Treatise of Techniques
The Treatise of Techniques explains the various learned and practiced applications of a character’s skill that extend beyond their most straightforward use. Techniques augment the use or effect of a skill in certain situations or under specific conditions. The most common example is the use of combat techniques that allow a character to perform maneuvers with a wide array of effects beyond simply doing overt damage to an opponent.
The Treatise is designed to ascribe rules to the range of specific skill techniques that can be incorporated into your various stories, to not only provide mechanical advantages but to also add flair and style to characters and the stories that they populate. These range from the hard and fast dirty tactics of a street brawler, highly stylized act of a stage magician, or maneuvering in zero-G. Every effort has been exerted to create these rules to be consistent and balanced, by abstracting real world examples and then distilling these into playable mechanics.
Technique vs. Strikes
The Treatise is broken down into a series of techniques, broken down by weapon type, martial arts style, or environment. These techniques represent specialized training, allowing a character to perform an action that isn’t as straightforward as simply attacking a target.
As such, hitting a target, barring certain extenuating circumstances, will never require a special technique, as it is represented by a character’s skill ranks with a weapon. When a player decides they want their character to do something that falls beyond a simple weapon strike, that’s when the techniques come into play.
The general rule is this: if a character wants to do something that is more involved than attacking, blocking, reloading, or moving, then it’s most likely a technique instead of a strike.
Doing Something Different?
While this living document aims to be comprehensive, it is by no means exhaustive. There will undoubtedly come a time when a character wants to perform an action that falls beyond the scope of the techniques listed in this book. When that happens, here are some best practices to keep in mind:
Physics determines the effectiveness of a technique. Are there some exceptions to this rule? Of course. Maybe your story is taking place on a different planet with reduced gravity. As a rule, however, the rules of physics can be bent, but not broken. (That’s what metaphysics is for.)
If it looks awkward, it is awkward. If your initial response to the description of an intended action is “Uh…what..?,” chances are good that it’s awkward and should be treated as such.
Be mindful of the action economy. There is such a thing as trying to do too much. While combat is, by necessity, an abstraction, there’s really only so much one can hope to accomplish in a single round. The combat techniques are broken down into tiers, ranging from 1 to 5, representing a progression in both skill and power.
With that in mind, the progression of techniques is loose in terms of what can be learned and when. So, if an amateur martial artist was hell-bent on learning a spinning jump kick, they could do so with the proper dedication, focus, and at least a few fundamentals.
That to say, the only requirement to learn the next tier of combat techniques is at least 1 technique from the previous tier. For example, if a character learned a Tier 1 ability, they would then have access to any and all of the Tier 2’s but not any of the Tier 3’s.
Note: All of the techniques must come from the same tree. Learning Tier 1 technique in the Brawl tree will not grant a character access to a Tier 2 Polearm technique.
The experience cost to learn a Combat technique is equal to its tier, meaning a Tier 1 technique costs 1 XP while a Tier 5 costs 5 XP.
Basic Techniques
Concurrent Actions
Grapple – Ending a lock/pin
Action: Concurrent
Weapon Type: Grapple
The character performing a lock or pin technique chooses to end the hold and immediately returns to the Flux. A user may end a lock or pin concurrent with making a grapple roll for more grapple points, with the standard penalty for the concurrent action.
Hit the Deck
Action: Concurrent
Weapon Type: N/A
The user drops to the ground in the prone position.
Pull back
Action: Concurrent
Weapon Type: Weapon
The character has become proficient enough when fighting with her weapon to prevent an enemy from tampering with or hindering it. This is the technique that allows a character to preempt a weapon-striking technique such as disarm or bind.
Simple Actions
Aim
Action: Simple
Weapon Type: N/A
The user takes a moment to line up her next attack on a target, improving her accuracy. The user gains a 1 ► shift to her next attack roll made against the chosen target. If the user takes any action between aiming and attacking, suffers a state change that would inhibit the attack, or takes damage and fails a resolve check, the bonus is lost.
Bite
Action: Simple
Weapon Type: N/A
The user sinks her teeth into a target, inflicting pain and damage. The user makes an attack using her Unarmed Skill and, if successful, inflicts one point of Pain and one point of Life Damage. This technique can only be used at range 0.
Butt Strike
Action: Simple
Weapon Type: 2H Weapon
The user strikes a target with the butt of a two-handed weapon or long gun. The user rolls their related skill to make the attack roll and, if successful, the attack deals blunt damage as though performed with a 1H blunt weapon.
Clothing Grab
Action: Simple
Weapon Type: Unarmed / Grapple
The user attempts to grab an opponent’s clothing. The user makes an attack roll using his Unarmed skill; if successful, he gains a 1 ► to all subsequent grapple techniques while maintaining a hold on the target’s clothing.
Draw Weapon
Action: Simple
Weapon Type: Any Weapon
The user pulls and readies their weapon. A character cannot attack with an undrawn weapon without a specific technique.
Groin Strike
Action: Simple
Weapon Type: Unarmed
The user strikes an opponent in the groin. Crude but effective. The opponent must make a toughness test vs the user’s attack roll or take a number of DAZE points equal to half the damage dealt. Deals standard damage for an unarmed strike.
Hair Pulling
Action: Simple
Weapon Type: Unarmed
The user attempts to grab a fist full of the opponent’s hair. The user makes an attack roll using his Unarmed skill. If successful (purple or better), he inflicts one point of pain to the target and gains a 1 ► shift to all subsequent grapple techniques while maintaining a hold on the target’s hair.
Nock
Action: Simple
Weapon Type: Bow
The user pulls an arrow from their quiver and readies it to be shot.
Pommel Strike
Action: Simple
Weapon Type: 1h Weapon
The user strikes a target with the butt of a one-handed weapon or pistol. The user rolls their related skill to make the attack roll and, if successful, the attack deals blunt damage. Deals stun damage as though performed with a 1H blunt weapon.
Pulled Strike
Action: Simple
Weapon Type: Unarmed / Melee Weapon
The user makes an attack at less than full power. When using this technique, the user can choose to cap damage at a set number.
