There are three tiers of techniques: basic, advanced, and rare.
Technique Icons
1 AP
2 AP
3 AP
Reaction
Basic Techniques
Basic techniques are techniques all creatures can use.
Aid
Lend your aid to another creature that can see or hear you; they recover fatigue equal to your +BOND with them. Increase AP by 1 to use this on an unconscious creature you can touch or to stabilize a dying creature. This can only be used once per short rest per creature.
Cast a Spell
Attack a creature with a charmed cantrip. Total AP depends on the charms used.
Concentrate on a Spell
Concentrate on a cast spell. You can use this multiple times per turn, each time you must concentrate on a different spell.
Disengage
Cover yourself, preventing opportunity attacks for the rest of the turn. Optionally mark up to 2-fatigue; for each fatigue you mark, reduce the AP cost by 1.
Distract
Mark 1-fatigue to distract a creature within close range of you. Make a cunning roll. On a weak hit, the creature becomes sundered until the start of your next turn, on a strong hit, the next attack against it before the start of your next turn is made with advantage.
Dodge
Until the start of your next turn, any attack rolls made against you have disadvantage if you can see the attacker, and you make cunning saving throws with advantage, as long as you aren’t incapacitated and have a speed greater than 0.
Grapple
Mark 1-fatigue to grapple a creature within touch range. They must make a power saving throw, +POWER DC, On a miss, they become restrained until they are freed. On a weak hit, they become restrained. If you become impaired or stunned, restrained ends.
Help
Assist a creature in accomplishing a task. They gain a modifier to their next ability check equal to their +BOND with you.
Hide
Make a cunning roll while behind total cover or otherwise out of line of sight; on a weak hit, you become invisible, on a strong hit you also gain advantage on the first attack roll you make against a creature you are invisible from. If you move into line of sight of a creature, you attack, or otherwise make your location known, the invisible status ends on you.
Mount or Dismount
Spend half of your total speed to mount or dismount a creature at least one size category larger than you.
Move
Move up to your speed. You can use this multiple times per turn, each time you do so, its AP cost is increased by 1.
Opportunity Attack
A creature leaves your melee reach
Strike the triggering creature with your equipped melee weapon or a spell that can be cast at touch range.
Regroup
Clear 2-fatigue. Cannot be used outside of combat.
Retaliate
A creature within your reach deals damage to you with a weak hit
Inflict 1-fatigue on them.
Retrieve Item
Mark 1-fatigue to retrieve an item that’s either within close range or that’s on your person and not part of your current loadout. As part of this, you can add a number of small items (like potions or daggers) to your current loadout equal to your +CUNNING, provided you have free spots for them. Alternatively, you can use this to swap your current weapon loadout.
Strike
Attack a creature with an equipped weapon, dealing the weapon’s damage or marking 1-fatigue to inflict 2-fatigue. Alternatively, attack a creature with an uncharmed cantrip. You can use this multiple times per turn, each time you do so, its AP cost is increased by 1.
Use Item
Use an item from your current loadout, such as a potion. As part of this action, you can hand the item to another creature within touch range of you, or administer it to an unconscious creature within touch range. If an item has an AP cost to use (like a spell scroll), the AP spent on this technique counts as part of the total AP cost to use.
Advanced techniques are techniques creatures can learn and use throughout the course of the game.
Advanced Techniques
Anticipate
Mark 1-fatigue to become prepared for the next saving throw you make before the start of your next turn. If you don’t make one by the start of your next turn, recover 1-fatigue.
Battle Cry
Pump yourself up. Mark 1-fatigue to become invigorated until the end of your next turn.
Break
Target a creature’s vulnerable equipment with the power of your heavy weapon, inflicting sundered.
Brother & Sister
Mark 2-fatigue and make a ranged attack against a creature with one of the two weapons you are wielding, then move up to your speed to that creature and attack it with advantage with your other weapon. Your movement doesn’t provoke reactions from moving out of range of a creature. If you threw a weapon, you can retrieve it when you reach the target creature as part of this technique.
Charge
Mark 2-fatigue to charge at a creature. Move up to your SPEED to a creature then attack it with a melee weapon. This attack gains +2 piercing, and your movement doesn’t provoke an opportunity attack.
Counterstrike
A creature within your reach hits you with an attack
Strike the triggering creature.
Curving Shot
Mark 1-fatigue to attack a creature with a ranged or thrown weapon. If you miss, choose another creature within ½ your weapon’s range of the original target; reroll the attack against them.
Disarm
Mark 1-fatigue to try to knock a creature’s weapon or focus out of their hands that’s within your reach; make a power roll. On a weak hit, they mark 2-fatigue, on a strong hit, their weapon or focus is also knocked to the ground.
Divert
An ally within reach is hit with an attack and you're wielding a shield.
You intercede and redirect the attack to you. Until the start of your next turn, or until your ally moves out of your reach, you can redirect all attacks specifically targeting that ally to you without using another reaction.
Duck and Twist
Mark 1-fatigue to become protected until the end of your next turn. On subsequent turns, you can mark 1-fatigue and spend 1 AP to extend the duration an additional turn. You cannot use this technique if you are wearing heavy armor.
Feint
A creature within your reach hits you with an attack
Mark 2-fatigue to inflict impaired on your attacker.
Flaming Arrows
Mark 2-fatigue to become prepared for your next attack roll and hold 3-firearrow. Spend 1-firearrow when you attack with a ranged weapon to deal fire damage instead of physical damage and inflict doomed on a strong hit as they catch on fire. Your hold lasts until the end of combat.
Forceful Blow
Mark 1-fatigue to attack a creature with a heavy weapon, then push them up to 10 feet. On a weak hit, the target can mark 1-fatigue to resist being pushed.
