Techniques

Techniques are a combination of mental conditioning, fighting postures and movements that have evolved over the centuries, and are reinforced through constant repetition during training. Individual Techniques mesh well sometimes with particular ways of fighting. The most common techniques are taught to talented soldiers and only requires a certain aptitude. Advanced techniques are taught in knight orders or by famous duelists. Some can only be obtained by the tutelage of high ranking clergymen, ancient antropals, elemental spirits or even worse. If you are lucky, you might stumble upon an Esoteric Text with an intricate description of a forgotten Technique.

Learning Techniques
In order to learn a Technique you need access to it. There are several concrete ways to learn a techniqure listed below. During periods of tutoring or studying a character needs to sleep and eat well. They cannot be fatiqued and must be at peak health. Some Techniques require equipment to be utilized..this equipment must be present as well. If the progress is halted by unforeseen events, you simply pick up where you left off, once conditions are optimal again.
 * Dueling. The best way to learn a Technique is to experience it first hand. If you face another knight in duel, and they make use of a Technique, and you win that duel, you gain access to it.
 * Tutor. You can also employ a tutor. It requires one day of tutoring to get access to a new Technique.
 * Esotoric Text. You can also study an Esotoric Text. This is a lengthy ordeal but it may teach you are Technique that hasn't been used for a hundred years. Studying an Esotoric Text takes 1 day per Mastery Rank, after which you gain access to the Technique.

A character can purchase a Technique if the character’s Link matches the Mastery Rank. Purchasing a Technique costs a number of Character Points equal to its Mastery Rank. Once a character is familiar with a Technique, he can execute it at any time.

If a character wants to teach another character a Technique he knows, his Link needs to be one higher than the Mastery Level. This is also true for Tutoring (See above)

Certain items, spells and areas can speed up the process of teaching and learning Techniques.

Using Techniques
Executing a Technique is a Simple Action. Once a character has executed a Technique, he gains the listed benefit of the Technique until the effect expires (if a duration is listed) or he chooses to drop out of it (which is another Simple Action).

A character can learn as many Techniques as he wants, but he may only have one Technique active at a given time.

Deactivating a Technique takes no action.

Root Techniques
These Techniques are the starting point for all other, more advanced, techniques. Core Techniques all derive from different kingdoms. Here they are seen as hallmarks of that kingdoms combat prowess. They are not secret and may be taught to knights from other Kingdoms. However, flaunting techniques from a neighboring kingdom is frowned upon.

BLOOD BOND
This technique focuses the knight to become as one with his mount. A technique developed in the gigantic plains of Dakhazia. While you are mounted, your steed gains a bonus of +3 to its Armor TN and an additional 3 Deflection.
 * Mastery: Water 2

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DEADLY CARAPACE
With this technique, the knight uses his armor to turn the enemy's weapons against themselves. The Knight Wardens of Iros created this technique to stem the flow of enemies from beyond the wall. Once per turn when wearing medium or heavy armor, when you are struck by a melee attack, the opponent takes damage equal to your Earth Link.
 * Mastery: Earth 2

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LETHAL SETUP
The Black Knights of Gloorim are famous for their shrewd tactics, whether it be against the savage hordes that plaque them at night, or insolent incursions from foreigners that underestimate the small kingdoms prowess. When you hit with a Feint Maneuver, you add your Fire Link to the damage roll.
 * Mastery: Fire 2

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ROYAL WARD
Your duty to protect others is unparalleled. The Royal Guard, although not necessarily magical inclined, created this technique to strengthen their duty with the power of destiny. Once per Turn when you declare a Guard Action, you may increase the Armor TN of the person you are guarding by a bonus equal to your Glory Rank.
 * Mastery: Fate 2

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SACRED ARMS
This technique mimics the unbreakable combat posture of the heralds themselves. An honorable duel can determine the outcome of a war. In Bercia, there is nothing more glorious, than to live and die by the sword. When fighting with a sword or spear you add an amount equal to your Glory Rank to your Armor TN.
 * Mastery: Air 2

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STEEL WINGS
With this technique the knight uses his weapon as a shield. although its exact origins are disputed, it is known that this technique hails from Dakhazia. Perhaps it was developed in the mines where space was limited, perhaps it was the Battle Dancers who are notorious dual-wielder, or maybe it was passed down from the Dacren mercenaries that was abandoned here. While wielding a weapon in each hand, you gain a +3 bonus to your Armor TN.
 * Mastery: Fire 2

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SHEPHARD OF WAR
You assert your combat dominance by nudging others to fight. the hallmark of Kothin, and a commander's most valuable asset. When you roll Initiative, you may add +3 to the Initiative result of one ally. This effect can stack, but the technique's benefit disappears immediately when combat ends.
 * Mastery: Water 2

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TIRELESS HARRIER
As combat drags on you are invigorated by the fray. The Vanguard of Leyden, known to start, and end wars, are famous for their persistence in conflict. When you spend Fate to ignore the penalties from Wound Ranks you also recover 1k1 Hit Points.
 * Mastery: Earth 2



Common Techniques
These Techniques build on the principles of the Root Techniques. They are the more commonly seen among knights and less so in the common ranks of soldiers.