Pulled Strike
Action: Simple
Weapon Type: 1h Weapon / Unarmed
The user attempts to shove an opponent backward. The user makes a contested roll using either their Unarmed or 1H weapon skill vs. the target’s reflex. If the target fails the roll, they are shoved backward 1 meter.
Reload
Action: Simple
Weapon Type: Firearm
The user reloads the ammunition in their firearm.
Slam
Action: Simple
Weapon Type: N/A
The character makes an Unarmed skill check and deals stun damage to a target equal to the Goal Points generated (if any) plus the user’s Toughness attribute. The target is moved backward a number of meters equal to the damage dealt minus their own toughness rating. The character performing the slam takes half of the damage dealt. If the target is moved they must make a reflex check against the damage dealt by the Slam or be knocked prone and take appropriate fall damage as appropriate.
Target Object
Action: Simple
Weapon Type: Unarmed
The user targets an object with an attack in the hopes of achieving a specific effect. Examples include shooting an arrow at a chandelier to make it drop on an enemy’s head or firing a handgun at a conspicuous red barrel to make it explode. If the Narrator deems the goal is possible, they establish the goal point requirement. If the character meets or exceeds the goal points, the attack produces the desired effect.
Complex Actions
Grapple – Block Shoot
Action: Complex
Weapon Type: Grapple
The user attempts to prevent an opponent from succeeding in their attempt to initiate a grapple. The Goal Points generated by this technique are subtracted from the attacker’s Grapple roll.
Grapple – Disengage
Action: Complex
Weapon Type: Grapple
While in flux, the character attempts to disengage and leave the grapple. If successful, the character moves one meter away from the location of the engagement and is no longer in Flux.
Grapple – Escape
Action: Complex
Weapon Type: Grapple
Character attempts to break from a lock or pin. If successful, the characters engaged in the grapple re-enter the flux.
Grapple – Pin
Action: Complex
Weapon Type: Grapple
During a grapple the user attempts to immobilize the opponent or one of their limbs.
Grapple – Shoot
Action: Complex
Weapon Type: Grapple
While in flux, the character attempts to engage a grapple. The user rolls their grapple skill and if they generate any number of goal points they successfully engage the target and begin with a number of grapple points equal to the goal points accrued when performing the technique.
Ready Action
Action: Complex
Weapon Type: N/A
The user readies an action in response to a triggering event. The event may be anything of the user’s choosing, such as waiting for an enemy to stop firing to reload or an enemy swordsman rushes a teammate. When the trigger condition is met, the user takes the readied action with no inherent penalty (though external penalties may apply). While an action is readied, the user may take no other action, nor may she change the triggering condition. The readied action is held until triggered or the user’s next turn.
Sprint
Action: Complex
Weapon Type: N/A
The user sprints all out. The user rolls their Athletics and adds the number of goal points generated to their Run score in meters.
Study Target
Action: Complex
Weapon Type: N/A
Melee only. This technique does not require a roll. The user takes their turn to study the defenses and movements of the target. He gains 1 ► bonus shift on the next attack roll and a 1 ► bonus shift to the damage roll made against that target. The bonus shift is lost if, between studying the target and attacking, the attacker takes any other action, takes any amount of damage, or is put in a position where attacking is not possible (such as being grappled).
Grapple Mechanics
What is Grappling?
Grappling is a fighting technique based on throws, trips, sweeps, clinch fighting, ground fighting and submission holds. At its most fundamental level, grappling is about gaining physical advantage over an opponent at close range by locking them in a difficult position. Some grappling techniques are also used to subdue or cause injury through holds, while others are used simply to pin an opponent in place and prevent them from acting. Traditionally, grappling most commonly does not include striking or the use of weapons.
The act of grappling is chaotic, where both opponents are simultaneously vying for physical dominance. And as grappling is performed in very close physical contact, it often relies on a combination of proprioception and guesswork to predict your opponent’s actions or goals. Grappling also transpires at a much faster pace than that of a fistfight or similar act of violence.
By necessity, several liberties have been taken when abstracting grappling combat. The goal of the grappling rules presented in Spectrum is to provide mechanics for grappling that are easy to follow and balanced. In Spectrum, the grapple is performed differently than other conflict actions. To reflect the constant shifting and vying for advantage, both grapplers perform actions on each other’s turn during the initiative. Whoever has the most Grapple Points goes first.
Grapple Turn Order
- Determine who has the most grapple points.
- The character with the most grapple points declares their action.
- The acting character rolls their grapple skill to general grapple points.
- The acting character can either attempt to perform a technique or forgo all grapple points to do something else
- Resolve character’s action.
- The next character in the grapple order declares their action.
- Repeat steps 1-6 for each character involved in the grapple (in descending order by the number of Grapple Points each character has).
Performing Grapple Technique
- The attacker declares a grapple technique attempt. This includes the Shoot or any other engagement techniques.
- The attacker spends the required GPs, if any, to perform a grapple technique.
- The defender may spend GPs to decrease the attacker’s roll.
- The attacker rolls their grapple skill. If the color result of the roll, after taking into account any relevant shifts and adjustments, is PURPLE or better, the technique succeeds.
- The attacker resolves the technique per its description.
The Flux
As the name implies, the Flux represents the transitive state of grappling. The Flux is that time where the combatants are shifting postures, weaving in and out of range looking for an opening or a weakness. Wrestlers might circle in a hunched crouch, while MMA fighters bounce on their toes, waiting to strike. The Flux is a living, breathing state that is constantly shifting and changing as the grapple goes on. Due to the nature of the flux, and the near-instant exchange of power and posture, the role of attacker and defender shifts constantly.
Grappling techniques, both the basic and those listed in the grapple section of the Combat Treatise, can only be performed while in the Flux, unless otherwise stated by the technique’s description.
When engaged in a grapple, characters are considered to be in flux unless one of the following occurs:
- A character is engaged or engaging in a hold, choke, or pin.
- A character successfully disengages from the grapple.
- A character successfully executes a technique, such as Throw or Sweep, that ends the grapple.