Full Draw
Mark up to 3-fatigue to attack a single creature and deal your weapon damage a number of times equal to the amount of fatigue you marked. This attack gains +1 piercing, plus an additional +1 piercing for each fatigue marked.
In-and-Out
Mark 2-fatigue to move up to your SPEED and attack one creature you come within range of during your movement. Your movement doesn’t provoke an opportunity attack.
Neutralize
A creature within your reach hits you with a non-basic technique or charmed cantrip
Mark 2-fatigue to prevent the technique or charms from being used for the rest of the encounter. On their turn, the target can spend 1 AP, mark 2-fatigue, and become impaired until the end of their next turn to enable the technique or charms again.
Overwhelm
Mark 3-fatigue and make a power roll against a creature with your melee or ranged weapon’s reach. On a weak hit, inflict impaired, on a strong hit, inflict stunned.
Parry
A creature within your reach hits you with an attack
Mark fatigue 1
to the amount they spent on the attack (minimum 1) to cancel the attack after they have paid the price to use it.
Patience
Become prepared and invigorated until the end of your next turn, then strike a creature.
Patient Shot
Attack a creature with a ranged or thrown weapon, then become quickened. Your turn ends after you use this technique.
Pick Up The Pace
Mark 2-fatigue to become quickened until the end of your next turn.
Pin Down
Mark 2-fatigue to attack a creature, dealing your weapon damage and inflicting restrained on them a hit. If you become impaired or stunned, restrained ends.
Poisoned Arrows
Mark 2-fatigue to become prepared and hold 3-poisonarrow. Spend 1-poisonarrow when you attack with a ranged weapon to deal acid damage instead of physical damage and inflict weakened on a strong hit as they become poisoned. Your hold lasts until the end of combat.
Pounce
Press your advantage. Mark 1-fatigue and make a cunning roll against a creature within your reach, on a weak hit, inflict 2-fatigue. On a strong hit, inflict impaired, or stunned on an impaired foe, or 1-exhaustion on a stunned foe.
Roar
Stare down a foe and yell to try and intimidate them. Mark 2-fatigue. They roll a power saving throw, DC 10 + +POWER. On a weak hit, they become frightened of you until the end of your next turn. On a miss, they become frightened of you until you miss with an attack.
Shield Bash
Make a power roll against a creature within reach to bash them with your shield; on a weak hit, they mark 2-fatigue. On a strong hit, they mark 2-fatigue and you can either knock them prone or push them 5 feet.
Shield Throw
Mark up to 3-fatigue to throw your shield, hitting a number of creatures equal to the amount of fatigue you marked. Each creature must be within short range of the previous one. Make a power roll against each creature; on a weak hit, they mark 1-fatigue, on a strong hit they mark 2-fatigue. The shield then returns to your hand.
Slam
Mark 2-fatigue to charge at a creature. Move up to your SPEED to a creature then attack it with a melee weapon. This attack gains +2 piercing. On a strong hit, if the creature is the same size or smaller, it gains the Prone condition.
Suppressing Fire
Mark up to 3-fatigue and hold 1-supression for each fatigue marked to lay down a barrage of attacks with a ranged weapon. While you have your hold, as a reaction, you can spend 1-supression to force any creature you can see that directly targets an ally within your ranged weapon’s reach to mark 2-fatigue as part of their attack. You cannot use this reaction if you’re within an enemy’s reach. Your hold lasts until the end of combat.
Sweeping Blades
You start to whirl two weapons you’re wielding into a tornado of blades around you, blocking incoming blows at the same time you unleash a flurry of them in return. Mark 2-fatigue to become hold 3-flurry and become protected until no longer have any flurry remaining. When attacked by a creature within your reach, spend 1-flurry to have them mark 1-fatigue as part of their attack. Your hold lasts until the end of combat.
Tag Team
Strike a creature, then call out an ally; they can use a reaction to strike the same creature with +2 forward to their attack.
Taunt
Call out a creature within medium range; if they don’t attack you before the end of their next turn, they must mark 1-fatigue. If they do attack you, you become quickened until the end of your next turn.
The Wall
Mark 1-fatigue, until the start of your next turn, creatures of your choice (not including yourself) within reach become protected as long as they stay within your reach.
Thundering Blow
Mark 2-fatigue to attack a creature with your heavy weapon. On a weak hit, inflict 4-fatigue, and on a strong hit also inflict impaired. If they are wielding a weapon or a focus, you may mark an additional 1-fatigue to knock it from their grasp.
Tidalwave
Until the start of your next turn, for each attack that damages you or inflicts fatigue or a condition on you, hold 1-momentum. At the start of your next turn spend your hold to gain +1 AP for each 1-momentum.
Vicious Attack
Mark up to 3-fatigue (minimum 1) to attack a single creature and deal your weapon damage a number of times equal to the amount of fatigue you spent. If you roll a strong hit, they also become impaired.
Volley
Mark up to 3-fatigue (minimum 1). Choose a number of creatures within reach of your ranged weapon equal to the fatigue you marked +2. If they haven’t moved by the end of their next turn, strike them.
Whirlwind Attack
Mark 2-fatigue to attack all creatures of your choice within reach, dealing half your weapon damage to each creature.
Zero In
Examine a foe for weak points; make a focus roll against a creature you can see. On a weak hit, hold 1-vulnerability, on a strong hit, hold 2-vulnerability. When you damage that creature with a strong hit, you can spend 1-vulnerability to apply weakened, sundered, or slowed. Your hold lasts until the the creature is dead or until the end of combat.
Rare Techniques
Rare techniques require special training to use and are generally not available until Epic tier.