Rules: Techniques

Native Rules

Techniques

Techniques are permissions. This is the complete catalogue, identical to the one the Character Builder uses.

How Techniques work

Techniques are permissions, not class features. Any character may choose any Technique whose fiction their character supports; the groups are navigation aids, not class trees.

One bonus attack per Activation

Techniques and equipment can grant at most one additional attack during an Activation unless a rule explicitly says otherwise. Two-Pistol Drill and Rapid Assault cannot combine into a third attack. There is no universal Overextend action; unusual attacks, movement and other exceptions need a specific permission.

Native Rules, printed pp. 8 and 29.

Catalogue (56 Techniques)

Showing 56 of 56

  • Quick Draw

    Weapon and Firearm

    Once during your Activation, draw or ready a one-handed weapon without spending your Action.

  • Deadeye

    Weapon and Firearm

    Spend your Move to Aim before a firearm attack. On success, ignore Rigid Armour if you can see or identify an exposed weak point. Complete cover cannot be bypassed.

  • Bayonet Drill

    Weapon and Firearm

    A bayoneted musket or carbine functions as a proper Reach melee weapon. Switching between firearm and bayonet use costs no Action.

  • Two-Pistol Drill

    Weapon and Firearm

    Once per Combat, after firing one Loaded pistol with your Action, immediately fire a second Loaded pistol you already hold or have prepared. Resolve separately.

  • Rapid Assault

    Weapon and Firearm

    Once per Combat, after a successful attack, immediately make one additional attack against a different nearby target with a usable prepared weapon. Cannot trigger itself.

  • Close-Quarters Shooter

    Weapon and Firearm

    Do not reduce Effect for firing a carbine while Engaged. Pistols remain usable while Engaged unless the enemy physically controls the weapon.

  • Scatter Specialist

    Weapon and Firearm

    On a 7-9 area attack with a Scatter weapon, choose two targets to suffer normal Effect instead of one. Everyone else in the area suffers Limited Effect.

  • Breacher

    Weapon and Firearm

    Increase Effect by one step when using an appropriate weapon, charge, or tool specifically to break a door, hatch, light barrier, or similar obstacle.

  • Guarded Stance

    Melee Defence and Control

    With a Defensive melee weapon, spend your Move to hold ground. Before your next Activation, the first Guard you use does not consume your Reaction. Voluntary movement ends the stance. Guarded Stance gives no protection against ranged attacks.

  • Hold the Line

    Melee Defence and Control

    Requires Guarded Stance. When an enemy tries to enter, leave, or pass through one of your threatened spaces, you may spend a defensive Reaction to stop them in the first threatened space. They may use an Action and a Combat Manoeuvre to force through. Fighting Withdrawal does not bypass Hold the Line.

    • Requires Guarded Stance
  • Against Many

    Melee Defence and Control

    Requires Guarded Stance. Gain one additional Reaction each round, usable only for Guard, Turn, or Hold the Line against an enemy in a space you threaten. It cannot make a Reaction Strike.

    • Requires Guarded Stance
  • Master Guard

    Melee Defence and Control

    Requires Guarded Stance. Once per round, change Facing without ending the stance, including when an enemy moves and before their attack resolves.

    • Requires Guarded Stance
  • Riposte

    Melee Defence and Control

    When your Guard Reaction reduces bodily Harm or reduces a Combat Manoeuvre's Effect, force that attacker to withdraw one space or remain Engaged. If they remain Engaged, your next melee attack against them before the end of your next Activation gains +1 Effect. No extra attack is granted.

  • Press the Opening

    Melee Defence and Control

    After Great Effect in melee, immediately change Facing or move one space into the space the opponent abandoned, if plausible. This does not consume your Move.

  • Skirmish Step

    Mobility and Position

    Once during your Activation, after resolving your Action, you may change Facing once without spending your Reaction.