Grapple Points
Grapple Points represent a character’s relative control of the grappling situation. Grapple points are used during a grapple to perform various techniques or to prevent an opponent from successfully performing a technique.
Grapple Points are generated by making a grapple skill check while in the Flux, or by successfully executing a technique that generates GPs. During a grapple, unused points are banked and can be spent later in the altercation to perform grappling techniques or to prevent an opponent’s grappling technique from succeeding.
Defending While in Grapple
When the attacker is attempting a grapple technique, the defender may spend GPs in an attempt to decrease the attacker’s roll. This represents the defender sacrificing their place in the flux to prevent the technique from succeeding.
GPs spent in this way are subtracted from the Attacker’s grapple skill roll.
Grapple Example
The great Hero Bofades has boasted that he alone could wrestle down a Titan. With strength and bravado to spare, he tracks one down.
During his turn in Initiative, Bofades declares the Shoot technique and rolls his grapple skill on the chart.
Bofades has a Grapple skill of 22. The Titan has a skill of 17. Bofa rolls his grapple skill for the Shoot and scores a 48 which would be a GREEN result. The Titan attempts to use Block Shoot and scores a 60, generating 17 goal points, reducing Bofa’s roll down to a 31. Fortunately for Bofa, that’s still a GREEN color result so the Shoot is successful. Addtionally, the Shoot Technique allows Bofades to generate GPs based on his roll results and generates 13 GPs to use.
Now in the Flux, it’s the Titan’s turn. As the Attacker, the Titan attempts to put Bofades in a chokehold. The Titan rolls its Grapple skill and scores a 57, a YELLOW color result. Bofa decides not to spend his GPs attempting to stop the Titan’s move and so, the Titan grabs Bofa by the neck and begins to squeeze.
Because Bofa is in a chokehold, the two are no longer in Flux, limiting Bofades options.
Bofa attempts to use the Break Hold technique to get out of the Titans grasp. He spends the 4 GPs required to attempt the technique and rolls his grapple skill. He rolls a 20, a BLUE color result. He manages to break free of the hold and moves a meter away.
Deciding discretion is the better part of valor, the Mighty Bofades heroically turns tail and runs.
Ending a lock or pin is also a concurrent technique. This means that a user may end a lock or pin concurrent with making a grapple roll for more grapple points.
One Handed Weapon Techniques
Backstep
Tier: 1
Action: Simple
Weapon Type: 1H Weapon
Learning Cost: 1
The user swings the hand holding their weapon in a quick punch at the enemy, striking with their fist or the weapon’s hilt before taking a step back. As part of this simple action, the user may move 1 meter away from the target after striking. The user may take other non-movement concurrent actions as usual.
Note: The user must be in melee range 0 of the target to use this technique.
Quickdraw
Tier: 1
Action: Concurrent
Weapon Type: 1H Weapon
Learning Cost: 1
The user has become skilled at quickly readying a weapon. This technique allows the user to draw a weapon as a concurrent action with the standard ◄ 1 to the subsequent simple action roll.
Flat-o-the-blade
Tier: 1
Action: Simple
Weapon Type: 1H Weapon
Learning Cost: 1
A strike delivered with the flat of a bladed weapon intended to reduce lethality. The user makes their attack roll with ◄ 1 and does stun damage instead of lethal.
Choke-up
Tier: 1
Action: Simple
Weapon Type: 1H Weapon
Learning Cost: 1
The user grips their weapon by the midpoint to engage in close combat. The user decreases both the minimum and maximum melee range by 1 meter and decreases the damage spectrum ◄ 1. For example, a character who achieved a GREEN result for 10 points of damage would instead treat the result as BLUE for 6 points of damage.
Power attack
Tier: 1
Action: Complex
Weapon Type: 1H Weapon
Learning Cost: 1
The user builds up the momentum of their attack to swing with greater force. When using this technique, the user increases the damage spectrum 1 ►. For example, a character who achieved a GREEN result for 10 points of damage would instead treat the result as YELLOW for 17 points of damage.
Withdrawal strike
Tier: 2
Action: Simple + Concurrent
Weapon Type: 1H Weapon
Learning Cost: 2
The user strikes a target while taking a step backward to create distance. The attack is made without the standard ◄ 1. Regardless of the outcome of the attack, the user may use the Walk concurrent action. The user may not use the Walk action to close the gap before initiating the attempt nor use any other concurrent action when using this technique.
Note: The user must be in melee range of the target to use this technique.
Recovery strike
Tier: 2
Action: Simple
Weapon Type: 1H Weapon
Learning Cost: 2
The user shifts their body to recover their momentum in the event their attack fails. If the user achieves less than a purple result on the attack roll, the user uses the momentum of the first swing to bring the weapon back in a reverse or circular motion to strike again. The user may make a single follow-up attack with a ◄ 2. This follow-up attack is made as part of the same simple action as the initial attack.
Throw sword
Tier: 2
Action: Simple
Weapon Type: 1H Weapon
Learning Cost: 2
The user throws their sword at a target. The sword may be thrown up to a number of meters equal to the user’s STR. The attack roll is made using the One-Handed Melee skill in place of the Throw skill.
Shield hook
Tier: 2
Action: Complex
Weapon Type: 1H Weapon
Learning Cost: 2
The user hooks their weapon against a target’s shield to pull it out of position. When using this technique, the user must achieve a purple result or higher on their One-Handed melee roll. While hooked, the target may not use their shield to attack or block. Additionally, the user cannot use their weapon to block or attack while the technique is in effect. The effect ends when either the user chooses to drop it as a concurrent action or the target succeeds on a contested STR check. The target may initiate a contested STR test as a simple action. If the target has a Block action readied at the time the user attempts this technique and succeeds on the roll with a purple or better, the technique fails.
Assessment
Tier: 2
Action: Simple
Weapon Type: 1H Weapon
Learning Cost: 2
The user fakes an attack in order to gauge the target’s skill level, reaction time, and preferred defensive tactics. The technique grants the user insight into the target’s next move, forcing the person controlling the target to reveal the existence of any prepared actions, such as a Block, Dodge, or other readied action. Additionally, the target suffers ◄ 1 to the roll associated with the prepared action, so long as the action is taken against the user. The effect lasts until it is used or the user’s next turn.