BLADE WALL

 * Mastery: Air 3

This Technique enhances your defensive instinct. When in the Full Defense Stance, your Armor TN is increased by your Air Link.

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FOCUSED FRENZY

 * Mastery: Fire 3

Reckless abandon should be performed with a degree of skill. When in the Full Attack Stance, you may add your Fire Link to the total of one attack roll made per round.

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TOUGH AS NAILS

 * Mastery: Earth 3

Your unshakeable focus and determination make you as tough as a nail. When in the Full Defense Stance, you gain Resistance equal to your Earth Link.

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BATTLE DANCER

 * Mastery: Water 3

You follow the momentum of the combat and use it to your advantage. When in the Attack Stance, you may take an additional Close Move Action.

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HOLY DEVOTION

 * Mastery: Fate 3

Your devotion to the heralds shield you from harm. When in the Focus Stance, your Armor TN is increased by your Fate Link.

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HOLY ATTUNEMENT

 * Mastery: Fate 3

You are attuned to the strands of fate and they guide your actions before you even realize it. You may add your Fate Link to your Initiative Roll.

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TWIN STRIKE

 * Mastery: Fire 3

Your off-hand weapon becomes an extension of your main hand. You may treat your off-hand weapon as the same weapon type as your main hand for attack rolls.'



Air Techniques
These Techniques can only be attained through the tutelage of a knight of a certain order. In special circumstances, they are taught to members of other knight orders. But it is very rare and the stuff of legends.

TWIST THE KNIFE
Once per Round if you successfully cause at least 15 Wounds to your opponent, he suffers a -3 penalty to the total of all rolls on his next Turn.
 * Mastery: Air 3
 * Prerequisite: Shievel Inquisitor, Vitelaru Envoy, Shibell Battle Dancer, Kavill Duelist

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BATTLE MOMENTUM
Every subsequent round you gain +2 to your Initiative Score. This effect stacks but disappears immediately when combat is over.
 * Mastery: Air 4
 * Prerequisite: Kavill Duelist, Razvedka Black Knight, Daimor Silver Knight, Matussalin Berserker

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IRON FOREST
You know how to read your allies beside you and strike with an instinct for battle instead of skill. While using a polearm, you may use your Air Link instead of Agility for attack rolls.
 * Mastery: Air 4
 * Prerequisite: Daimor Silver Knight, Leyden Vanguard, Vermirion Tactician

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KILLER INSTINCT
You channel your training into your strike subconsciously. You may add your Air Link to the total of any attack roll made while attempting the Power Attack Maneuver.
 * Mastery: Air 4
 * Prerequisite: Shibell Battle Dancer, Agathon Royal Guard, Mirium Mot Crusader, Leyden Vanguard

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KEEN STRIKE
You know how to adjust the blade at last instant to ensure your strike lands true. You may add your Air Link to the total of any attack roll made while attempting the Called Shot or Knockdown Maneuvers.
 * Mastery: Air 4
 * Prerequisite: Curion Sentinel, Shievel Inquisitor, Razvedka Black Knight, Agathon Royal Guard, Kavill Duelist

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TORRENT OF STEEL
You strike with lightning speed, sacrificing your defense. Attack rolls against you explode at an increased amount of +1. All attack rolls made with the Light and Medium Weapons Skill gain the benefit of one Free Raise which may only be used for the Extra Attack Maneuver.
 * Mastery: Air 5
 * Prerequisite: Daimor Silver Knight, Razvedka Black Knight, Shibell Battle Dancer



Earth Techniques
These Techniques can only be attained through the tutelage of a knight of a certain order. In special circumstances, they are taught to members of other knight orders. But it is very rare and the stuff of legends.

RAM
When this technique is activated, you reduce your Armor TN by an amount up to your Earth Link; this lasts until you deactivate the technique. All damage rolls you make while this technique is in effect have their totals increased by the same amount.
 * Mastery: Earth 3
 * Prerequisite: Vandice Slayer, Matussalin Berserker, Mirium Mot Crusader, Shibell Battle Dancer

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HOVERING MOUNTAIN

 * Mastery: Earth 4
 * Prerequisite: Daimor Silver Knight, Irodasi Warden, Agathon Royal Guard, Vermirion Tactician

The technique helps the knight focus all his power into his posture. Your Poise rank is treated as two ranks lower than it is.

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INDOMITABLE WARRIOR

 * Mastery: Earth 4
 * Prerequisite: Curion Sentinel, Irodasi Warden, Mirium Mot Crusader, Dacren Mercenary

With this technique you become a bastion of steel. Reduce your TN penalties from Wound Ranks by your Earth Link x 2.

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IRON INSTINCT

 * Mastery: Earth 4
 * Prerequisite: Irodasi Warden, Dacren Mercenary, Daimor Silver Knight, Agathon Royal Guard

You have survived countless blows and the experience has taught you how to survive. While you are in the Full Defense Stances, your Armor TN and Cushion is increased by an additional amount equal to your Earth Link.