  • Fighting Withdrawal

    Mobility and Position

    Reduce your movement by 1 space to leave an ordinary threatened space carefully and avoid a Reaction Strike. Fighting Withdrawal does not bypass Hold the Line or another rule that explicitly stops movement.

  • Slip the Line

    Mobility and Position

    You may move through a hostile threatened space when there is physically enough space. It remains dangerous; establish Risk before the roll.

  • Flanker

    Mobility and Position

    Once per Activation, when you move around an Engaged enemy to occupy the space directly opposite an ally who is also Engaging that enemy, the enemy cannot use Turn Reaction against your final step into that flanking space. The normal flank begins only if you end in the exact opposite space.

  • Sure-Footed

    Mobility and Position

    Ordinary difficult terrain does not increase your movement cost. Severe terrain still functions normally.

  • Protective Order

    Command and Teamwork

    Spend your Reaction when a nearby ally who can receive your signal is about to suffer a positional consequence. Direct them one space to an immediately available safe space.

  • Rally

    Command and Teamwork

    Use your Action to restore order to an ally or small group suffering fear, confusion, or loss of cohesion. Roll Command only when uncertainty matters.

  • Controlled Volley

    Command and Teamwork

    When you personally direct a prepared group of shooters, coordinated fire gains +1 Effect against the declared target or occupied area.

  • Hold Formation

    Command and Teamwork

    At Battlefield Scale, ignore the first Cohesion loss each round caused purely by movement, pressure, or enemy manoeuvre. Cohesion loss caused directly by enemy fire, assault, artillery, or casualties still applies.

  • Tactical Reposition

    Command and Teamwork

    Once per round, use your Action to direct up to three nearby willing allies to change Facing if they can receive your order.

  • Field Repair

    Engineering and Technical

    With proper tools, perform emergency repairs during a scene rather than extended downtime. Restores function, not consumed resources.

  • Emergency Isolation

    Engineering and Technical

    Spend your Reaction, with physical access to controls, to prevent a machinery failure from immediately spreading to one connected system.

  • Improvised Tooling

    Engineering and Technical

    Attempt plausible technical work without the proper Kit when usable materials are available. Reduced Effect may still apply.

  • Pressure Sense

    Engineering and Technical

    When operating a pressurised, mechanical, or Éterlumin system, the GM warns you of an obvious dangerous operating state before an irreversible commitment.

  • Jury-Rig

    Engineering and Technical

    Restore a Broken machine or system to temporary function for the scene or until heavily stressed.

  • Field Stabilisation

    Medicine and Care

    Using a Medical Kit, you may attempt emergency stabilisation during active combat or another immediately dangerous scene without first needing extended treatment or a safe position. Use Medicine normally; difficult conditions still affect Risk and Effect. Stabilisation removes Unstable, not Broken.

  • Combat Medic

    Medicine and Care

    Move to an injured adjacent ally and begin treatment as the same Action.

  • Triage

    Medicine and Care

    After a quick examination, identify who is in immediate danger, who can wait, and who needs extraordinary intervention. No roll if observable.

  • Keep Them Moving

    Medicine and Care

    Once per Scene per patient, after a successful Medicine action using a Medical Kit on a Wounded character, that character may ignore one immediate physical limitation caused solely by the wound until the end of their next Activation. Harm remains and further Harm escalates normally.

  • Read the Room

    Investigation and Analysis

    Once per Scene after brief observation, ask who has most influence, who is most afraid, who watches whom, who does not belong, or what subject is being avoided.

  • Spot the Contradiction

    Investigation and Analysis

    When examining testimony, records, or physical evidence, ask what does not fit the current explanation. The GM identifies an observable contradiction, not its cause.

  • Specialist's Eye

    Investigation and Analysis

    When inspecting an object directly related to a Strength, receive one immediately obvious professional fact without a roll.

  • Leverage

    Social and Infiltration

    When you possess something a person genuinely needs, fears, or wants hidden, establish it before negotiation. On success, increase Effect by one step.

  • Prepared Identity

    Social and Infiltration

    With reasonable preparation, establish a credible false identity with ordinary supporting details and documentation.