Lunge
Tier: 3
Action: Simple
Weapon Type: 1H Weapon
Learning Cost: 3
The user attempts to strike an opponent while lunging forward. This technique adds 1 meter to the weapon’s attack range and suffers a ◄ 1 to the attack roll. This technique may be used in tandem with the Walk concurrent action for a ◄ 2.
Draw attack
Tier: 3
Action: Simple
Weapon Type: 1H Weapon
Learning Cost: 3
The user quickly draws a sheathed weapon and attacks as a single simple action.
Riposte
Tier: 3
Action: Simple
Weapon Type: 1H Weapon
Learning Cost: 3
The user attempts to block the next incoming attack and then immediately counterattacks. The user may declare this technique in place of a standard simple block. If the user achieves a purple result or better on the Block roll, they may attempt the counterattack, otherwise the technique fails. Both the Block and the attack rolls are made with a ◄ 1.
Note: This technique may not be used as a complex action; only one Riposte may be declared in a single combat round.
Beat attack
Tier: 3
Action: Simple
Weapon Type: 1H Weapon
Learning Cost: 3
The user strikes the target’s weapon to open their guard or disrupt their posture. This technique succeeds if the user achieves a purple result or better on a One-Handed Melee roll. For the remainder of the combat round, any action that the target attempts with the weapon that would normally be a simple action is treated as a complex action instead, and any action that would normally be a complex action is no longer possible.
If this technique is attempted against a target who has declared Block as a simple action, the technique fails if the target achieves a purple result or better on the Block roll. If this technique succeeds against a target who has declared a complex Block, they lose the benefit of any subsequent blocks – i.e., if this technique succeeds against the first of the target’s three blocks, they do not gain the benefit of the remaining two.
Mordschlag
Tier: 3
Action: Simple
Weapon Type: 1H Weapon
Learning Cost: 3
The user grips the blade of their sword, allowing the user to strike with the cross guard and pommel instead of the blade. The sword now counts as a 1 handed blunt weapon.
Note: The user must be wearing gloves or gauntlets to use this technique without harming themself. In the absence of gloves or gauntlets, the character’s hand suffers a number of Trauma Points equal to the damage dealt.
Relentless advance
Tier: 4
Action: Simple
Weapon Type: 1H Weapon
Learning Cost: 4
The user presses their attack against an opponent, attempting to drive them backward. The user makes a standard weapon attack. The target may then choose to make a Resolve test with a target number equal to the damage dealt by this technique (NOT the damage sustained by the target.)
If the target fails this Resolve test, they must immediately move backward 1 meter. If this technique would cause the target to move backward into a hazardous space, such as into Flame Wall or off the side of a cliff, they receive between 1 ► to 3 ► on the Resolve test, depending on the severity of the danger.
Reposition
Tier: 4
Action: Concurrent
Weapon Type: 1H Weapon
Learning Cost: 4
The user attempts to move into a better position before acting. The user may Jog instead of Walk as a concurrent action. This technique costs 1 Kismet to use.
Feint
Tier: 4
Action: Concurrent
Weapon Type: 1H Weapon
Learning Cost: 4
A deceptive technique in which the user simulates a fake attack to draw a reaction before actually striking. The target makes a Resolve test with a target number equal to the user’s One-Handed Melee roll. If the Feint is successful, the target expends any readied action, such as Block, Dodge, or Riposte, before the attack roll is resolved.
If the target has readied multiple actions, such as a complex Block or Dodge, this technique causes them to expend one use. For example, if this technique is used against a target who has declared a complex Block, and who has all 3 uses remaining, the target would lose one Block to the “fake-out” and one Block to the attack itself, leaving the target with one remaining Block this round.
Circle defense
Tier: 4
Action: Complex
Weapon Type: 1H Weapon
Learning Cost: 4
The user is adept at defending against multiple opponents. The user may, as a complex action, use Dodge or Block against every attack made against them until the beginning of their next turn.
The first six uses of Dodge or Block are made without penalty; however, on the seventh or subsequent use, the Dodge or Block test is made with a cumulative ◄ 1, i.e., ◄ 1 on the seventh use, ◄ 2 on the eighth, ◄ 3 on the ninth, etc.
Complex riposte
Tier: 4
Action: Complex
Weapon Type: 1H Weapon
Learning Cost: 4
This technique allows the user to use a complex action to use Riposte in response to up to three attacks made against them before the beginning of their next turn.
Double strike
Tier: 5
Action: Simple
Weapon Type: 1H Weapon
Learning Cost: 5
The user makes two attacks in quick succession. When using this technique, the user suffers ◄ 1 on the first attack and ◄ 2 on the second attack.
Passing strike
Tier: 5
Action: Complex
Weapon Type: 1H Weapon
Learning Cost: 5
The user strikes a target while on the move. When declaring this technique, the user takes a Jog action and makes an attack roll against a target within the range of their jog and continues moving up to their total jog distance.
Flurry
Tier: 5
Action: Complex
Weapon Type: 1H Weapon
Learning Cost: 5
The user attempts to barrage an opponent with a multitude of quick swings. When using this technique, the user declares the number of attacks they intend to make against a target. Each attack roll suffers a cumulative ◄ 1, i.e., ◄ 1 on the first attack, ◄ 2 on the second attack, ◄ 3 on the third, etc. When any concurrent action while attempting this technique, each strike is made with an additional ◄ 1.
Pinpoint strike
Tier: 5
Action: Complex + Concurrent
Weapon Type: 1H Weapon
Learning Cost: 5
The user has become adept at striking the most tactically advantageous spot on the opponent’s body. The Called Shot concurrent action imposes only ◄ 1 to the attack roll regardless of the location being targeted. In addition to standard damage, this technique inflicts a number of Trauma Points to the targeted location equal to one-fourth of the lethal damage sustained by the target, to a minimum of 1 Trauma Point. This technique costs 1 Kismet to use.