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LAST LAUGH

 * Mastery: Earth 3
 * Prerequisite: Irodasi Warden, Leyden Vanguard, Daimor Silver Knight

When this technique is activated, you reduce your Initiative Roll by an amount equal to your Earth Link (This cannot reduce your Initiative below 1k1). This Initiative penalty lasts until you deactivate the technique. While this technique is in effect, you gain your Earth Link as a bonus to Attack Rolls, Damage Rolls and ATN.

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STRIKE AS AN AVALANCHE
You take advantage of momentum and gravity and your strikes hit it with the force of an avalanche. When rolling damage with a large weapon, your Strength is considered one Rank higher for the purposes of determining damage.
 * Mastery: Earth 4
 * Prerequisite: Irodasi Warden, Vandice Slayer, Mirium Mot Crusader, Leyden Vanguard

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EYE OF THE STORM
You sacrifice movement to perform the perfect whirlwind attack. You cannot take Move Actions, but the Cleave Maneuver only cost one raise, instead of four.
 * Mastery: Earth 5
 * Prerequisite: Irodasi Warden, Vandice Slayer, Mirium Mot Crusader, Matussalin Berserker



Fire Techniques
These Techniques can only be attained through the tutelage of a knight of a certain order. In special circumstances, they are taught to members of other knight orders. But it is very rare and the stuff of legends.

DANCE OF DEATH
Your imminent death only fuels your fury. You suffer no Wound Rank penalty to fear rolls. You may add your Wound Rank to attack, damage and initiative.
 * Mastery: Fire 3
 * Prerequisite: Matussalin Berserker, Vandice Slayer, Mirium Mot Knight Crusader

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WAR TETHER
You may add your Fire to you Armor TN against opponents who are in the Full Attack Stance.
 * Mastery: Fire 4
 * Prerequisite: Razvedka Black Knight, Vermirion Tactician, Curion Sentinel, Teliandon Warpriest

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SPINNING BLADES
Once per turn, while wielding a weapon in each hand, you may make the Extra Attack Maneuver as if your weapon was one size category less. The second attack comes from your off-hand weapon, dealing weapon damage as appropriate.
 * Mastery: Fire 4
 * Prerequisite: Matussalin Berserker, Dacren Mercenary, Shibell Battle Dancer

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FOCUSED DESTRUCTION
You may add your Fire Link to your Armor TN while in the Full Attack Stance.
 * Mastery: Fire 4
 * Prerequisite: Daimor Silver Knight, Shievel Inquisitor, Matussalin Berserker, Leyden Vanguard, Kiston Warmage, Curion Sentinel

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MARKED FOR DEATH

 * Mastery: Fire 4
 * Prerequisite: Kavill Duelist, Razvedka Black Knight, Vandice Knight Slayer, Vermirion Tactician

Once per turn, while wielding a light and balanced weapons, against that opponent, you may use your Agility Trait instead of your Strength Trait for damage rolls.



Water Techniques
These Techniques can only be attained through the tutelage of a knight of a certain order. In special circumstances, they are taught to members of other knight orders. But it is very rare and the stuff of legends.

WAVES UPON THE BREAKERS
This technique channels a knight's conviction such that it enhances their natural strength and focus and rings it to bear on the battlefield. When this technique is active and you are wielding a weapon in which you have at least three skill ranks, your damage is increased by +1k0.
 * Mastery: Water 3
 * Prerequisite: Curion Sentinel, Vermirion Knight, Kavill Duelist, Leyden Vanguard

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LEAVES IN THE STREAM
This technique teaches the knight to embrace the rushing path of a river, allowing him to move significantly faster across the battlefield. While this technique is active, you only add your Reflexes multiplied by 1 to ATN (but not below 5). In return, you may ignore Difficult Terrain.
 * Mastery: Water 3
 * Prerequisite: Razvedka Knight, Vandice Slayer, Agathon Royal Guard, Shibell Battle Dancer

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PEEL BACK
With this technique, the knight may twist and tear at the opponent's armor making sure his blow lands true. When attacking with a Small melee weapon, any Deflection an opponent possesses is decreased by 1.
 * Mastery: Water 3
 * Prerequisite: Shievel Inquisitor, Vitelaru Envoy, Dacren Mercenary

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STRENGTH IN ARMS

 * Mastery: Water 4
 * Prerequisite: Vermirion Tactician, Mirium Mot Crusader, Dacren Mercenary

Once per Turn, while wielding a heavy or bludgeoning weapon, you may use your Strength Trait instead of your Agility for an attack roll.

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POWER OF THE HURRICANE
Like water seeping into the smallest crevice, with this technique the knight turns even the smallest chink into his advantage. While this technique is active, once per Round when attacking an opponent you may ignore an amount of Deflection equal to your Water Link. For example, if you possess Water 4 and attack an opponent with Deflection 5 while this technique is active, once per Round that enemy would be treated as if he only possessed Deflection 1.
 * Mastery: Water 4
 * Prerequisite: Razvedka Black Knight, Irodasi Warden, Dacren Mercenary, Vermirion Tactician

