade generating ability to have a higher chance to load a grenade.
Bolstering Shot: Their Vital Shot bolsters their ally's energy, causing them to draw strength from their foes. For a while after being healed by this ability, their defensive target gains a beneficial effect which causes their attacks to restore their health.
 
Reap Essence: Unveil Essence reveals even more energy for their allies to reap. Whenever an attack critically hits a target affected by their Unveil Essence the attacker is instead healed some of the damage they dealt.
Vivify: When they use Energise they awaken the latent energy in their group members. Making all healing effects on their group members are more effective.
Permeate: After using Anima Suffusion the target is left imbued with some anima residue, granting a beneficial effect which increases healing received.
Explosives Expert: Their skill with explosives allows them to increase the fuse time on the grenades. Also, their grenades are now fully cooked when they have 7 seconds remaining before detonating. If a grenade detonates before being unable to launch it, they are no longer harmed by the blast and nearby enemies are dealt physical damage.
Secondary Explosion: They pack additional timed explosives into their grenade abilities. These explosives detonate 1.5 seconds after they launch their grenade dealing physical damage to enemies around the original target.
Combat Readiness: They are always ready to react to an every-changing battlefield. While they have an uncooked grenade loaded, the damage and healing of their Assault Rifle basic abilities is increased.
Overclocked Loader: Their experience with volatile explosives enables them to overclock their grenade loader. They will load additional grenades per minute.
Field Medic: Their presence empowers the restorative effects of their Assault Rifle abilities. If they are close to their defensive target when healing with their Assault Rifle, they are healed additionally.
Anima Stasis: Whenever a grenade would detonate while still loaded into their assault rifle, a small anima-powered failsafe activates and purges the explosive from the grenade, replacing it with restorative anima. The grenade is held in stasis and can be launched by Anima Canister or Essence Grenades. When these abilities launch a grenade held in stasis, the damage dealt is reduced and healing is increased.
Jungle Style: They come prepared with extra ammunition. Whenever they run out of Assault Rifle Energy, they gain some Assault Rifle Energy.
Anima Dispersal: Whenever they launch a grenade, they harness some of the expended energy into restorative power. Making all of their healing and leeching effects more effective.
==Blade==
Spirit Blade: Their attacks have a chance to build up Chi. When they maximize their Chi they can forge their Spirit Blade.
===Actives===
====Method====
Flowing Strike: Their blade moves like flowing water, striking the target physical damage.
Hurricane: Their blade cuts through the air creating gale force winds which deal physical damage to nearby enemies.
Hone: Hones their blade and spirit to gain Blade Energy and causes their Blade attacks to have an additional chance to generate Chi. Their next Blade attack will purge a beneficial effect form all enemies hit.
Tsunami: They move as an unrelenting tsunami, drowning the target under the waves of their attacks, each dealing physical damage.
Dancing Blade: Their blade dances through the air, cutting at their target's spirit dealing physical damage. As they grasp their blade the dance comes to a deadly end, dealing physical damage.
====Balance====
Crushing Tide: Empowers their Spirit Blade with the destructive force of a tsunami making landfall, causing their next Blade attack to shatter the spirit Blade, dealing damage for each remaining attack.
Soothing Spring: Their energy replenishes them like a soothing spring. They instantly heal some of their health and are cleansed of a detrimental effect. They also gain a beneficial effect which restores some of their health and cleanses a detrimental effect for a time.
Snake's Bite: Strikes the target with the pommel of their blade, stunning them. They immediately perform a follow up slash dealing physical damage.
Rushing River: Rushes through their enemies like the raging rapids dealing physical damage and slowing their movement. Applies Exposed.
Supreme Harmony: They achieve complete harmony of body, mind, spirit, and blade. During this time all of their Blade attacks deal more damage and restore some of their health. In addition, their movement speed is increased. Upon activation, they are cleansed of all detrimental effects and gain Chi.
====Technique====
Swallow Cut: Performs a quick and precise strike with the blade dealing physical damage.
Crescent Fang: Cuts a crescent-shaped arc in front of them with their blade dealing physical damage to nearby enemies.
Tempest: Unleashes a storm of blades around them dealing physical damage to nearby enemies. A whirling vortex is left in the wake of the blade-storm which deals physical damage to enemies standing in the area.
Impale Spirit / Exhume Spirit:
*Impale Spirit: Impales the target with a spirit-forged blade dealing physical damage and slowing its movement. The wound left by the blade lingers on, dealing physical damage.Becomes Exhume Spirit on a successful hit.
*Exhume Spirit: Slices the air in front of them creating a whirlwind that seeks out the enemy they had impaled. The whirlwind erupts into a violent maelstrom upon reaching its target dealing physical damage to the target and nearby enemies. Applies Exposed.
Typhoon: Embodies the destructive nature of a typhoon, lashing out at nearby targets with their blade dealing physical damage and stunning them. Like the crushing waves that follow a typhoon, they increase their Blade damage by for each affected enemy.
===Passives===
Immortal Spirit: Whenever they gain Chi they replenish their spirit, restoring health over time.
Eye of the Storm: Their Hurricane rages around them, battering their foes with every other hit of this ability for an additional physical damage.
Keen Edge: They Hone their blade to a razor sharp edge, increasing the Crit Power with Blade abilities while Hone.
Storm Surge: The waves of their Tsunami swell whenever Chi is generated, dealing additional physical damage to the target.
Soulforged Blade: Their Dancing Blade harnesses their soul and the soul of their foe and coalesces into a Spirit Blade upon completion which lasts for 2 attacks. If they have already forged their Spirit Blade, the number of attacks remaining is increased by 2.
Second Wave: When Crushing Tide shatters their Spirit Blade, its recharge timer is reduced for each remaining Spirit Blade attack.
Meditate: They meditate on the essence of a Soothing Spring. Each time the heal over time effect restores their health, they have a chance to gain Chi.
Reversal: Whenever they interrupt an enemy's attack with Snake's Bite, they reverse the flow of harmful energy and gain Chi. They also direct some of the energy back at their target dealing an additional physical damage.
Waterfall: Their Rushing River cascades like a waterfall into a new flow. If they damage an enemy with Rushing River they are able to activate Rushing River a second time. The damage of this second activation is increased.
Master's Focus: When they gain Chi, they focus their senses reducing the remaining recharge time of Supreme Harmony.
Hardened Blade: Their Swallow Cut tempers and hardens their Spirit Blade. Whenever they hit an enemy with Swallow Cut they have a chance to not consume an attack from the Spirit Blade.
Whirlwind: They harness the power of the wind while their Tempest blows furiously around them. While they are inside of the ground area of their Tempest, their Blade attacks deal additional physical damage to the target and nearby enemies.