Nimble strike
Tier: 5
Action: Simple
Weapon Type: 1H Weapon
Learning Cost: 5
The user may declare this technique in place of a standard simple Dodge. The user attempts to dodge the next incoming attack and then immediately counterattacks. Both the Dodge and the attack roll are made with a ◄ 1. The user may attempt the counterattack even if the Dodge attempt fails.
Note: Unlike Dodge, this technique may not be used as a complex action; only one Nimble Strike may be attempted in a single combat round.
Two-Handed Weapon Techniques
Backstep
Tier: 1
Action: Simple
Weapon Type: 2H Weapon
Learning Cost: 1
The user slams the haft of her weapon against the target before taking a step back. As part of this simple action, the user may move 1 meter away from the target after striking. The user may take other non-movement concurrent actions as usual.
Note: The user must be in melee range 0 of the target to use this technique.
Choke-up
Tier: 1
Action: Simple
Weapon Type: 2H Weapon
Learning Cost: 1
The user grips their weapon by the midpoint to engage in close combat. The user decreases both the minimum and maximum melee range by 1 meter and decreases the damage spectrum ◄ 1. For example, a character who achieved a green result for 10 points of damage would instead treat the result as blue for 6 points of damage.
Haft push
Tier: 1
Action: Simple
Weapon Type: 2H Weapon
Learning Cost: 1
The user performs a Shove technique using their Block skill rather than their Unarmed skill. The user gains a 1 ► to the roll.
Flat-o-the-blade
Tier: 1
Action: Simple
Weapon Type: 2H Weapon
Learning Cost: 1
A strike delivered with the flat of a bladed weapon intended to reduce lethality. The user makes their attack roll with ◄ 1 and does stun damage instead of lethal.
Power attack
Tier: 1
Action: Complex
Weapon Type: 2H Weapon
Learning Cost: 1
The user builds up the momentum of their attack to swing with greater force. When the user makes a successful attack roll using this technique, the attack’s damage spectrum is increased 1 ►. For example, a character who achieved a green result for 10 points of damage would instead treat the result as yellow for 17 points of damage.
Lunge
Tier: 2
Action: Simple
Weapon Type: 2H Weapon
Learning Cost: 2
The user attempts to strike an opponent while lunging forward. This technique adds 1 meter to the weapon’s attack range and suffers a ◄ 1 to the attack roll. This technique may be used in tandem with the Walk concurrent action for a ◄ 2.
Shield hook
Tier: 2
Action: Complex
Weapon Type: 2H Weapon
Learning Cost: 2
The user hooks their weapon against a target’s shield to pull it out of position. When using this technique, the user must achieve a purple result or higher on their Two-Handed melee roll. While hooked, the target may not use their shield to attack or block. Additionally, the user cannot use their weapon to block or attack while the technique is in effect. The effect ends when either the user chooses to drop it as a concurrent action or the target succeeds on a contested STR check. The target may initiate a contested STR test as a simple action.
If the target has a Block action readied at the time the user attempts this technique and succeeds on the roll with a purple or better, the technique fails.
Beat attack
Tier: 2
Action: Simple
Weapon Type: 2H Weapon
Learning Cost: 2
The user strikes the target’s weapon to open their guard or disrupt their posture. This technique succeeds if the user achieves a purple result or better on a Two-Handed Melee roll. For the remainder of the combat round, any action that the target attempts with the weapon that would normally be a simple action is treated as a complex action instead, and any action that would normally be a complex action is no longer possible.
If this technique is attempted against a target who has declared Block as a simple action, the technique fails if the target achieves a purple result or better on the Block test. If this technique succeeds against a target who has declared a complex Block, they lose the benefit of any subsequent blocks – i.e., if this technique succeeds against the first of the target’s three blocks, they do not gain the benefit of the remaining two.
Recovery strike
Tier: 2
Action: Simple
Weapon Type: 2H Weapon
Learning Cost: 2
The user shifts their body to recover their momentum in the event their attack fails. If the user achieves less than a purple result on the attack roll, the user uses the momentum of the first swing to bring the weapon back in a reverse or circular motion to strike again. The user may make a single follow-up attack with a ◄ 2. This follow-up attack is made as part of the same simple action as the initial attack.
This technique costs 1 Kismet to use and may be declared retroactively. This technique may not be used in conjunction with any other techniques.
Flourish
Tier: 2
Action: Complex
Weapon Type: 2H Weapon
Learning Cost: 2
The user spins the weapon with constant momentum in a 1-meter radius, focusing on the space around them rather than any individual target. While this effect is active, the user may make a simple attack, without penalty, against the first creature to enter this space, regardless of whether or not the user can see the creature. If the attack roll is successful, the effect ends. If the attack roll misses, the effect continues until the user performs a successful attack (even if the successful attack is blocked by the target).
If the user wishes to maintain the flourish after taking damage, they must make a Resolve test with a target number equal to the amount of damage sustained.
Withdrawal strike
Tier: 3
Action: Simple + Concurrent
Weapon Type: 2H Weapon
Learning Cost: 3
The user strikes a target while taking a step backward to create distance. The attack is made without the standard ◄ 1. Regardless of the outcome of the attack, the user may use the Walk concurrent action. The user may not use the Walk action to close the gap before initiating the attempt nor use any other concurrent action when using this technique.
Note: The user must be in melee range of the target to use this technique.
Double-ended strike
Tier: 3
Action: Simple
Weapon Type: 2H Weapon
Learning Cost: 3
The user lashes out with their weapon and then quickly follows up with a second strike. Each attack is limited to a range of 1 meter, and the damage spectrum is decreased ◄ 1. For example, a character who achieved a GREEN result for 10 points of damage would instead treat the result as BLUE for 6 points of damage.
Parry
Tier: 3
Action: Simple
Weapon Type: 2H Weapon
Learning Cost: 3
The user has become adept at blocking an incoming attack with their weapon. This technique allows the user to use their FIN score rather than their STR to block an attack.
