Techniques and Abilities

techniquesabilitiesrules

Last updated: 2/9/2026

Techniques represent specialized training, hard-won experience, and unique capabilities that set your character apart from civilians and novices.

Every technique tells part of your character's story. A Soldier's Suppressing Fire reflects battlefield experience under enemy guns. A Scholar's Encyclopedic Knowledge represents years of dedicated study. A LineSeer's precognitive abilities come from exposure to forces that would shatter most minds.

7.1 How Techniques Work

Techniques fall into two categories:

Passive Techniques provide permanent benefits or automatic abilities. They require no Energy and activate when their conditions are met. Examples include weapon proficiencies, skill bonuses, or defensive abilities.

Active Techniques must be deliberately used and typically cost Energy. They represent focused effort, advanced training, or tapping into reserves of skill or willpower.

Techniques also are built into trees. Each job has its own tree in which a player can learn techniques through advancement. These trees have their own paths that must be unlocked in order to reach the most advanced techniques. When two techniques in any tree exists at a specific level, only one technique may be taken.

All players also have access to the Universal Technique trees and the two trees within: Combat Improvements and General Support and Skills.

Energy Costs and Scaling

Technique energy costs scale with character advancement:

  • Early Techniques (Levels 1-3): 1-3 Energy
  • Mid-Level Techniques (Levels 4-6): 2-4 Energy
  • Advanced Techniques (Levels 7-10): 3-6 Energy

This scaling reflects both the growing power of advanced techniques and characters' increasing Energy pools (reaching 11-15 Energy at maximum level). High-level techniques become defining moments that shape entire encounters.

Costs represent the ability to theoretically buy a technique from a specialty vendor (rarely available). The technique cost does NOT need to be paid to unlock if your character meets all relevant pre-requisites (Job, level, etc.) Level 0 techniques can be purchased at character creation regardless of other pre-requisites.

Technique Prerequisites

Most techniques have level requirements representing the experience needed to master them. Some techniques also require:

  • Previous techniques as foundations
  • Specific equipment or circumstances
  • Character species or background
  • Game Architect approval for restricted abilities

Mastery

Many techniques can be upgraded to "Master" level by spending additional TP when you reach the specified level. Master versions typically provide enhanced effects, reduced costs, or additional uses per combat. As long as a player has the requisite TP and they already have bought the base Technique, they may choose to spend and upgrade to a Master version at any time outside of combat.

Design Note – d20 usage

A few Techniques use a d20. These are special high-variance actions only. Core checks always use Trait dice. A d20 never replaces the normal system. Follow the Technique text exactly.


7.2 Universal Techniques

Combat Improvements

Level 1: Quick Draw (1 TP / 150 C / Passive) Switch weapons once per turn as a free action.

Level 2: Martial Artist (2 TP / 250 C / 1 Energy) Once per combat, attempt to grapple an opponent using contested Athletics rolls. You gain Advantage, opponent has Disadvantage. Success inflicts Staggered condition.

Level 3: Flank Maestro (2 TP / 300 C / 2 Energy) Gain +50% damage against flanked or unaware enemies. Must be declared before rolling attack. May be used once per turn and only during combat phases.

Level 4: Staggering Drive (3 TP / 400 C / 2 Energy) Deliver a knockback melee strike. Target must pass TD 6 Spirit check or be Staggered. May be used once per turn and only during combat phases.

Level 5: Last Stand (4 TP / 600 C / Reaction) Once per session, when reduced below 10 HP, as a free reaction, immediately make two ranged attacks or two melee attacks (with Disadvantage if melee) for no Energy cost.

Level 6: Overcharge Blast (3 TP / 450 C / 3 Energy) Unleash volatile energy discharge with energy weapons. Deal 3d6+5 damage in 15-foot cone. Targets make TD 10 Evasion or take full damage. May be used as often as the player has energy to use this technique.

Level 7: Line Breaker (3 TP / 500 C / 1 Energy) Mark up to 3 opponents within 25 feet of each other. Marked opponents lose cover benefits and have Disadvantage on Evasion for 3 turns. May be used once per combat and only during combat phases.

Level 8: Boomer (2 TP / 350 C / 2 Energy) Thrown explosives have double radius and push targets 5 feet. Affected targets take -1 to next TD check roll and become Staggered. May be used once per combat and only during combat phases.