Sunder Spirit: Their Exhume Spirit tears at the spirit energy of their foes, causing all affected enemies to be dealt physical damage over time.
Torrent: The waves of their Typhoon comes crashing down on their foes with unrelenting force, increasing the damage bonus for each target hit by Typhoon.
Clairvoyance: They have sharpened their senses such that they are able to guard themselves preemptively from danger. Whenver they gain a heal over time effect from Soothing Spring or Immortal Spirit they also gain a barrier that absorbs damage.
Deluge: Striking enemies with the Spirit Blade builds up power inside of the Blade. Every other hit with the Spirit Blade active unleashes a flood of power around the dealing physical damage to nearby enemies.
Sweeping Slice: They have learned techniques for handling multiple enemies with their Blade. Whenever they hit 2 or more enemies with a single Blade ability they deal an additional physical damage to nearby enemies.
Draw Sword, Draw Blood: When they draw their Blade it thirsts to spill blood before being sheathed. Whenever they enter combat, their next 3 Blade attacks deal more damage. While in combat, they sometimes gain a use of this bonus effect.
Measure Twice, Cut Once: Each cut of their Blade is a measured and precise action. While in combat, if they have not generated Chi in some time, their next Blade attack will generate Chi in addition to the normal Chi gain chance.
Focused Breathing: They slow their breathing and focus their mind while in combat allowing them to generate Chi.
Resonance: Their spirit resonates strongly with their Blade. Whenever they gain Chi, their next Blade attack deals an additional physical damage.
Warrior's Spirit: Their unyielding warrior spirit endures on even as their Spirit Blade shatters. Whenever their Spirit Blade shatters, they gain Chi and deal physical damage to nearby enemies.
==Blood Magic==
Blood Offering: Casting Blood Magic increases their Corruption or Martyrdom level, increasing their effectiveness as the level progresses. Getting closer to either end of the spectrum costs health.
===Actives===
====Profane====
Torment: Invokes a ritual of pain on the target dealing magical damage.
Dread Sigil: Etches a blood-forged sigil of dread on the ground underneath the target dealing magical damage to the target and nearby enemies.
Reap: They replenish themselves by feasting on a flood of power from the target. The target is left bleeding, causing magical damage over time. The stolen power restores health and cleanses them of a detrimental effect.
Maleficium: Conjures a series of baleful runes which inflict magical damage per hit.
Sanguine Coalescence: Their blood coalesces to form a barrier around them that absorbs incoming damage. When the barrier either expires or is destroyed, their blood violently erupts outwards dealing magical damage to all enemies around them.
====Thaumaturgy====
Rupture: Rips the target's heart from their chest and crushes it in their hand dealing magical damage. The target also becomes stunned.
Desecrate: Afflicts the target with the corruption that flows through their veins purging a beneficial effect and dealing magical damage over time.
Expunge Blight: Draws tainted blood out of their defensive target's heart, creating a Flesh Monstrosity. The Flesh Monstrosity will absorb half of all damage dealt to the defensive target, and some damage to the defensive target's team.
Runic Hex: Carves a withering hex onto their target's soul which deals magical damage over time and slows its movement. Applies Debilitated. During this time the target's attacks restore health to whomever they attack. The hex explodes violently when it expires, dealing magical damage to nearby enemies and healing nearby allies.
Eldritch Scourge: They recite a blasphemous invocation which twists and defiles the very being of the target. The destructive energy contained in this magic causes the target to take magical damage over time. Applies Debilitated. During this time the defilement spreads to nearby enemies causing them to take magical damage over time. In addition, the original target's essence is separated from their body to heal nearby allies, restoring health over time.
====Sacred====
Sanctuary: Comforts their defensive target, healing them. Overhealing done by this effect generates a shimmering barrier around their defensive target.
Mend: Spills their blood to restore health to the target, and the same amount to the member of their group with the lowest remaining health.
Convalesce: Trace runes in the air to invoke a powerful restorative spell which heals their group. Any group member with low remaining health gains a barrier.
Redemption: Recites an incantation to cleanse their soul and aids their defensive target, healing them and cleansing them of a detrimental effect.
Communion: Shares their lifeblood with their group members to shield them from harm and restore their health. First, each group member receives a barrier. The remaining power of the spell restores health and cleanses a detrimental effect.
===Passives===
Absolution: They have safeguards built into their magic which trigger when their Corruption or Martyrdom level attempts to damage them, healing them.
Lingering Curse: The effects of Dread Sigil linger, cursing affected targets by dealing magical damage over time.
Contaminate: When they Reap enemies they infuse them with their Corruption, causing the damage over time effect to increase.
Flay: The magic conjured by their Maleficium mercilessly tears at their foes, increasing the damage dealt to enemies who are affected by any of their Blood Magic damage over time effects.
Convergence: When Sanguine Coalescence expires or is destroyed, the energy converges inside of them instead of exploding outwards causing their next few Blood Magic attacks to deal an additional magical damage.
Blood Flow: Power flows from the crushed heart of victims of their Rupture. If they have a high Corruption level they further afflict the target, dealing magical damage over time. If, instead, their Martyrdom level is high they transform the power into healing energy, restoring health over time. These effects are improved if Rupture successfully interrupts a target.
Defilement: While their Desecrate is active, their Blood Magic abilities inflict further defilement, causing them to gain more Corruption. If they are already at maximum Corruption, Blood Magic abilities deal more damage.
Antibody: A higher amount of antibodies help to draw forth more tainted blood, increasing the health of the Flesh Monstrosity created by their Expunge Blight and increasing the damage it absorbs to their defensive target, and secondary targets. Additionally, as long as the Flesh Monstrosity survives, it will cleanse a detrimental effect from all targets over time.
Paroxysm: The runes inscribed by their Runic Hex are carved deep, resulting in mass hexing. When Runic Hex expires, any enemies damaged by the resulting detonation are afflicted with a lesser version of the Hex which deals magical damage over time and slows their movement. During this time the target's attacks restore health to whomever they attack. The hex explodes one final time when it expires, dealing magical damage to nearby enemies and healing nearby allies.
Desolate: Their Eldritch Scourge lays waste to the target's soul increasing the damage and healing done.
Haematopoesis: Their Sanctuary ability stimulates the growth of new blood cells in severely injured allies. When they cast Sanctuary on a target with low health, Sanctuary both heals the target and applies its protective barrier to the target.
Soothe: The barrier applied by Convalesce is now applied to low health targets and amplifies healing energies.
Mercy: Their Redemption grants relief and aid to those who need it most. Redemption's health restoration is increased.
Sacrament: The runic energy which maintains the barriers applied by their Communion ability is bound with a powerful charm. Whenever any of their Communion barriers are destroyed by incoming damage, their entire group is healed.