Riposte
Tier: 3
Action: Simple
Weapon Type: 2H Weapon
Learning Cost: 3
The user attempts to block the next incoming attack and then immediately counterattacks. The user may declare this technique in place of a standard simple block. If the user achieves a purple result or better on the Block roll, they may attempt the counterattack, otherwise the technique fails. Both the Block and the attack rolls are made with a ◄ 1.
Note: This technique may not be used as a complex action; only one Riposte may be declared in a single combat round.
Mordschlag
Tier: 3
Action: Simple
Weapon Type: 2H Weapon
Learning Cost: 3
The user grips the blade of their sword, allowing the user to strike with the cross guard and pommel instead of the blade. The sword now counts as a 2 handed blunt weapon.
Note: The user must be wearing gloves or gauntlets to use this technique without harming themself. In the absence of gloves or gauntlets, the character’s hand suffers a number of Trauma Points equal to the damage dealt
Feint
Tier: 4
Action: Concurrent
Weapon Type: 2H Weapon
Learning Cost: 4
A deceptive technique in which the user simulates a fake attack to draw a reaction before actually striking. The target makes a Resolve test with a target number equal to the user’s Two-Handed Melee score. If the Feint is successful, the target expends any readied action, such as Block, Dodge, or Riposte, before the attack roll is resolved.
If the target has readied multiple actions, such as a complex Block or Dodge, this technique causes them to expend one use. For example, if this technique is used against a target who has declared a complex Block, and who has all 3 uses remaining, the target would lose one Block to the “fake-out” and one Block to the attack itself, leaving the target with one remaining Block this round.
Reposition
Tier: 4
Action: Concurrent
Weapon Type: 2H Weapon
Learning Cost: 4
The user attempts to move into a better position before acting. The user may Jog instead of Walk as a concurrent action. This technique costs 1 Kismet to use.
Sprinting strike
Tier: 4
Action: Complex
Weapon Type: 2H Weapon
Learning Cost: 4
The user runs full speed at a target before delivering a savage attack. The user must run in a straight line a minimum number of meters equal to their Jog score, up to their maximum Sprint score. The user then makes an attack roll and, if successful, increases the damage spectrum 1 ►. For example, a character who achieved a GREEN result for 10 points of damage would instead treat the result as YELLOW for 17 points of damage.
This technique costs 1 Kismet to use.
Sweep
Tier: 4
Action: Complex
Weapon Type: 2H Weapon
Learning Cost: 4
The user makes a sweeping strike and attempts to knock a target’s feet out from under them. The user attempts to perform a Trip against the opponent using their Two-Handed Melee skill in place of their Unarmed Combat skill.
Note: This technique can be used at the maximum attack range of the user’s two-handed weapon.
Relentless advance
Tier: 4
Action: Simple
Weapon Type: 2H Weapon
Learning Cost: 4
The user presses their attack against an opponent, attempting to drive them backward. The user makes a standard weapon attack. The target may then choose to make a Resolve test with a target number equal to the damage dealt by this technique (NOT the damage sustained by the target).
If the target fails this Resolve test, they must immediately move backward 1 meter. If this technique would cause the target to move backward into a hazardous space, such as into Flame Wall or off the side of a cliff, they receive between 1 ► to 3 ► on the Resolve test, depending on the severity of the danger.
Shieldbreaker
Tier: 5
Action: Simple
Weapon Type: 2H Weapon
Learning Cost: 5
The user targets the opponent’s shield with the intent to break it. When using this technique, the user makes a normal attack roll against a target with a shield. If successful, the attack decreased the shields block value by one. This decrease remains in place until such time as the shield is repaired. The effects of multiple shieldbreaker attacks are cumulative.
This technique costs 1 Kismet to use.
Note: The attack roll is made without penalty, regardless of the shield’s size
Jump strike
Tier: 5
Action: Complex
Weapon Type: 2H Weapon
Learning Cost: 5
The user takes a running leap and brings their weapon over their head in a powerful downward swing. As a single complex action, the user moves a number of meters up to their Sprint score, makes a running horizontal jump, and follows up with a Two-Handed melee attack roll.
The damage spectrum for this attack is increased 1 ►. For example, a character who achieved a green result for 10 points of damage would instead treat the result as yellow for 17 points of damage. Regardless of whether the attack is successful, the user must succeed on an Acrobatics test to avoid falling prone at the conclusion of this technique.
Using this technique costs 1 Kismet.
Passing strike
Tier: 5
Action: Complex
Weapon Type: 2H Weapon
Learning Cost: 5
The user strikes a target while on the move. When declaring this technique, the user takes a Jog action and makes an attack roll against a target within the range of their jog, continuing to move up to their total jog distance.
Circle defense
Tier: 5
Action: Complex
Weapon Type: 2H Weapon
Learning Cost: 5
The user is adept at defending against multiple opponents. The user may, as a complex action, use Dodge or Block against every attack made against them until the beginning of their next turn. The first six uses of Dodge or Block are made without penalty; however, on the seventh and subsequent uses, the Dodge or Block test is made with a cumulative ◄ 1, i.e., ◄ 1 on the seventh use, ◄ 2 on the eighth, ◄ 3 on the ninth, etc.
Double strike
Tier: 5
Action: Simple
Weapon Type: 2H Weapon
Learning Cost: 5
The user makes two attacks in quick succession. When using this technique, the user suffers ◄ 1 on the first attack and ◄ 2 on the second attack.
Shield Techniques
Quick ready
Tier: 1
Action: Concurrent
Weapon Type: Shield
Learning Cost:
The character may equip their shield as a concurrent action.
Backstep
Tier: 1
Action: Simple
Weapon Type: Shield
Learning Cost:
The user swings his shield at the enemy before taking a step back. This attack is made using the Shield skill and uses the damage spectrum of a 1H Blunt Weapon. As part of this simple action, the user may move 1 meter away from the target after striking. The user may take other non-movement concurrent actions as usual.
Note: The user must be in melee range 0 of the target to use this technique.
Shield shove
Tier: 1
Action: Simple
Weapon Type: Shield
Learning Cost:
The user performs a Shove technique using their Block skill rather than their Unarmed skill. The user gains a 1 ► to the roll.