  • Network

    Social and Infiltration

    Once per Session, establish a plausible minor contact in one chosen sphere. The contact has their own interests and is not automatically loyal.

  • Terms of the Deal

    Social and Infiltration

    Once per Scene, after establishing what a counterpart genuinely needs, fears, or wants hidden, reduce Risk by one step on your next Influence action with them if you can credibly offer, protect, expose, or threaten something relevant. Does not stack with Setup.

  • Blend In

    Social and Infiltration

    With plausible clothes, conduct, and a credible role, ordinary observers accept your presence without a roll until you are directly challenged, closely inspected, or act outside the role.

  • Wayfinder

    Fieldcraft and Exploration

    When you have adequate landmarks, charts, or prior route knowledge and no active obstruction, ordinary navigation succeeds without a roll. Roll when the route itself is uncertain, dangerous, altered, or contested.

  • Trail Sense

    Fieldcraft and Exploration

    When you have time to inspect terrain where physical traces exist, establish whether meaningful passage occurred recently and its broad direction without a roll. Finer details, age, numbers, or identity may still require Fieldcraft or Investigation.

  • Prepared

    General

    Once per Session, establish that you brought one ordinary item you could reasonably have anticipated needing.

  • Hard to Kill

    General

    Once per Combat, when Harm would escalate you from Wounded to Broken, remain Wounded instead. The fiction still reflects the hit. This is exceptional resilience, not a baseline requirement for fighting characters.

  • Iron Nerves

    General

    Ordinary fear, intimidation, and battlefield shock cannot prevent you from acting, though other consequences can still apply.

  • Fast Hands

    General

    Once per Activation, one simple equipment interaction does not consume your Action. Does not reload firearms.

  • Fortera Practice

    Fortera

    Gain permission to deliberately perform Workings, safe Capacity 2, and two known Workings. Fortera uses your existing Fortera Skill rating.

  • Deep Reserve

    Fortera

    Requires Fortera Practice. Increase safe Capacity from 2 to 3.

    • Requires Fortera Practice
  • Controlled Overdraw

    Fortera

    Requires Fortera Practice. Reduce one immediate personal Overdraw consequence by one step. Any field consequence that would normally occur is unchanged.

    • Requires Fortera Practice
  • Ground the Working

    Fortera

    Requires Fortera Practice. Abandon an unstable Working before completion to prevent one step of additional field escalation caused by it. Grounding does not remove the personal Overdraw consequence already incurred by reaching beyond safe Capacity.

    • Requires Fortera Practice
  • Efficient Pattern

    Fortera

    Choose one known Working. Within Capacity and controlled conditions, minor environmental complications alone do not force Overdraw.

    • Requires Fortera Practice and a chosen Working
  • Resonant Specialist

    Fortera

    Choose a Fortera domain. When a known Working directly concerns it, gain the Specialist Die if no other Strength already provides one.

    • Requires a declared field: Fortera domain
  • Fine Control

    Fortera

    Requires Fortera Practice. When a Working is at least one Capacity below your safe Capacity and the local field is not already unstable, a 7-9 consequence cannot consist only of accidental Fortera disturbance or collateral resonance. Choose another consequence that fits the situation.

    • Requires Fortera Practice
  • Counter-Resonance

    Fortera

    Requires Fortera Practice and Read, Tune, or Redirect as a known Working. When you can perceive an active Fortera pattern, use an Action to dampen, distort, interrupt, or stabilise it with a normal Fortera roll. Effect determines how much of the pattern you alter and for how long.

    • Requires Fortera Practice
    • Requires one of these Workings: Read, Tune, Redirect
  • Remote Patterning

    Fortera

    Requires Fortera Practice. Through a calibrated apparatus physically connected or resonantly linked to a system, you may perform a known Working through that apparatus without direct hand contact or line of sight. Distance alone does not reduce Effect while the established link remains intact.

    • Requires Fortera Practice