Clemency: They are able to draw restorative power from their blood when their life is threatened. Whenever they take damage from Corruption or Martyrdom while their health is low they are healed.
Curse of Destruction: The power of their Corrupted blood curses their foes to ruination. If their Corruption level is high, their Blood Magic critical hits curse their target causing them to take an additional magical damage from subsequent Blood Magic critical hits.
Crimson Pulse: Their blood surges when they critically hit or heal with Blood Magic abilities. When they critically hit, their target suffers magical damage over time. When they critically heal, their ally regains health over time.
Last Rites: Their magical power allows them to cheat death for a brief time. Whenever they take damage that would have defeated them, and their Corruption or Martyrdom level is high, they instead are able to continue living for a while. When this time expires, they are truly defeated. If their Corruption level was high when Last Rites was triggered, they explode upon death dealing magical damage to nearby enemies. If their Martyrdom level was high when Last Rites was triggered, they explode upon death restoring health to nearby allies.
Sanguine Charm: They keep a small blood charm at the ready to store their gained power. Whenever they would lose power via reduction in their Corruption or Martyrdom level, the damage and healing done by their Blood Magic abilities is increased.
Rites of Refuge: Their Blood Magic barriers are reinforced by potent magics, increasing the Protection of allies with their barriers.
Shroud of Retribution: Their Blood Magic barriers are covered in retributive runes, increasing the strength of their Blood Magic barriers and causing magical damage to any attackers.
Red Tide: The flow of their blood-fueled restorative magic grows stronger as their Martyrdom level increases. If they gain two power increases from Martyrdom, the power of their Blood Magic heals is increased.
==Chaos==
Controlled Chaos: Attacks have a chance to generate Paradoxes. Acquiring enough of them unleashes a random attack. Additionally, holding a Chaos Focus grants them Aegis of Parallelism, an effect that delays incoming damage.
*Singularities: Three randomly placed explosions on the ground that deal damage in an area.
*Dopplegangers: Summons alternate versions of themselves from parallel universes that assist in combat.
===Actives===
====Collapse====
Deconstruct: Charges their hands with chaotic energy and strikes their target 3 times, dealing magical damage per hit.
Schism: Splits matter from energy in an area around them, dealing magical damage.
Entropy: Their Chaos attacks are fueled with the energy that brings all things to their end, increase all Chaos damage dealt and Critical Power. Additionally, their next Chaos attack purges a beneficial effect from each target hit.
Breakdown: Focuses their chaotic energy into a series of 4 hits. Each hit breaks down the target's corporeal form dealing magical damage.
Pandemonium: Unfurles the full extent of the chaotic power that resides in all things. Nearby enemies are caught up in the swell of power and are dealt magical damage as they are flung to the ground.
====Chance====
Tumultuous Whisper: Lets loose a wave of entropic power, withering and decaying enemies in front of them dealing magical damage. Affected enemies are purged of a beneficial effect.
Invoke Self: Their master of dimensional chaos magic allows them to call themselves for aid from parallel dimensions. Summons 2 Extradimensional Defenders who intercept most of the incoming damage.
Reality Fracture: They leap into the air and shatter the barrier between realities and cause chaotic energy to burst forth in an area around them dealing magical damage. Applies Exposed.
Twist Fate: Twists reality, dealing damage to nearby enemies, and clearing the damage delayed by Aegis of Parallelism.
Anomaly: Creates a localized anomaly within the palm of their hands. Each twist of their hands sends out waves of destructive energy dealing magical damage and sending targets flying into the air. Applies Exposed. Their Evade Chance is increased while channeling this ability.
====Building Blocks====
Distortion: Causes a ripple in the fabric of reality within their target dealing magical damage.
Turmoil: Executes a spinning kick charged with a torrent of chaotic power dealing magical damage.
Winds of Change: Sends the destructive winds of change to wreak havoc on nearby enemies dealing magical damage.
Evulsion: Forcibly tears out a portion of the chaotic energy in their target dealing magical damage. The force of the extraction causes the target to be pulled toward them and purges a beneficial effect.
Immutable: The swirling torrent of chaotic energy within them shifts even more damage across dimensional boundaries, increasing the amount of damage delayed by Aegis of Parallelism by an additional amount and reducing the delayed damage.
===Passives===
Paradoxical Restoration: They direct the paradoxical energies generated by their chaotic magic towards unmaking their injuries. Whenever they generate a Paradox, they restore health.
Paradox Control: The paradoxes generated by their Schism are all within their control, causing an additional Paradox to be gained when Schism deals damage.
Dissolution: Generating a Paradox by dealing damage while Entropy is active increases the strength of the decomposing energies. For the remainder of Entropy's duration, the damage bonus is increased.
Disintegrate: If all hits of Breakdown are successful, the target's form collapses further dealing magical damage over time. If this effect is already active, the target instead takes magical damage instantly.
Fractured Existence: The chaotic power unleashed by Pandemonium lashes out with great force creating Singularities that deal magical damage to enemies caught in the blast.
Duality: If their Tumultuous Whisper causes them to exceed maximum Paradoxes, the entropic energy splits a portion of their essence into an Extradimensional Doppelganger who will attack their foes.
Displacement: Their Invoke Self summons an additional Extradimensional Defender and all Extradimensional Defenders last longer. Additionally, activating Invoke Self cleanses debuffs, displacing them to other dimensions.
Rend Space: Their Reality Fracture rends spacetime itself. Enemies standing in the wake of their Reality Fracture are dealt magical damage every second.
Out of Phase: When they Twist Date, they pull so harshly on reality that affected enemies are Debilitated and you wind up out of phase, increase the amount of damage delayed by Aegis of Parallelism and making them evade attacks.
X Factor: They are the "X" Factor that connects anomalous events; evasive and confusing yet undeniably there. Their Anomaly increases their evasion while channeling and afterwards. Enemies are Debilitated and when they stand up they are dealt magical damage. When their evasion expires, all enemies who were damaged by Anomaly become confused and will miss their attack.
Veil of Deformity: Their Distortion deforms the space between their form, increasing their maximum health.
Ripples in Reality: The Winds of Change subtly alter probability. After being damaged by Winds of Change, enemies' attacks miss.
Mass Evulsion: Their Evulsion cascades from one enemy to the next. The target and any enemies near the target are pulled towards them, purged, and dealt magical damage.
Incongruity: When Immutable ends, several transdimensional threads are severed, clearing damage delayed by Aegis of Parallelism, and rendering them immune to delayed damage for a while.
Resonance Cascade: They have a chance to generate a Paradox while in combat.
Body Double: They become more in tune with their Extradimensional Doppelgangers, increasing the damage they deal.
