Techniques 101
Effects
Technique Effects - All techniques regardless of which branch they originate from have access to these effects in some way, shape, or form. No additional research or specialization is required to gain these categories. Additionally, these effects only represent the technique's main purpose. Multiple of these effects can occur.- Damage - (Inflicting wounds upon others)
- Defense - (Protecting others from harm before it would occur)
- Movement - (Movement and the transportation of others)
- Enchantment - (Enhancing objects with buffed properties)
- Boon - (Enhancing creatures with buffed properties)
- Curse - (Afflicting creatures with buffed properties)
Combat Effects - These are the various effects that techniques can apply to various targets, adding greater versatility to their abilities. Certain effects, known as “combo-effects” require additional steps in order to occur. This is typically done by inflicting an initial effect beforehand, or increasing the casting time or required components of a technique to compensate.
Please refer to The Universal Combat Effects section to view these.
Multi-Turn Techniques - These techniques require focus. Any technique that requires you to cast over multiple turns will consume as many actions as it requires. During these moments, you may not perform another technique or perform other actions. Unless specified otherwise, the caster may still move.
(Casting Time > 1 Turn)
Passives
All Martial receive a Passive related to their chosen School at each odd level (Initiate, Prodigy and Grandmaster).
These passives are fixed and as such they will be the same for each Martial of a chosen School.
These passives are fixed and as such they will be the same for each Martial of a chosen School.
Technique Format
Name: - The name of the technique
Branch: - The school of art the technique uses.
Level/Cost: - The school of art the technique uses.
Effect: - The primary purpose of the technique.
Range: - The reach or area of the technique's effect(s).
Charging Time: - The action-pool requirements to use. Uses Action unless stated otherwise. Cannot exceed 3 turns.
Duration: - The time a continuous technique lasts, can also be maintained through concentration.
Skill Roll: - The roll required to charge the ability.
Description: - The various effects and purposes of the spell. Targets will often defend with normal defense rolls.
Branch: - The school of art the technique uses.
Level/Cost: - The school of art the technique uses.
Effect: - The primary purpose of the technique.
Range: - The reach or area of the technique's effect(s).
Charging Time: - The action-pool requirements to use. Uses Action unless stated otherwise. Cannot exceed 3 turns.
Duration: - The time a continuous technique lasts, can also be maintained through concentration.
Skill Roll: - The roll required to charge the ability.
Description: - The various effects and purposes of the spell. Targets will often defend with normal defense rolls.
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