Techniques

  • 8 techniques of each type

Techniques comes in four categories:

Martial: These techniques function almost as an extra action. They often use agility and power.
Engineering: Recipes or designs of weapons, tools and other utility. Can be made over one or multiple rests.
Arcane: Magical spells, if not executed properly bad things will happen.
Ancient: Odd and weird techniques that naturally comes with risks such as harming the user.

Only one technique can be used every round.

Martial

Martial techniques are presented in the following way:

Name | AP cost
Description


Heavenly leap | 1 AP
Jump 4 meters, this movement and your next action does not trigger any reactions.


Counter stance | 1 AP
Make a counterattack against the next creature that attacks you weather they hit or not.


Sweeping spin | n AP
You swing your melee weapon against all enemies in range. n is the one above the AP cost of attacking with your weapon.


Battle instinct | 1 AP
You can as a reaction swap initiative with a creature that has higher initiative than you as a reaction when their turn begins.


Fast deflect | 1 AP
Hit by a projectile.
You reflect the projectile taking 0 damage.


Iron stance | 2 AP
Until your next turn you take half damage.

Engineering

Engineering techniques are presented in the following way:

Name | Crafting time | Coins cost | Amount | Use time
Description

These recipes can be crafted during an amount of rests specified in the crafting time slot.


Grappling hook | 1 hour | 20 coins | One | 3 AP
You can shoot out a hook onto a place within 20 meters, you can then pull yourself to that spot. After pulling yourself in roll a d4, if you roll a 1 the hook breaks.


Smoke bomb | 1 hour | 10 coins | 3 | 1 AP
Craft a small bomb that releases smoke when thrown, obscuring vision in a 5-meter radius for 1 round. Any creature inside the smoke is at disadvantage for attacks.


Flare gun | 1 hour | 15 coins | One | 2 AP
Fires a flare that deals 1d4 damage, has a range of 50 meters. If fired into the sky all creatures within line of sight to the flare that succeed an awareness test of 8 will notice the flare and it's general location.


Firebomb | 3 hours | 30 coins | 1 | 3 AP
Throw a bomb with a range of 10 meters. All creatures within a radius of 3 meters of where the bomb hits need to succeed an agility test against 16 or take 3d4 damage. If a creature succeeds the test they instead take 1d4 damage.

Arcane

Arcane techniques are presented in the following way:

Name | Cast time | Difficulty (amount) | Size | Limit per rest
Description

When using an arcane technique you must succeed an arcane test against the difficulty, else something bad will happen, the bigger the spell the greater the reaction. If a difficulty has an attached amount you need to roll it multiple times.


Ada's razor butterflies | 2 AP | 12 | Medium
Magically create butterflies with razor-sharp wings that cover a cube of 3 by 3 meters. Every meter a creature in this area moves they take 1d6 damage. This lasts until your next turn.


Ray's flashing blink | 2 AP | 9 | Small
Choose a spot you can see within 10 meters. A bright light flashes and you are now in that spot.


Gronk's big boulder | 3 AP | 13 | Medium
Summon a big boulder on a empty space within 3 meters. The boulder has a diameter of around 2 meters. If the boulder falls on a target they must make a agility test of above 10 or take 2d6 damage and be pinned by the boulder. The pinned creature takes 1d4 damage at the beginning of their turn and can roll a power test above 14 to escape. It takes 2 AP to reroll the test. Every turn the boulder is in play roll 1d6, if it is above a 4 the boulder disappears. All uses of this spell summons the same boulder.


Gray's rain dance | 1 minute | 10 (2) | Medium
After dancing for 1 minute rain will start falling in a hundred meter radius for 1 hour. Roll 1d6 for the strength of the rain:

1 2-4 5-6
Light drizzle Normal rain Heavy rain

Alt's magic whip | 2 AP | 11 | Small
Choose a target creature within 4 meters, it has to succeed a powers test against 11. On a failed save the creature drops it weapon and takes 1d6 damage.


Gusto's phantom strike | 2 AP | 10 | Small
Make an arcane test against the dodge of a creature within 5 meters, if you hit they take 2d4 damage, on a miss they take 1d4. This damage cannot be reduced.


Ancient

Ancient techniques are presented in the following way:

Name | Cast time | Sacrifice
Description

Ancient techniques can (unless stated otherwise) be used at any time no matter if it is your turn or not.


Blindness | 2 AP | 1d6 health
Choose an enemy within 3 meters. The enemy is blind until the end of their next turn.


Bond | 1 AP | 2d4 health
Choose a target, the target looses health equal to what you paid as sacrifice.


Prediction | 0 AP | 1d4 health
Reroll any failed test.


Binding | 2 AP | 2 health
Choose a target creature, it has to make a spirit test against 12 or loose 3 AP this round.


Death | 10 AP / 2 rounds | See description
This technique can only be used on your turn. You permanently loose a total of two distributed across body, mind and spirit (you choose how it gets distributed), if any gets to 0 or lower you will die in 1d4 hours. Choose a target creature, it will know that this ability is dangerous and that they are the target. On the second turn the creature is instantly killed.


Void | 3 AP | 1d4 health
Until your next turn you are in another private dimension. While in this dimension you cannot be the target of any effects. Items dropped in this dimension will stay here and can be picked up later.