Techniques
Definition
Techniques are specialized abilities that are developed and based out of various Skills. The Skill a technique is based out of is stated in the Type of the specific technique.
Techniques are split into 4 Types: Boost, Counter, Stance and Strike
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Boosts will tend to be 1 AP actions that provide a defensive or support benefit
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Counters are Techniques that are Initiated in response to certain Actions, and will tend to mitigate or negate the effectiveness of that Action
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Stances are a passive effect that must be Concentrated on, requiring a Concentration slot as long as the effect is Sustained. they typically grant a benefit to the Initiator, though some have effects on creatures around the Initiator.
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Strikes are aggressive actions that try to inflict damage or a condition on an opponent.
Whenever a creature Initiates a Technique, their Initiator level for the skill the Technique is based in must be at least the level of the Technique that is being initiated. They must also have an amount of Stamina equal to the Level they are initiating the technique at, which is spent when the Technique is initiated.
Stances are an exception to this rule, and instead reduce your Maximum Stamina by an amount equal to twice the Level at which the Stance is initiated for as long as it is Sustained.
Determining Initiator Level
All ranked skills have an associated Initiator Level. this is determined slightly differently between Simple and Complex skills. For Complex Skills, your Initiator Level is equal to your Ranks in that Skill. For Simple Skills, your Initiator Level is equal to half of your ranks in that skill, rounded down.
All Techniques have a base level, noted in their Level. In order to Initiate a Technique, your Initiator Level in the skill that technique is based in, stated in the Types of the Technique, must be equal to or greater then the Level of that Technique.
Techniques and other rules may occasionally call for an Initiator Level Check. The bonus to this check is equivalent to a Skill Check with that skill. With an exception for Simple skills, which instead of gaining +5 to the check for each Skill Rank gain +5 for each Initiator Level, and any direct bonuses other then the Attribute Bonus of the Initiator is halved.
Techniques
All Techniques share the following attributes:
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Name - What it is called
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Cost - How much does it cost in experience points to acquire
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Level - What Initiator Level does a character need to have in order to activate the Technique.
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Casting Time - How many Action Phase points does it take before you can Initiate the Technique.
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Range - How far away from the Initiator can the Technique originate
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Duration - How long does the Technique last. Sustained techniques lasts as long as the Initiator concentrates. Lasting spells are permanent with no chance of dispellation.
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Area of Effect - What is effected by the Technique; a single target, only the initiator, or a physical area having length, width, and height.
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Type -
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Defence - What defence of the target does the technique need to exceed in order to take effect. Examples are Touch, Reflex, and Will.
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Description - A detailed description of how the technique works.
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Advance - The effects of how the technique changes when initiated at a higher level than the minimum.
Advancing a Technique
While All Technique have a base level, many Techniques can be Initiated at a Higher Level. In order to do this, your Initiator Level in that Techniques skill must be equal to or greater then the level you are Initiating the Technique at, and the amount of Stamina that technique costs is increased to the level you are initiating it at, rather than the base level of the Technique.
Techniques are either advanced by an amount, or to a specific level. When a Technique calls to be Advanced by an amount, every time the level of the Technique is increased by that amount you gain that benefit.
When a Technique calls to be Advanced to a specific amount, When the Technique is Advanced to at least that level, it gains that benefit.
An Example of Initiating Techniques
Morag, who is a veteran fighter is guarding a Dwarven merchant caravan to Rome, although currently they are in the hinterlands.
Morag prepares ahead of time for trouble by Initiating the Power Strikes Stance.
Morag, being 5th level Weapon Skill Initiator could initiate at that level, but he decides that that is not necessary, and initiates at 3rd level. This provides a penalty of -20 to all of his attacks, but gives him a bonus of +4 to any damage he inflicts. Given that he wields his axe in both hands, this increases the damage bonus to +6.
Around noon on this hot day, they run into some desperate bandits. After failing to heed the warning that Morag shouts, he takes up his axe and stomps steadily to meet them. There are 10 in this group. He decides to only use non-lethal damage as starving peasants do not deserve to die, but neither do they deserve his clan's trading goods. He moves up, and initiates a Cleave.
Morag initiates Cleave at 5th level, which allows him three attacks in this Action Phase. With the flat of the blade he strikes the three closest bandits, who thought that they were doing wonderfully by surrounding him. Instead, three of them are unconscious at his feet. He blows his mustache out of his mouth, and growls, "Run away now, lads. You don't want the headache that these three will have when they wake up, do you?"
The rest of the bandits fled, as they saw Morag's cousin, Zivrum approaching with his own hammer.