Shield bash
Tier: 1
Action: Simple
Weapon Type: Shield
Learning Cost:
The technique allows the user to use their shield as a 1 handed blunt weapon, using their Block skill for their attack rolls.
Shield other
Tier: 1
Action: Complex
Weapon Type: Shield
Learning Cost:
The user takes a stance in order to better defend another. When using this technique, the user gives another character within 1 meter the benefit of their simple or complex Block. If using a complex Block, the user may choose to divide the number of available blocks between themself and the character they are defending.
Note: Only 1 other Character may be protected per use of this technique.
Block barrage
Tier: 2
Action: Complex
Weapon Type: Shield
Learning Cost:
The user is adept at defending against multiple projectiles. The user may, as a complex action, declare a Block against every ranged attack made against them until the beginning of their next turn. The first six uses of Block are made without penalty; however, on the seventh or subsequent use, the Dodge or Block test is made with a cumulative ◄ 1, i.e., ◄ 1 on the seventh use, ◄ 2 on the eighth, ◄ 3 on the ninth, etc.
Block and step
Tier: 2
Action: Simple
Weapon Type: Shield
Learning Cost:
The user blocks an attack and then moves back to create space between herself and the target. When using this technique, upon making a declared simple Block, the user may move up to 2 meters away from the target as part of this simple action.
Shield knockdown
Tier: 2
Action: Simple
Weapon Type: Shield
Learning Cost:
The user has become skilled at using their shield to knock an opponent to the ground. The user performs a Knockdown technique using their Block skill rather than their Unarmed Combat skill. The user gains a 1 ► to the roll.
Ram
Tier: 2
Action: Simple
Weapon Type: Shield
Learning Cost:
The user has learned how to use their shield as a portable battering ram. The user makes an attack roll against the door or object using their Block skill and adding 1 ► to the damage roll.
Shielded strike
Tier: 2
Action: Simple
Weapon Type: Shield
Learning Cost:
The user makes a strike with a small weapon (with range 0) held in the hand of their shield arm. The attack roll is made with ◄ 1.
Shielded circle defense
Tier: 3
Action: Complex
Weapon Type: Shield
Learning Cost:
The user is adept at defending against multiple opponents. The user may, as a complex action, declare a Block against every melee or ranged attack made against them until the beginning of their next turn. The first six uses of Dodge or Block are made without penalty; however, on the seventh and subsequent uses, the Dodge or Block test is made with a cumulative ◄ 1, i.e., ◄ 1 on the seventh use, ◄ 2 on the eighth, ◄ 3 on the ninth, etc.
High shield
Tier: 3
Action: Simple
Weapon Type: Shield
Learning Cost:
The user holds their shield at the level of their head in a readied position. Until the beginning of the user’s next turn, the user is treated as wearing a helmet with a protection value equal to the green result of the shield’s defense spectrum.
Defensive reposition
Tier: 3
Action: Concurrent + Simple or Concurrent + Complex
Weapon Type: Shield
Learning Cost:
The user attempts to move into a better position before preparing to block. The character may Jog as a concurrent action combined with preparing a simple or complex Block.
Sweeping block
Tier: 3
Action: Simple
Weapon Type: Shield
Learning Cost:
The user blocks a melee attack with an aggressive sweep to knock the weapon aside. This technique succeeds if the user achieves a purple result or better on the Block roll. In addition to gaining the normal benefit of Block, and for the remainder of the combat round, any action the target takes with the weapon that would normally be a simple action is treated as a complex action instead, and any action that would normally be a complex action is no longer possible.
Rampart
Tier: 3
Action: Simple
Weapon Type: Shield
Learning Cost:
The user roots themself in place and braces their shield. As long as the shield remains in position, the user may add their Block score to the dice result of any contested roll to resist Shove, Knockdown, and Trip attempts made against them. The effects of this technique persist until the user fails a contested roll against a resisted technique or the user decides to end the effect. Ending this technique is a concurrent action. The user may not attack or move while maintaining this technique but may take actions that don’t require movement.
Defensive advance
Tier: 4
Action: Simple or Complex
Weapon Type: Shield
Learning Cost:
Whenever the user declares a simple or complex Block, and achieves a purple result or better on the subsequent Block test, the user may perform the Shield Shove technique without spending an additional action.
Shield to shield
Tier: 4
Action: Complex
Weapon Type: Shield
Learning Cost:
The user presses their own shield against a target’s shield to render the opponent less defensive. When using this technique, the user must achieve a purple result or higher on their Shield test. While pressed, neither the target nor the user may use their shield to block or attack.
This technique ends when either the user chooses to drop it as a concurrent action or the target succeeds on a contested STR check. The target may initiate this contested STR test as a simple action.
If the target has a Block action readied at the time the user attempts this technique, the technique fails if the opponent achieves a purple result or better on the Block.
Shield throw
Tier: 4
Action: Simple
Weapon Type: Shield
Learning Cost:
The user throws their shield at a target. The shield is treated as a 1H-thrown blunt weapon. The user uses their Block skill to make the attack, and the shield may be thrown a number of meters up to their STR score.
Bulwark
Tier: 4
Action: Simple
Weapon Type: Shield
Learning Cost:
The user may add their Toughness score to the dice result of a Block test made to block.
Using this technique costs 1 Kismet.
Improvised shield adept
Tier: 4
Action: As technique
Weapon Type: Shield
Learning Cost:
The user may use an improvised Shield to perform any Shield technique they currently know. Any techniques made with an improvised shield suffer a ◄ 2.
Turn aside
Tier: 5
Action: Simple or Complex
Weapon Type: Shield
Learning Cost:
The user leverages their shield to misdirect incoming melee attacks. If the user declares a Dodge, they may use their Shield skill in place of their Dodge skill in response to being attacked with a melee weapon.
Shielded sprint
Tier: 5
Action: Complex
Weapon Type: Shield
Learning Cost:
The user may Sprint concurrent with declaring a simple Block. If the user is attacked at any point during the Sprint – such as by a readied attack or the triggering of a trap – they may immediately use the declared Block and continue to the conclusion of the Sprint.