Long Term Chaos: Through probability manipulation they are able to extend the duration over which damage is delayed by Aegis of Parallelism. In addition, delayed damage is reduced and the health of their Extradimensional Defenders is increased.
Eye of the Ruinstorm: They focus the potential energy of their Singularities causing them to detonate more slowly, but also improving the damage they deal.
Butterfly Effect: Their chaotic magics generate destructive disturbances in nearby enemies. Whenever they deal damage with Chaos Abilities, they have a chance to deal magical damage to another nearby enemy and generate a Paradox.
Multidimensional Threads: Their chaotic abilities tap into parallel dimensions and intermingle them with their own, further empowering their Aegis of Parallelism. An additional incoming damage is delayed, and delayed damage is reduced.
Blessing of the Octed: They are blessed by the powers of chance, increasing the likelihood of their Chaos Abilities dealing damage that generates Paradoxes.
Probability Protection: Their Chaos Abilities bend probability and chance in their favor. Whenever they hit with a Chaos ability, if they have been hit by an enemy since the last time they attacked, they will gain evasion to enemies' attacks.
==Elementalism==
Thermotics: Casting spells generates heat, which increases damage. Overheating causes heat generating abilities to be silenced, so they have to be cooled down.
===Actives===
====Resonance====
Fireball: Launches a ball of flame at the target dealing magical damage.
Chain Lightning: Sends a crackling bolt of lightning through the target which then leaps to nearby enemies. Affected targets are dealt magical damage.
Flash Freeze: Instantly freezes the area around them dealing magical damage. If they have a hostile target, also freeze the area around the target. Applies Debilitated.
Mjolnir: Harnesses the power of the mythical hammer to send devastating bolts of lightning at the target dealing magical damage.
Ice Beam: Focuses their energy to unleash a gelid beam of frost at the target dealing magical damage and slowing its movement. Applies Debilitated.
====Disturbance====
Crystallised Frost: Summons a crystallized manifestation of ice at their location. Every 3 seconds it will hit up enemies in a 5 metre radius, dealing magical damage. Applies Debilitated.
Living Flame: Summons a metaphysical manifestation of the concept of fire itself, creating a Living Flame at the target location. When summoned, the Living Flame will immediately cast Flame Flare. Casting this ability while you have a Living Flame active teleports the Living Flame to the targeted location and causes it to immediately cast Flame Flare.
*Flame Flare: Delas damage in an area around the Living Flame and affected targets are stunned.
Crystallised Storm: Summons a crystallized manifestation of lightning at the targeted point. Every second, it deals magical damage to nearby enemies as lightning jumps between them. If their heat level is high, affected enemies have a beneficial effect purged from them.
Flicker: They vanish with a flicker of electricity and teleport 10 metres forward. When they arrive at their destination, the area becomes electrified. Enemies standing in the area are dealt magical damage. This ability can be activated a second time within 5 seconds of the first use.
Blizzard: Creates an intense blizzard at the targeted point. It deals magical damage to enemies in the area. Applies Debilitated. Targets that are hit multiple times are rooted to the ground.
====Tempest====
Fire Bolt: Flings a flaming bolt at the target dealing magical damage.
Shock: Sends a shock of electricity through the target which chains to other nearby targets. Affected targets are dealt magical damage.
Inferno: Creates a blazing inferno at the target's location that deals magical damage.
Flashpoint: They harness the destructive forces of Elementalism for a time. During this time, all of their Elementalism abilities function and deal damage as if they were at the maximum heat level. Their heat level neither increases nor decreases for the duration of this beneficial effect.
Overload: Blasts the targeted area with a barrage of elemental energy dealing magical damage per hit. The cold portion of this ability applies Debilitated. The electrical portion of this ability purges beneficial effects.
===Passives===
Cauterise: Expends their heat to staunch their wounds. Every 3 heat generating abilities they use restores health and reduces their heat level.
Static Change: Their Chain Lightning charges targets with static energy. The next time they damage a static-charged target with Chain Lightning the static energy is discharged dealing magical damage to the target and enemies near the target.
Cryoblast: Enemies damaged by their Flash Freeze experience an even deeper chill, freezing them in place. In addition if Flash Freeze is used when their heat level is high, they harness the heat energy lost, turning it into a beneficial effect which increases their Elemental damage.
Superconductor: Increases the conductivity of their Mjolnir causing it to strike unerringly and with devastating effect. Mjolnir can no longer glance and its critical hits deal more damage.
Glaciate: Ice Beam freezes the target, causing them to become brittle. Attacks against the brittle target deals additional magical damage.
Icy Steps: They attune themselves to their Crystallised Frost causing it to follow them wherever they go. In addition, the amount of heat reduction is increased and each pulse also immobilizes targets.
Synergetic Flames: Empowers their Living Flame, increasing its attack damage and the damage of Flame Flare. While they have a Living Flame active, the cast time of Living Flame is reduced. Living Flame will heal when they deal fire or lightning Elemental damage, and it will provoke enemies that attack them.
Discharge: When Crystallised Storm purges a beneficial effect from a target, the magical energy is discharged violently dealing magical damage to the target and nearby enemies. This effect has a chance to trigger on targets who do not have any beneficial effects.
Volatile Current: They reappear with a blast of electrical energy when using Flicker. Immediately after arriving at their destination, they stun any nearby enemies and deal magical damage.
Frigid Tempest: The frozen winds of their Blizzard chills enemies to their core, increasing the damage dealt. In addition, enemies damaged by Blizzard are instantly immobilized and standing in the Blizzard reduces heat level.
Blazing Bolts: Their Fire Bolt grows hotter and more powerful with each successive use. Each time they use Fire Bolt their next Fire Bolt generates additional heat and deals more damage.
Scorched Earth: The heat of their Inferno burns hot enough to ignite the ground. If their heat level is high, Inferno leaves a damaging area which deals magical damage over time.
Blast Wave: When Flashpoint expires, they expel the increased heat from their body dealing magical damage to nearby enemies. The damage dealt increases based on the heat level when Flashpoint expires.
Elemental Force: Harnesses the force of the elements when Overload is used. The cold portion of this attack's Heat reduction is increased, the electrical portion causes enemies in the area take an additional magical damage, and the fire portion knocks down enemies and sets them ablaze dealing magical damage over time.
Elemental Control: They have mastered the inner workings of fire and electricity. Whenever they deal damage with an Elemental fire ability, the target is set on fire dealing magical damage over time. Whenever they deal damage with an Elemental electrical ability an electrical current is created within the target. If they damage the target again while this effect is active, the target and nearby enemies are dealt magical damage.
Calorimetry: Their internal temperature runs hotter than the average person. Their base out of combat heat level is increased. Also, the first Elementalism attack when entering combat deals additional magical damage.
