§1 How Skills Work
You can take up to 5 skills normally, though some traits may allow for more. Skills can be leveled up via Skill Shards, a rare data chip that contains a lesson, knowledge, or upgrade required to improve one of your skills by one level.
Every skill has three total levels, and any time you acquire a new skill it starts at level 1. Each additional level of a skill retains the effects of the level beneath it.
§2 Skill Registry
Combat Skills
Brawling
COMBATWhen all else fails, everything you need to wreck the place can be found around you.
- Lv 1: You can improvise tools and materials from your environment into the closest matching weapon template (e.g. a chair → Massive Bludgeon).
- Lv 2: Your Unarmed or Improvised Weapon Attacks Stagger the target upon a Critical Hit. If they are already Staggered, they fall Prone instead.
- Lv 3: Any time you use a Technique that involves moving toward someone as part of an Unarmed or Improvised Weapon Attack, knock them back equal to your BODY. If the Technique already knocks them back, add your BODY to the amount.
Combat Acrobatics
COMBATHandsprings, flips, and cartwheels. This is the skill of a performer fitted for the throes of combat.
- Lv 1: Once per round while Prone, you can expend 1 Endurance to make an ACRO check with a DC equal to 20 − your REF to regain your footing on a success without spending a Bonus Action.
- Lv 2: You can leap or flip over a target in Melee Range using your Bonus Action + 1 Endurance to maneuver behind them without triggering others' movement-based Techniques. While performing this maneuver you count as Airborne for the purposes of any Technique.
- Lv 3: Any time you are knocked Prone but not Grappled, you can make a free, immediate ACRO check with a DC equal to 20 − your REF to instantly regain your footing on a success.
Dueling
COMBATBLURB AWAITING CALIBRATION
- Lv 1: Once per round when you partially Evade an attack, you may spend 1 Endurance and make a single Light Attack with a Moderate or Miniature Sharp weapon that you are holding to Parry. If your roll would hit, the attack against you is treated as a full Evasion — negating damage and setting you up for relevant Techniques.
- Lv 2: Any time you successfully Parry an attack, be it with the Parry reaction or from this Skill, you may move 1m without triggering any movement-based Techniques from the attacker after you counterattack.
- Lv 3: You Stagger your opponent any time you land a successful Parry counterattack against them. If they are already Staggered, knock them Prone instead.
Gunslinging
COMBATBLURB AWAITING CALIBRATION
- Lv 1: You can Draw and Stow Revolvers as a Free Action.
- Lv 2: At the start of any new combat instance you can attack once for free using a Revolver before anyone else who doesn't have this skill. If someone else does have it, everyone with the skill rolls a separate initiative and goes in that order. After this attack is made, you go back to the normal initiative turn order.
- Lv 3: You gain a free, immediate Reload any time you land a Critical Hit or reduce a target's Bio to 0.
Skirmishing
COMBATBLURB AWAITING CALIBRATION
- Lv 1: You may now draw Miniature Melee Weapons and Ranged Projectiles as a Free Action if your Action is used to attack with them.
- Lv 2: Add +1 to your attack aim if you attack with a Miniature Melee Weapon or Ranged Projectile in the same turn it's drawn.
- Lv 3: You may use the Miniature Melee Weapon template as a Ranged Projectile template and visa-versa, enabling you to carry just one for both purposes.
Tactical Skills
Deduction
TACTICALThis entry has not cleared the censor.
AWAITING CALIBRATIONTechnical Skills
Biology
TECHNICALThis entry has not cleared the censor.
AWAITING CALIBRATIONVentriloquism
TECHNICALYou've received a full wireless connection upgrade.
- Lv 1: Any cybernetic(s) you have installed can be manually detached as an Action and used separately from your body, under your control, from up to 50 meters away. All separated parts may take logical actions in the same turn as their character, but all rolls made by the player and their parts are done with a stacking −1 modifier for each currently detached part.
- Lv 2: When one of your cybernetic limbs is going to be dismembered you may opt to disconnect that limb as an immediate, Free Action to avoid taking any damage from the attack. The limb can be controlled manually or reattached on the next turn.
- Lv 3: You can use disconnected cybernetics as an extension of your own cyberdeck, allowing you to perform Quickrunning Actions at further distances.
§3 How Techniques Work
You can take up to 5 techniques normally, though some traits may allow for more. Techniques allow you to react to the flow of combat while injecting your own influence into the fray.
In order to perform a Technique, you must fulfil its TRIGGER and pay its COST in Endurance and Acts. See Combat Flow §5 for the Endurance engine.
§4 Technique Registry
Melee
Batter Up
MELEEMake a Bludgeon or Unarmed Heavy Attack using your Action and Bonus Action. If the attack lands (not fully evaded, blocked, etc.), your target is launched Airborne.
Centrifugal Strike
MELEEAfter fully Evading an attack before this turn, making a Heavy Attack with a Massive Bludgeon / Slasher weapon will target as many opponents in Melee Range as you have points in BODY. This technique uses both your Action and Bonus Action.
Death From Above
MELEEWhen making a Heavy Attack with a Massive Bludgeon, all additional targets within Melee Range the initial target take damage and are knocked back a number of meters both equal to your BODY. You must attack the initial target from a position above (e.g. a ledge), after taking a cybernetically enhanced Leap, or while Airborne.
Dragon Kick
MELEEWhenever you knock a target away you can immediately Dash toward where they landed by spending your Bonus Action. This dash ignores Difficult Terrain & Endurance cost, does not trigger others' movement-based Techniques, and if you end up within Melee Range of the target you may perform a Heavy Unarmed attack against them.