Level 9: Interrupting Counter (3 TP / 450 C / 3 Energy) Interrupt a melee attack to disarm the attacker. Take 50% damage until your next turn. Opponent is Staggered and must pass TD 8 Spirit check each turn to recover. May be used once per combat round long as the user has the necessary energy to use this technique.

Level 10: Second Wind (4 TP / 700 C / Passive) Once per session when below 25% HP, restore yourself to 50% of your total Health and 100% Energy, eliminate all Exhaustion.

General Support and Skills

Level 0: Weapon and Armor Proficiencies

  • Light Weapon Proficiency (1 TP / 50 C / Passive)
  • Heavy Weapon Proficiency (1 TP / 150 C / Passive)
  • Light Armor Proficiency (1 TP / 50 C / Passive)
  • Medium Armor Proficiency (1 TP / 50 C / Passive)
  • Heavy Armor Proficiency (1 TP / 250 C / Passive)

The above proficiencies allow the player to use the relevant equipment without penalties and negative modifiers. (See Section 8)

Level 1: Gym Rat (1 TP / 150 C / Passive) Gain permanent +1 Energy.

Level 1: Softshell No More (1 TP / 150 C / Passive) Gain ability to receive Level 1 implants and basic body modifications.

Level 2: Implant Specialist (2 TP / 300 C / Passive) Gain Advantage on implant-related checks. Also grant ability to receive Level 1-2 implants.

Level 3: Cover Fire (3 TP / 400 C / 1 Energy) At the start of your turn, choose to remove Pin Down or Overwatch status from an ally, allowing penalty-free movement. Gain +1 Accuracy on your next shot with a ranged weapon. Must be used at start of turn and can be used as often as you have energy during combat.

Level 4: Adaptability (2 TP / 300 C / Passive) Halve all penalties from natural environmental conditions (fog, wind, uneven terrain) permanently.

Level 4: Modified (2 TP / 300 C / Passive) Permanently gain ability to receive all implant levels, advanced body modifications, and consciousness shells.

Level 5: Keen Observer (3 TP / 375 C / Passive) Permanently gain Advantage on Awareness checks to detect traps, ambushes, or hidden objects.

Level 6: Iron Gut (2 TP / 275 C / Passive) Permanently gain Advantage against poison, contaminated food, and biological hazards.

Level 7: Spirited (4 TP / 600 C / Passive) Gain permanent +4 modifier to Spirit skill.

Level 8: Natural Leader (3 TP / 450 C / Passive) Allies within 10 feet gain +3 Energy for their next turn. This effect is permanent for this combat scene and applies each round.

Level 9: Field Analyst (4 TP / 500 C / Passive) Your battlefield simulations anticipate probable outcomes. Once per combat round, after seeing an ally or enemy roll, you may force a reroll of either the attack or defense die. The second result stands. If the ally or enemy had advantage or disadvantage, the re-roll is only one dice roll and not two.

Level 10: Enduring Spirit (4 TP / 600 C / Passive) Once per combat, ignore one negative status effect when it would take effect. Gain +15 temporary Health for the remainder of combat. If an attack would down or kill you, stay alive with 1 Health.


7.3 Job-Specific Technique Trees

Soldier Techniques

Already Unlocked:

  • Light Weapon Proficiency (1 TP / 50 C / Passive)
  • Heavy Weapon Proficiency (1 TP / 150 C / Passive)
  • Light Armor Proficiency (1 TP / 50 C / Passive)
  • Medium Armor Proficiency (1 TP / 50 C / Passive)
  • Heavy Armor Proficiency (1 TP / 250 C / Passive)

Level 1: Suppressing Fire (2 TP / 250 C / 2 Energy) After any successful attack, you may spend 2 energy to reduce enemy's next attack accuracy by -2. Effect doesn't stack between multiple players using this technique on the same opponent.

Path 1: The Gunner

Level 3: Rapid Shot (2 TP / 300 C / 2 Energy) Fire 3 separate ranged attacks at single enemy, each with -1 accuracy. This technique may be used as long as the player using it has the requisite energy.

Master at Level 8: (1 additional TP) Fire 5 attacks, each with -1 accuracy.

Level 5: Pin Down (2 TP / 300 C / 3 Energy) Target one visible enemy and end turn. Until your next turn, if target moves they suffer -3 Evasion and -3 Accuracy until end of their next turn. Additionally, if the target moves, immediately interrupt with free ranged attack (+1 Accuracy, no Energy cost). This technique cannot be used with a melee weapon. This may be used once per combat round.