Thermodynamo: The heat within them burns bright and strong. When at the maximum heat level, the bonus damage from heat is increased.
Combustion: Whenever they critically hit with Elemental fire or electrical abilities, heat blazes inside of them dealing additional magical damage to the target. Also, additionally their heat level increases.
Lingering Frost: Their cold abilities provide a lingering presence of frost, cooling them down afterward and leaving their foes frostbitten. Enemies damaged by their cold abilities are dealt magical damage over time. Also, after using any cold ability, they will lose additional heat and nearby enemies have their hate towards them reduced.
Thermocoupler: Their understanding of heat allows them to flow easily from one element to the next. When using Elemental fire abilities, Their next Elemental electrical ability will reduce their heat level. When using Elemental electrical abilities, their next Elemental fire ability will reduce their heat level. Once either of these heat reducing effects have triggered 4 times, the attack which triggered it deals an additional magical damage.
Supercooler: As fights go on, they improve their efficiency at managing their heat. They gain a Supercooler counter when entering combat and every 5 seconds afterward. Every 5 seconds, they reduce their current heat level per stack of Supercooler. When this heat reduction occurs, the remaining recharge time for all Elementalism cold abilities is reduced.
Maxwell's Demon: They excel at managing and equalizing their heat. Whenever they critically hit with an Elemental ability, they store their current heat level. After a while, they reduce the heat level to the stored level if the stored level is lower than the current heat level.
==Fist==
Primal Wrath: Attacking or healing builds up Fury. When their Fury is above a threshold, they can activate Invigorating Wrath or Frenzied Wrath.
===Actives===
====Feral====
Thrash: Lashes out at the target with their claws, striking 2 times for physical damage. 
Savage Sweep: Rips and tears at nearby enemies dealing physical damage.
Frenzied Wrath: Taps into their Fury to enter a state of unbridled wrath for a short time and cleanse detrimental effects from themselves. During this time they get an entirely new abilities.
*Ravage: Tears flesh from bone causing horrific wounds dealing physical damage and physical damage over time.
*Shred: Their razor sharp claws shreds nearby enemies dealing physical damage and physical damage over time. If the target has the Maim effect active, nearby enemies are dealt an additional physical damage.
*Maim: Tears open wounds on the target dealing physical damage and physical damage over time.
Mangle: Mutilates the target with a series of 3 strikes with their claws dealing physical damage per hit.
Berserk: They fly into a berserk rage and unleash a flurry of attacks that deal physical damage per hit. Applies Exposed. While being channeled, them and the target are rooted to the ground and unable to move.
====Instinct====
Eviscerate: Impales the target with their claws and tears at their insides dealing physical damage and stunning them. Applies Exposed. If this ability successfully interrupts a target, they and their group members are healed over time.
Ferocity: Unleashes their ferociousness and empowers their next Fist Weapon attack or healing ability. The next Fist Weapon attack will remove all Fist Weapon damage over time effects from the target and cause them to immediately deal their remaining damage to the target plus an additional physical damage and purging a beneficial effect from the target. The next Fist Weapon healing ability will remove all Fist Weapon heal over time effects from the defensive target and cause them to immediately heal for their remaining healing plus an additional health and detrimental effects will be removed from the target.
Wild Surge: Creates a surge of wild power at the targeted point that lasts 10 seconds. Every second it restores health and cleanses a detrimental effect from allies in the area and deals physical damage to enemies in the area. Enemies hit will also have their movement slowed.
Savagery: Draws out the inner savage nature of the defensive target, increasing the strength of their attacks and healing effects.
Primal Instinct: Gives in to their animal instinct for a short time, allowing them to both mend and destroy more effectively. All of their Fist Weapon heal over time and damage over time effects are more powerful.
====Primal====
Renewal: Calls forth a resurgence of vigour which heals the defensive target 3 times.
Nurture: Their restorative power heals the target and seeks out and heals the member of their group with the lowest percentage remaining health and gives them a heal over time effect.
Feral Growth: Calls forth the natural recuperative forces in their defensive target, healing them and applying a heal overt time.
Invigorating Wrath: Taps into their Fury to enter a state of reinvigoration for a short time and cleanses detrimental effects from themselves. During this time they gain access to entirely new abilities.
*Revitalise: Mends the wounds of their group members, restoring health.
*Invigorate: Their fury invigorates their group members, restoring and increasing their healing received.
*Revivify: Harnesses the natural restorative power around them and their group members healing them for over time.
Regeneration: Causes the wounds suffered by them and their group members to seal up and mend, restoring health and cleansing detrimental effects. The mending process continues afterward, restoring health over time.
===Passives===
Vigour: Their fury fills them with renewed vigour. Whenever they activate a Fist Weapon ability, they have a chance to restore health.
Rip: Their Savage Sweep rips jagged wounds into the flesh of their enemies causing them to bleed for physical damage over time.
Gore: Their control over their Wrath grants them access to a new ability when they are using Frenzied Wrath : Gore: Charge: They charge to their target and impale them with their claws dealing physical damage to enemies in an area as they arrive. The target and nearby enemies are left bleeding for physical damage over time.
Maul: Their Mangle tears open wounds in the target that do not close quickly causing physical damage over time.
Rampage: Their Berserk fury crushes and destroys whomever they set their sights on. When they activate Berserk the target is additionally stunned and the damage dealt is increased per hit if the target has one of their Fist Weapon damage over time effects active.
Bloodbath: When they Eviscerate enemies they take advantage of any opening, bolstering their allies and leaving the target maimed. If Eviscerate successfully interrupts an enemy it deals additional physical damage over time. Their allies are inspired by the bloodshed, increasing the over time healing.
Brutality: Their brutal Ferocity leaves its mark on their allies and enemies alike. If Ferocity is used in conjunction with damage over time effects, the target is dealt additional physical damage over time. If Ferocity is used in conjunction with heal over time effects, the target is healed for additional healing over time.
Wild Burst: The untamed power of their Wild Surge bursts with a final surge of power when it expires. When the ground area effect of Wild Surge terminates, allies are healed based on the length of time they spent in the area. Likewise, enemies are dealt physical damage, based on the length of time they spent in the area.
Furious Inspiration: The ferocious nature of their Savagery provides further inspiration. Whenever the target of the Savagery effect deals damage, they are healed.
Killer Instinct: Their Primal Instinct is honed with razor sharp purpose. While Primal Instinct is active all of their heal over time and damage over time effects have more Crit Power.
Recuperate: The restorative power of their Renewal allows allies to recover more from their further healing effects. After healing an ally with Renewal any additional healing effects on that ally from them will heal additionally.
Outgrowth: Empowers the regenerative force of their Feral Regrowth, increasing the duration of its heal over time.
