System Reference Document

STARTING TECHNIQUES 

Technique Name

Prerequisites

Use Limits

Benefits

Ambidexterity

Expert or higher in Blades or Clubs

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You can wield two (reasonably small) melee weapons in combat, allowing you to make one additional Melee Attack per Attack Action. Both Melee Attacks must be on the same target. If you choose to Attack twice, each Attack is at a -1 Penalty.

Batter Up

Strength 5+

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When armed with a two-handed weapon, you can spend a Full Turn Action to make a Melee Attack at -2 to hit. Treat your Strength as twice what it actually is to determine the damage of this Attack.

Blitzkrieg

Speed 5+

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You can Attack and Move, or give up your Attack Action to Move twice in a Turn. (Normally, characters can only Move and then Attack, not the other way around.)

Boom!Headshot

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When using any pistol, rifle, or shotgun, you can declare that you are aiming for the head. Aiming for a specific target is a Move Action, which must be followed by an Attack Action to fire; hence, using Boom!Headshot is a Full Turn Action. Your Attack Roll is at a -2 Penalty, but you deal double damage if you hit.

Bull’s Eye

Wits 5+

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As Trick Shot, but for use with non-explosive throwing weapons, such as throwing knives and shuriken.

Critical Attack

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When you roll a natural 12 on an Attack Roll, you automatically hit, and make a separate Attack Roll. If that Attack Roll would hit, your Attack does double damage.

Dodge

Speed 5+

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You can give up a Combat Turn to take evasive action: make a Speed Check when next attacked. If you succeed, the Attack misses you. If you are Attacked before your Turn in a given Combat Round, you can give up your next Action to reflexively Dodge (you must declare this before the Attack Roll against you is made), but if you have already acted in a Combat Turn, you cannot Dodge during that Turn. If you Dodge a Grapple attempt, you don’t need to make a Speed Check – your Speed Check is considered to have automatically succeeded.

In The Face!

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As Boom!Headshot, but for use with non-explosive throwing weapons, such as throwing knives and shuriken.

Kneecapper

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When using any pistol, rifle, or shotgun, you can use a Move Action to aim for the target’s kneecap, immediately followed by an Attack Action to take the shot. The Attack Roll is made at a -2 Penalty. If you hit, the target can only move one yard per Turn until healed; the Attack does normal damage.

Longshot

Wits 6+

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Double the range increments of all firearms you use.

Point Blank

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Attacks made with firearms against targets one yard away or closer receive a +1 Bonus and deal +1d6 damage.

Reposition

Speed 6+

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You may choose to reroll your Initiative between Combat Rounds. (Normally, you are stuck with the Initiative you rolled at the beginning of combat.)

Trick Shot

Speed 5+

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You can spend a Move Action to Take Aim, and take a -2 Penalty on a subsequent Attack Roll to hit a very small, specific, target. Traditionally, this can be used to knock a weapon out of a humanoid enemy’s hands, but it could also be used to hit difficult targets, like the tires of a car. If this Attack hits a weapon, the weapon is destroyed or knocked 2d6 yards away, at the GM’s discretion.