Path 2: The Hunter

Level 3: Marksman's Shot (2 TP / 350 C / 3 Energy) Ranged attack targeting head with no accuracy penalty. Roll d20: 19-20 = critical headshot (instant kill on minor enemies). Suffer -3 Evasion next turn. (See Combat section for OHK rules). This technique may be used once per combat round.

Master at Level 10: (1 additional TP) Critical headshot on 16+ instead of 19-20.

Level 5: Overwatch (4 TP / 500 C / 5 Energy) Go prone, end turn, and target 25×40-foot area. Any enemy moving in, out, or through this area triggers a free reaction shot (up to 3 total) with +3 Accuracy and Advantage. User must have adequate ammunition. Each hit deals +2d4 damage. Roll d20: 15+ inflicts Bleeding. Using Overwatch immediately ends your turn. Can be used as long as user has requisite energy.

Path 3: The Iron Fist

Level 3: Crushing Blow (2 TP / 200 C / 3 Energy) Heavy melee weapon attack deals weapon damage +1d6 and inflicts Staggered. Can be used as long as character has energy remaining.

Level 5: Painbringer (4 TP / 600 C / 5 Energy) As long as the user has energy, make a melee attack multiple times until you miss or reach 4 hits:

  • 2nd hit: +50% damage
  • 3rd hit: Target Staggered
  • 4th hit: Target gains Bleeding

Master at Level 10: (1 additional TP) Re-roll any miss to continue chain, for a maximum 6 hits.


Operative Techniques

Already Unlocked:

  • Light Weapon Proficiency (1 TP / 50 C / Passive)
  • Light Armor Proficiency (1 TP / 50 C / Passive)
  • Breaking and Entering (1 TP / 100 C / Passive): Once per session, automatically pass exactly one check to bypass a mechanical lock on a door or window. Does not apply to advanced security measures or electronic locks.

Level 1: Silent Steps (1 TP / 200 C / Passive) Permanently gain Advantage on Stealth checks. Enemies take -1 to Awareness when detecting your movement.

Path 1: Shadow Fighter

Level 2: Phantom Strike (2 TP / 400 C / 2 Energy) Once per combat and per target, after successful melee hit, become untargetable by that opponent until their next turn.

Level 3: Uncanny Dodge (2 TP / 300 C / Passive) Once per combat, reduce damage from non-elite enemy attack. Roll d20: 5+ = 100% reduction, 1-4 = 50% reduction. Against elite enemies, always 50% reduction.

Master at Level 8: (1 additional TP) Usable twice per combat, 100% reduction against all enemies including elites.

Level 5: Shadow Lurk (3 TP / 500 C / Passive) When your team has momentum, for the rest of combat, make one ranged or melee attack per turn (if you have the requisite energy) without breaking Stealth if you begin the turn in cover or low visibility (i.e. fog, rain, darkness). Gain +2 Evasion against all attacks against you the rest of combat as long as you remain in cover, or low visibility.

Master at Level 10: (1 additional TP) Instantly kill any minor enemy while using Shadow Lurk if the user successfully hits on the ranged/melee attack.

Path 2: Jack Bauer of all Trades

Level 3: Hit and Run (2 TP / 300 C / 2 Energy) After any attack (hit or miss), immediately move up to 10 feet without provoking reactions or spending additional Energy. Can be used once per turn.

Level 5: System Crash (3 TP / 500 C / Passive) Once per session, instantly disable an electronic device, sensor, or security mechanism for 2 combat rounds. Additionally, against active living or non-living security, permanently make opposed Programming or Deception checks with Advantage.


Technician Techniques

Already Unlocked:

  • Light Armor Proficiency (1 TP / 50 C / Passive)
  • Battlefield Engineer (1 TP / 200 C / 2 Energy): Spend 5 crafting materials to instantly build spontaneous cover for up to 2 people during combat. This cover provides half-cover bonus until destroyed by any explosion (i.e. grenade, technique, etc.), one heavy weapon attack, or two light weapon attacks. All attacks against this improvised cover hit.
  • System Redundancy (1 TP / 200 C / Passive): Once per session, ignore equipment failure from electrical faults, fire, virus attacks or weather disruptions.
  • Implant Specialist (2 TP / 300 C / Passive): Gain Advantage on implant-related checks, such as installing an implant, or repairing an implant. Additionally grants the ability to receive Level 1-2 implants.