Serenity: Their control over their Wrath grants them access to a new ability when they are using Invigorating Wrath : Serenity : A sense of calm washes of them, relieving them of their Fury and channeling it towards restoring their target. They spend all of their remaining Fury to heal an ally.
Natural Remedy: They infuse their Regeneration with natural energies, increasing the initial healing amount. In addition, any overhealing done to any group member is redirected to the group member with the lowest health.
Furor: They work themselves into a frenzy with repeated ability uses. Whenever they use 3 Fist Weapon Power Abilities in succession they gain additional Fury.
Second Wind: As their wrath subsides, they take a breather and gather their strength. Whenever a Frenzied Wrath or Invigorating Wrath effect ends, they gain Fist Weapon Energy.
Smell Fear: Their keen senses allow them to sense fear in the hearts of enemies around them. Whenever they enter combat and afterward they sense fear in a nearby enemy. Hitting this enemy with a Fist Weapon Power Ability generates Fury.
Bloody Mist: Their critical hits result in a savage spray of blood. Whenever they critically hit with a Fist Weapon ability, they deal additional physical damage.
Warmth: Their heals have a warm afterglow which aids in the recovery process. Whenever they heal with a single target Fist Weapon Ability, they heal additionally.
Potent Wrath: Their wrath ends with an surge of power. Whenever their Frenzied Wrath effect ends, nearby enemies are dealt physical damage over time. Whenever their Invigorating Wrath effect ends all of their group members are healed over time.
Keen Senses: They are able to sense the weaknesses in both allies and enemies, knowing just how to help and harm effectively. Whenever they heal an ally who is at low health with a Fist Weapon ability, they heal for additionally. Whenever they damage an enemy who is at low health with a Fist Weapon ability they deal additional physical damage.
Wild Nature: They embody the wild and ferocious side of nature, fueling their Fury. While in combat, they gain Fury over time.
==Hammer==
Rage: Builds up rage when dealing or taking damage, and uses it for unique bonuses.
===Actives===
====Brute Force====
Smash: Strikes quickly with their hammer dealing physical damage.
Razor Shards: Slams the ground with their hammer, sending razor sharp shards of earth flying in all directions dealing physical damage. When Enraged: Shatters the earth beneath them making larger shards impaling affected enemies causing them to take physical damage over time.
Seethe: Focuses their anger to gain Hammer Energy.
Demolish: Crushes their target with the full weight of their hammer dealing physical damage. When Enraged: Unleashes their anger on their target improving the damage dealt.
Eruption: They smash their hammer into the ground, creating a column of molten ground in front of them that sends enemies into the air, purges a beneficial effect, and deals physical damage. Applies Exposed.
====Brawn====
Pain Suppression: Their anger allows them to fight through the pain. During this time, whenever they are hit, they fight on and heal themselves for some of the damage dealt. In addition, they get even angrier when hit, generating extra Rage.
Enter the Fray: They enter the heat of battle by charging to the target, dealing physical damage. Whenever they are hit, they strike back dealing physical damage to the attacker.
Rampage: Furiously lash out at nearby enemies dealing physical damage. Applies Exposed.
Blazing Fury: Unleashes their rage, creating a blast of flame that incinerates nearby enemies. They gain temporary health and receive more healing.
Unstoppable Force: They become an unstoppable machine of destruction. Growing in size, dealing more damage with Hammer abilities, and generating Rage over time. When activated all action and movement restricting effects are removed and they are immune to them for the duration of the effect.
====Grit====
Pulverise: Bashes their target with a backhand swing of their hammer dealing physical damage. When Enraged: Harnesses their rage to strengthen themselves increasing their maximum health.
Ground Pound: Strikes the ground with their hammer, sending out shockwaves which deal physical damage.
Burning Wrath: Manifests their fiery rage dealing physical damage. Their rage burns nearby enemies dealing physical damage. Generates Rage per target hit by the initial blast. When Enraged: Their unbridled rage sunders the earth beneath them leaving a damaging area on the ground. Enemies standing in this area have their movement speed slowed and are dealt physical damage over time.
Blindside: Shoves their target to the ground, purging a beneficial effect from them and dealing physical damage.
Raging Volcano: They become a fiery whirlwind of destruction dealing physical damage per hit while forcing nearby enemies to attack them and slowing their movement. The last hit will deal physical damage and apply Debilitated. While using this ability, their health is increased, are healed more and their movement speed is increased.
===Passives===
Forged in Fire: Whenever they take damage when generating Rage at lower health, they fight through the pain and heal themselves over time.
Shatter: Each time they use Razor Shards they gather their strength, increasing the power of the next Razor Shards.
Outrage: Using Seethe causes their Rage to spill over, generating Rage.
Obliterate: Their critical hits with Demolish are brutally devastating, dealing more damage.
Annihilate: Their Rage knows no limits. When Enraged, Eruption will no longer generate Rage. Instead it will spend Rage and increase the damage dealt.
No Pain, No Gain: They embrace pain, growing stronger from it. When Pain Suppression ends, they gain No Pain, No gain, granting Protection based on how many attacks they received while Pain Suppression was active. Additionally, while Pain Suppression or No Pain, No Gain are active, healing received is more effective.
Brawler: They are experienced in brawls. The reactive damage dealt by Enter the Fray is increased and they and allies near the target gain Protection.
Let Loose: Their rage surges when they go on a Rampage. If using Rampage causes them to become Enraged, the base damage of their next Rage spending ability is increased.
Rock Hard: Their fiery rage shields them from harm. Enemies burned by Blazing Fury are Debilitated. And they gain Protection while Blazing Fury is active.
Juggernaut: They become a hulking Juggernaut. While Unstoppable Force is active, they take less damage and healing received is more effective.
Percussive Maintenance: Their Rage fueled blows from Pulverise provides them a degree of comfort. When refreshing the duration of the maximum health bonus of Pulverise they also increase healing effectiveness.
Animosity: Their Burning Wrath bolsters their defenses, granting Protection per target hit by the initial blast of rage.
Beatdown: When their Blindside ability successfully interrupts a target, they mark the target to get a beatdown. Every time the target is hit by them or any of their allies, they have a chance to generate energy for the weapon they used.
Molten Armor: The heat of their Raging Volcano cools slowly, extending the defensive aspects for an additional time after they stop channeling Raging Volcano.
Unbridled Wrath: Their wrath empowers their attacks even further. The power of their Enrage bonus effects is increased.
Fast and Furious: Spurred on by their rage, they gain movement speed and increased damage with Hammer attacks after becoming Enraged.
Berserker: Their critical hits with Hammer abilities causes a surge of Rage, generating extra Rage.