Shield charge
Tier: 5
Action: Complex
Weapon Type: Shield
Learning Cost:
The user charges ahead with their shield raised and attempts to knock opponents out of their path. When using this technique, the user may move in a straight line a number of meters up to their Sprint score. Each time the user attempts to pass through a space occupied by an opponent, the user must make a Block roll, adding their STR score to the result of the dice roll. The opponent then rolls a Toughness test with a target number equal to the number of Goal Points achieved on the user’s Block roll. If the opponent loses this contest, they are moved 1 meter to the left or right, out of the user’s direct path. The Narrator chooses the direction of the opponent’s movement.
This technique costs 1 Kismet to use.
Intercept
Tier: 5
Action: Simple
Weapon Type: Shield
Learning Cost:
If the user has declared a simple Block, they may forgo protecting themself and throw their shield in an effort to block an attack made against another character who is not in a space adjacent to the user. The user makes a normal Block roll and suffers no penalties. The range of this technique may not exceed a number of meters equal to the user’s STR score.
This technique costs 1 Kismet to use.
Improvised shield mastery
Tier: 5
Action: As technique
Weapon Type: Shield
Learning Cost:
This technique modifies the Improvised Shield Adept technique. The user may spend 1 Kismet to negate the ◄ 2 penalty associated with using techniques with an improvised shield. Additionally, any time an improvised shield equipped by the character would normally break, the character may spend 1 Kismet to delay its destruction until the end of the present combat round. This cost accrues for every use that would normally break the shield. For example, if the user blocks five attacks with the improvised shield in the course of a single combat round, and each of the attacks would normally cause the shield to break, the user must spend a total of 5 Kismet to keep the shield intact until the end of the round.
Sling Techniques
Quick load
Tier: 1
Action: Concurrent
Weapon Type: Sling
Learning Cost:
The user has become very practiced at loading their sling. They may now load a sling as a concurrent action with the standard ◄ 1.
Sap
Tier: 1
Action: Complex
Weapon Type: Sling
Learning Cost:
The user swings a loaded sling as a melee weapon with a range of 1 meter. The attack is made using the user’s Throwing skill and is treated as a one-handed blunt weapon. Using the sling in this way does not cause the ammunition to leave the sling, and this technique may be repeated without reloading the sling.
Heavy load
Tier: 1
Action: Complex
Weapon Type: Sling
Learning Cost:
The user is adept at using a larger-than-normal bullet or stone as ammunition. The range of the attack is half that of a normal sling attack, and the damage spectrum is increased 1 ►.
Light load
Tier: 2
Action: Complex
Weapon Type: Sling
Learning Cost:
The user throws a bullet or sling stone that is considerably smaller than normal, The range of the attack is doubled, and the damage spectrum is reduced ◄ 1.
Walking shot
Tier: 2
Action: Simple
Weapon Type: Sling
Learning Cost:
The user may move up to two meters and make a sling attack as part of the same simple action. This movement does not impose a penalty shift against the shot. However, this technique does not negate penalty shifts incurred from using this technique in combination with a concurrent action that would otherwise impose a penalty.
Fast aim
Tier: 2
Action: Concurrent
Weapon Type: Sling
Learning Cost:
The user quickly takes aim at a target. This technique allows the user to use the Aim ability as a concurrent action rather than a simple action, foregoing the standard ◄ 1.
Running shot
Tier: 3
Action: Simple
Weapon Type: Sling
Learning Cost:
The user makes a sling attack while on the run. The user takes a Jog action and makes an attack roll with ◄ 1 against a target in range. After the shot has been taken, the user may continue moving up to their total jog distance.
Sling and shield
Tier: 3
Action: Concurrent
Weapon Type: Sling
Learning Cost:
Through practice, the user has become capable of loading their sling while holding a shield in their other hand.
Hug cover
Tier: 3
Action: Concurrent + Simple
Weapon Type: Sling
Learning Cost:
The user learns to use cover to maximum effect in a firefight. When using this technique, the user may take a concurrent action to both lean out of and return to cover as part of the same concurrent action. The act of shooting remains a simple action, and leaning from/returning to cover imposes only ◄ 1 on the shot.
Ricochet strike
Tier: 4
Action: Simple
Weapon Type: Sling
Learning Cost:
The user aims at the ground, wall, or part of the environment in order to skip the projectile to hit a target at an unpredictable angle. The user makes an attack roll against a target with a 1► bonus shift to the attack roll, however the damage spectrum is reduced ◄ 1. This technique cannot be used to make called shots.
Sling anything
Tier: 4
Action: Simple
Weapon Type: Sling
Learning Cost:
The user learns to launch anything in their sling, turning any handheld object into a potential projectile. The Narrator may choose to impose ◄ 1 – ◄ 3 shifts to the skill roll based on the nature of the object being used.
Spin sling
Tier: 5
Action: Complex
Weapon Type: Sling
Learning Cost:
The user builds up the momentum of their attack to swing with greater force. When using this technique, the user improves the damage spectrum 1►. For example, a character who achieved a green result for 10 points of damage would instead treat the result as yellow for 17 points of damage.
Balearic eye
Tier: 5
Action: Complex
Weapon Type: Sling
Learning Cost:
The user has developed an almost preternatural accuracy when using sling attacks. When the user makes an attack, the attack is treated as if it were being made at one range increment closer – e.g., long becomes medium, medium becomes close, etc.
Deflect
Tier: 5
Action: Simple
Weapon Type: Sling
Learning Cost:
The user takes aim at an airborne projectile and attempts to knock it off course. The user readies this technique as they would a simple Block and must have a bullet loaded in the sling. If a non-ballistic projectile flies within short range, the user may make an Throwing test to stop the projectile by hitting it with a sling bullet, succeeding on a purple result or better. If successful, they strike the object, deflecting it and causing it to miss its target.
Note: The deflected projectile must be of a reasonable size relative to the user’s sling bullet to be affected by this technique.
Improved sap
Tier: 5
Action: Complex
Weapon Type: Sling
Learning Cost:
The user is able to use the Sap technique at range 0, including while involved in a grapple.