Disengage
MELEEAfter successfully Blocking an attack, you may freely Dash away without triggering others' movement-based Techniques and without Endurance cost. Using this Technique consumes the 'successful Block' condition, barring you from any Techniques that require it until you Block again.
Headbutt
MELEEUse your Bonus Action to Stagger a target in Melee Range. Make a Fortitude check with a DC equal to 15 − your BODY; if you fail, you become Staggered as well.
Liar's Handshake
MELEEAfter landing a Heavy Unarmed attack on your turn, if you successfully Parry an attack before your next turn, your follow-up attack can be a Heavy Unarmed attack that will Stagger the target.
Mounted Takedown
MELEEAs part of dropping down onto a target from a position above (e.g. a ledge), after taking a cybernetically enhanced Leap, or while Airborne, wrap your legs around their neck to perform a spinning takedown. Make a contested ACRO check against the target's RACT. If you meet or beat their roll, the target is Staggered and knocked Prone.
Pressure Point
MELEEUsing your Bonus Action, you can apply pressure to a weak spot while you have a target Grappled. The affected target makes any attempt(s) to Struggle, Evade, or Attack at Disadvantage for one round or until they break free.
Reckless Attack
MELEEAny attack you make can be made Reckless: hasten it past a target's defenses but compromise your own at the same time. When making a Reckless attack, target(s) roll their reaction to that attack at Disadvantage. For one round after you've made an attack Reckless, attacks made against you are rolled at Advantage.
Scorpion Sting
MELEEAfter fully Evading an attack before this turn, you may use your Action to perform a Light Unarmed attack toward your target's precise nerve points at Disadvantage. For every hit you land, the target Evades, Maneuvers, Blocks, and Attacks with a stacking −1 modifier for one round.
Shoulder Charge
MELEEAs a Bonus Action after moving at least 5m on this turn, strike any targets you collide with as a Heavy Unarmed attack at Disadvantage. If the attacks land, affected targets are displaced 1m to either side and make a RACT check. If they fail, they are knocked Prone. After performing this technique, your attempts to Evade or Maneuver are made at Disadvantage until the start of your next turn.
Tiger Sweep
MELEEWhile Prone, use an Action to make a single Heavy Unarmed attack leg sweep without Disadvantage. This attack affects all targets within your Melee Range, knocking them Prone if successful. Targets may each react individually to resist being hit.
Transfer Momentum
MELEEAfter successfully Maneuvering directly toward another target before this turn, landing a Heavy Melee attack against them will knock them back half the distance you moved.
Vendetta
MELEEWhen making a Light Melee attack, add 1 extra swing for each instance you took damage after your last turn. You can have a number of extra swings equal to your ENDR +1.
Ranged
Cover Fire
RANGEDChoose a desired target within your weapon's effective range. Until the start of your next turn, you may make a full attack against any source that attacks your covered target.
Mount
RANGEDMount your weapon upon a piece of cover, or if Prone, upon the ground. Until you next move or leave the Prone position, your Ranged attacks with that weapon are made with a +1 aim modifier and are never made at Disadvantage. You can Mount and Cover using the same Bonus Action.
Pinning Fire
RANGEDChoose a desired target behind cover within your weapon's effective range. Until the start of your next turn, if the target moves or attacks from cover they will immediately suffer a hit from your weapon. This technique uses both your Action and Bonus Action, and you must reload after using it.
Pull
RANGEDMake a Ranged Projectile template attack against a target within Close distance. If the attack hits, make a contested STR check. If you succeed, that target is pulled directly in front of you. This technique uses both your Action and Bonus Action and requires your Ranged Projectile to include a chain or rope.
Suppressive Fire
RANGEDChoose a 9x9 area within your weapon's effective range and spend your Action preparing. Until the start of your next turn, you may make a full attack with that weapon against any desired target that enters or exits that area.
Windage
RANGEDThis technique cannot be used in the same round that you move. If you miss a Ranged attack, add a stacking +1 aim modifier to your next Ranged attack with that same weapon until you hit a target. This bonus resets once you've moved or hit the target.
Hybrid
Dead Drop
HYBRIDWhen a target you've attacked during the last round or on your turn becomes Prone while in Melee Range, you may immediately make a free Miniature weapon template (Ranged or Melee) attack against them using the weapon you have equipped. This attack is made without Advantage.
Deadly Serious
HYBRIDAny time you follow through with a Threat against a target and successfully hit them, you strike twice.
Muzzle Punch
HYBRIDAs an Action, you may perform a Moderate Bludgeon Light attack using a Medium ranged weapon (e.g. Rifle) upon a target in Melee Range. If the target manages to fully mitigate this attack (e.g. full evasion, maneuver, block), you may use your Bonus Action to follow up with an immediate regular attack from your weapon if you so choose.
Support
Breach
SUPPORTYou may Breach as a Free Action, allowing you to perform a different action on the same turn. Any damage you take during the first round breaching is halved.
Boost
SUPPORTUsing your Bonus Action, throw a willing target up to a number of meters equal to 2 × your STR. This target is Airborne until their turn.
Clear
SUPPORTTake the Spot Bonus Action for free any time you enter a new room or location. Those Breaching with you make any Ranged attack(s) during the initial breach with a +1 aim modifier against targets you successfully Spot.
Slide
SUPPORTAny individual time you use an Action or Bonus Action to move (Sprint or Dash), you may choose to Slide at the end of that movement. You will slide forward an additional 3m in the last direction you were moving and become Prone.