Blunt Force Trauma: Repeated blows with their Hammer sets them up for a devastating finish. After attacking 4 times with Hammer abilities, they gain increased critical damage with Hammer abilities.
Bullheaded: The attacks of their enemies infuriates them. Whenever they are attacked they generate additional Rage or increase healing received.
Bristling Rage: Whenever they are hit, their Rage lashes out at the attacker, damaging them. The amount of damage dealt increases based on their current Rage level. When they hit an enemy they just damaged this way with a Hammer Power Ability, they have a chance to gain Protection.
Anger Management: They learn to control their anger and let it spill forth at the right time. Whenever they use a Hammer Power Ability, their next Hammer Power Ability generates extra Rage for every second they waited after using their first Hammer consumer.
Die Hard: Their Rage helps them fight through grievous wounds. Whenever they drop at low health, they gain Protection and healing is more effective. While this effect is active they lose Rage every second.
==Pistol==
Chamber Roulette: Dual pistols chambers spin when shot. Matching the coulours gives a damage boost.
===Actives===
====Troubleshooting====
Hair Trigger: Snaps a quick shot at the target with their pistol, dealing physical damage.
Controlled Shooting: Fires their shot at their target in such a way that it rolls through them and nearby enemies.
Flourish: Spins their pistols and readies themselves for action, allowing them to recover Pistol Energy and cleanse themselves of a detrimental effect.
Unload: Empties the clips of both of their pistols into the target, dealing physical damage per hit.
All In: Unleashes an all-out hail of fire at the target.
====Gunplay====
Full House: They defy the odds and twist fate into forcing their pistol chambers to a Double Blue set.
Clean Slate: Channels their energy for restorative purposes, cleansing themselves and all group members of detrimental effects and healing them.
Six Line: Takes a chance and sets their left pistol chamber to red. During this time, all of their pistol attacks deal an additional physical damage.
Kill Blind: Raises the odds of killing their target by stunning and shooting them with each pistol. The shot deals physical damage and extends the duration of any active matched chamber damage bonus. Applies Exposed. Applies Debilitated.
Trick Shot: Fires a pair of swirling bullets at the target. The bullets explode on impact dealing physical damage to the target and nearby enemies. Applies Exposed. Applies Debilitated.
====Bullet Hell====
Dual Shot: Charges up and simultaneously fires both of their pistols at the target dealing physical damage.
Seeking Bullet: Fires shots from their pistols that seek out and damage enemies for physical damage.
Charged Blast: Sends a wave of volatile energy through the ground towards the target. The energy detonates upon arrival dealing physical damage to the target and nearby enemies.
Ricochet: Their mastery of angles and trajectories allows them to ricochet their bullets from one target to another. Their target and nearby enemies are dealt additional physical damage whenever they deal damage with Pistol abilities.
Bullet Ballet: In an exquisite display of gunmanship, fires a rapid succession of shots at all nearby targets dealing physical damage per hit and slowing their movement.
===Passives===
Second Wind: When their chambers land on a matching set they are energized, restoring health.
High Roller: Their Controlled Shooting rolls through enemies and becomes even stronger for each enemy it hits, increasing the base damage on each successive enemy.
Lethal Aim: Their Flourish allows them focus their aim to deadly effect. Their Pistol abilities deal more damage and cannot be evaded or glance.
Holdout: They hold out as long as they can when they finish using Unload, granting a chance to not spin their chambers if they already have a matched set.
Royal Flush: They know the best time to go All In causing this ability to have additional effects if they have a set of matching chambers.
*Double White: The target and nearby enemies are dealt additional physical damage. Applies Exposed. Applies Debilitated.
*Double Blue: The target and nearby enemies are dealt additional physical damage.
*Double Red: The target and nearby enemies are dealt additional physical damage.
Stacked Deck: Stacks the odds even further in their favor, increasing the duration of Full House.
Rehabilitation: Their Clean Slate helps their allies recover more efficiently. If Clean Slate cleanses an ally of a detrimental effect, the healing output is increased.
Mulligan: If they don't get a Double Red set during Six Line they get a second chance.
Focused Fire: When they use Kill Blind they prepare for their next move. If they do not have a locked set of matching chambers, they gain a Double White set. Additionally, the damage of Kill Blind is increased.
Bamboozle: Their Trick Shot disables and confuses the enemies it damages causing them to become stunned, rooted, or snared. Stunned enemies take an additional physical damage when they are damaged by them or their allies. Rooted enemies are dealt physical damage when the root effect expires. Snared enemies and other enemies near them are dealt physical damage over time.
Fatal Shot: Their critical hits with Dual Shot are more potent, dealing additional physical damage.
Blast Crater: Their Charged Blast detonation is so powerful it cause enemies who remain in the blast radius to take physical damage if they remain in the area. Enemies damaged by this effect have their movement speed slowed.
Bullet Echo: When their Ricochet expires they retain traces of the bounding energy, causing their Pistol attacks to chain to nearby enemies dealing physical damage.
Deadly Dance: As they execute their Bullet Ballet their bullets follow their lead and dance from target to target, dealing an additional physical damage.
Beginner's Luck: They instinctively know the best first approach to a target, causing their Pistol abilities to deal an additional physical damage. The damage dealt is at its highest when the target is at maximum health.
Flechette Rounds: When they have a matching set of chambers, their bullets from their Pistol attacks splinter off and inflict physical damage to nearby enemies.
Heavy Caliber Rounds: Their bullets pack an additional punch. Whenever they have a matching set of chambers, the bonus damage dealt is increased.
Double Down: They double down on their Pistol Power Abilities with great intensity. After using a Pistol Power Ability on a target they mark them, causing subsequent Pistol abilities to deal an additional physical damage. The amount of damage increases the longer the target has been marked.
Jackpot: Lady luck smiles on them. Whenever they land on a matching set of chambers, they gain a beneficial effect which causes their Pistol attacks to deal an additional physical damage.
Win Streak: When they win, they keep on winning. Whenever they deal bonus damage from a matched set of chambers, they deal an additional physical damage. The damage dealt increases with each consecutive bonus damage hit.
Fully Loaded: When their Pistol Energy reaches its maximum, they ready themselves for a fight. Whenever their Pistol Energy is high they are automatically given a Double White match if they do not already have a match.
Fixed Game: They take the time to rig the game in their favor. If they haven't used a Pistol Ability in a while, their right chamber is set to match their left chamber.
==Shotgun==
Heavy Munitions: Shotguns have four types of ammo with unique effects. Dragon's Breath deals damage over time, Armor Piercing that breaches armor, Depleted Uranium which deals more damage and Anima-Infused that heal.
===Actives===
====Crackdown====
Pump Action: Blasts an enemy with a shot from their shotgun dealing physical damage.
Both Barrels: Unleashes a deadly diffused blast from their shotgun dealing physical damage to enemies in front of them.
Opening Shot: Fires a shot into the air to signal it is time to open fire. They and their group members' Critical Power is increased.
Raging Shot: Concentrates their power into a full-force shotgun blast dealing physical damage.
Full Salvo: Lays waste to all who stand before them with repeated blasts from their shotgun dealing physical damage per hit.
====Control====
Reinforce Shells: Reinforces their ammunition with a surge of anima to cleanse a detrimental effect from themselves and increase Protection.
Sonic Blast: Unleashes a deafening blast, dealing damage and goading enemies into attacking them. Additionally, their Protection is increased.
Shell Salvage: Salvages some of their power from their shotgun shells to gain Shotgun Energy. The amount gained is based on how many shells were salvaged.
Cleanup: Isolates the purifying elements left-over from their fired shotgun shells and disperses it to all of their group members. Each group member is cleansed of detrimental effects. Their next Shotgun attack will purge a beneficial effect from the enemy.
Bombardment: Fires all of their shells into the air and causes them to rain down at the targeted point. Affected enemies are dealt physical damage and are Exposed. Other enemies around the target are dealt physical damage.
====Enforce====
Rocket Pod: Launches a miniaturized rocket at their target dealing physical damage.
Scattershot: Fires a blast of shot from their shotgun at enemies in front of them dealing physical damage.
HEAT Round: Launches a high-explosive anti-tank round at their target dealing physical damage to any enemies caught in the blast.
CQC: Bashes an enemy with the stock of their shotgun, knocking them down. They follow it up with a close-range shotgun blast dealing physical damage.
Kneecapper: Fires a concentrated shot of power from their shotgun towards the ground creating a blast wave in front of them, knocking enemies down, dealing physical damage, and slowing their movement. For a while afterward, all attacks against them are more likely to glance. This bonus increases based on the number of shotgun shells consumed.
===Passives===
Restorative Reload: Whenever they reload their shotgun they salvage a portion of their power, healing them.
Blast Barrels: Concentrates additional power into their Both Barrels ability, causing this ability to perform an additional hit dealing physical damage to each target.
Fire at Will: Keep firing! When they activate Opening Shot they gain a beneficial effect that causes their Shotgun attacks to deal additional physical damage until an enemy deals damage to them. Also, when they critically hit with a Shotgun ability while Opening Shot is active they reload a shell.
Point Blank Shot: Gets up close and personal with Raging Shot, increasing the damage dealt to targets within 3 metres.
Withering Salvo: Pours their full force into their Full Salvo ability, causing each successive hit to deal more base damage.
Resupply: Channels the defensive anima that empowers their shells, increasing their chance to be glanced while Reinforce Shells is active.
All Eyes On Me: Sonic Blast silences the din and focuses everyone's attention to them, increasing their maximum health and causing attacks that glance them to increase their Protection.
Salvage Expert: When using Shell Salvage, their expertise at salvaging allows them to cause this ability to always offer the option to reload the same type of shell they just salvaged. In addition, they also gain Energy for their other weapon.
Cleanup Crew: Whenever Cleanup purifies them or a group member of a detrimental effect, they are empowered. All of their attacks deal additional physical damage.
Supremacy: Their skill with explosives enables them to utilize Bombardment to intercept and partially deflect incoming attacks with shrapnel. While they stand in their Bombardment they gain Protection and are immune to crowd controlling effects. While their allies stand in their Bombardment, they gain Protection and are immune to snare and root effects. Damage done by Bombardment is increased.
Reinforced Rockets: Whenever they fire a Rocket Pod they also bolster their defenses, increasing their chance to be glanced.
Controlled Blasts: When launching their HEAT Round at enemies, they draw strength from those affected by the blast. They gain Protection for each enemy caught in the blast. Additionally, any allies within the blast radius gain Protection.
Fatal Funnel: Their mastery of CQC allows them to deal with crowds more effectively. Enemies around the target are also fully affected by this ability. Additionally, any target who is successfully interrupted by this attack is dealt physical damage.
Stand Firm: When using Kneecapper their sturdy footing allows them to improve the duration of the effect. In addition, the bonus granted is always the maximum possible, regardless of the number of shells consumed, and when they are glanced they get Protection.
Odds and Evens: When they have an odd number of shells loaded, their Shotgun basic abilities deal more damage. When they have an even number of shells loaded, their Shotgun power abilities deal more damage.
White Phosphorus Shells: Packs additional incendiaries into their Dragon's Breath Shells, improving the damage they deal.
Enrich: Whenever they load Depleted Uranium Shells, they feed in extra shells.
Munitions Expert: They are an expert with all manner of munitions, allowing them to have more opportunities to load Dragon's Breath Shells, Depleted Uranium Shells, and Armor-Piercing Shells.
Deflecting Anima: When they load Anima-Infused Shells into their shotgun, they disperse an invisible protective shield that increases the chance for attacks to glance them.
Riot Shield: Whenever they reload their Shotgun, they gather their resolve and shield themselves. Their Protection is increased.
Combat Reload: While in combat, if they still have shells loaded in their shotgun, they load an additional shell every 5 seconds.
Anima Coating: Whenever an attack glances them, they store a small portion of the excess anima. When multiple attacks glanced them, the next time they reload their shells will be coated with anima, healing each time they hit and increasing healing received.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
Category:Characters
Category:Protagonists
Category:Game Characters
Category:Indie Game Characters
Category:Science Fantasy Characters
Category:Protagonists
Category:Playable Characters
Category:Humans
Category:Immortals
Category:Regeneration Users
Category:Enhanced Senses Users
Category:Martial Artists
Category:Weapon Users
Category:Hackers
Category:Blessing Users
Category:Purification Users
Category:Non-Physical Interaction Users
Category:Magic Users
Category:Fire Users
Category:Ice Users
Category:Electricity Users
Category:Air Users
Category:Sound Users
Category:Explosion Users
Category:Pain Users
Category:Blood Users
Category:Corruption Users
Category:Soul Users
Category:Curse Users
Category:Energy Users
Category:Matter Users
Category:Deconstruction Users
Category:Corrosion Users
Category:Space Users
Category:Durability Negation Users
Category:Healers
Category:Absorption Users
Category:Time Users
Category:Probability Users
Category:Precognition Users
Category:Information Analysis Users
Category:Weapon Creation Users
Category:Intangibility Users
Category:Forcefield Users
Category:Attack Reflection Users
Category:Homing Attack Users
Category:Summoners
Category:Teleportation Users
Category:Status Effect Users
Category:Statistics Amplification Users
Category:Damage Boost Users
Category:Statistics Reduction Users
Category:Damage Reduction Users
Category:The Secret World