Path 1: Support Engineering

Level 1: Technical Savant (2 TP / 300 C / Passive) Gain permanent advantage on Engineering or Crafting checks to repair, modify, or build devices. Once per day, you may re-roll failed Engineering check with TD 10 or less.

Level 3: Emergency Patch (2 TP / 300 C / 3 Energy) Quickly restore functionality to jammed or worn equipment. Remove 2 points of wear once per combat for no Energy cost, or once per session outside of combat in addition to using during combat.

Master at Level 8: (1 additional TP) Restore one piece of equipment to exactly one level of quality higher than its current state, in addition to the wear removal bonus.

Level 5: Auto-Assembler (3 TP / 500 C / Passive) Permanently while crafting or repairing with the Multi-Tool or toolkit, reduce component cost by 50% (rounded down). Additionally, you can fabricate Advanced Components from Basic Components at 2:1 ratio instead of standard 3:1.

Path 2: Tactical Utility

Level 3: Overclock (3 TP / 450 C / 2 Energy) Override safety limiters on nearby ally's ranged weapon during combat. Weapon gains +1d8 damage but takes 2 wear points at combat end. After each attack, roll d20: on 1, weapon jams. Must be within reach of ally to use this Technique. This effect lasts for one turn and cannot be used in consecutive turns. Wear points due to Overclock stack over time.

Level 5: Drone Deployment (4 TP / 700 C / 4 Energy) Deploy a single use, combat only repair drone operating autonomously for 3 rounds with 2 Energy per round. Each round, drone can (based on GA roll):

  • Repair one piece of worn equipment (1 Energy)
  • Apply emergency aid (heal 1d6 + remove 1 random status effect) (2 Energy)
  • Interfere with electronics/weaponry (disable 1 enemy device or weapon for 1 round; TD 8 Engineering resists) (2 Energy)

Master at Level 10: (1 additional TP) Drone also fires a ranged kinetic weapon dealing 1d4 damage each round with +1 accuracy, and no penalties for visibility for 1 Energy cost. The drone also gains 1 Energy for a total of 3 Energy.


Medic Techniques

Already Unlocked:

  • Light Armor Proficiency (1 TP / 50 C / Passive)
  • First Aid (1 TP / 500 C / 2 Energy): When taking the First Aid action, additionally roll 1d6 healing for target.
  • Emergency Stabilization (See below – Emergency Response path is automatically unlocked)
  • Implant Specialist (2 TP / 300 C / Passive): Gain Advantage on implant-related checks. Also grant ability to receive Level 1-2 implants.

Path 1: Emergency Response

Level 1: Emergency Stabilization (2 TP / 250 C / 2 Energy) Once per combat, instantly stabilize dying ally at 1 HP and remove Bleeding status effect. Can be used solely to remove Bleeding from non-dying targets.

Master at Level 8: (1 additional TP) Restore dying ally to full health instead of 1 HP.

Level 3: Field Surgery (2 TP / 300 C / 3 Energy) Restore 2d6 Health and remove one random negative status condition (GA discretion) to one ally. This cannot be used on yourself. May be used once per turn as long as the requisite Energy is available.

Path 2: Pharmaceutical Expertise

Level 3: Stim Specialist (2 TP / 300 C / Passive) All medical items permanently restore +50% more health rounded up when used by this player. Once per combat may perform First Aid action for free. Using the First Aid action permanently grant additional 1d4 health when performed.

Level 5: Bio-Chem Expertise (3 TP / 450 C / Passive) Gain Advantage permanently when identifying, creating, or administering medicinal compounds or chemical agents. Additionally, extract one additional use from each healing item used during combat permanently (after combat, any healing items used only once are discarded like normal).

Path 3: Protective Care

Level 3: Shielding Triage (2 TP / 350 C / 2 Energy) You and one nearby ally (within 5 feet) once per turn, gain +2 Evasion and +5 Temporary Health for 2 turns. Temporary Health does not stack or heal previously gained Temporary Health given by previous usage of Shielding Triage.

Level 5: Combat Medic's Halo (4 TP / 600 C / 4 Energy) Once per combat, deploy a nanite agent to instantly heal all your allies both playable and non-playable within 10 feet for 1d6 Health and remove all negative status effects. Includes user.

Master at Level 10: (1 additional TP) Heal all allies within 30 feet for 3d6+10 HP.


Pilot Techniques

Already Unlocked:

  • Light Weapon Proficiency (1 TP / 50 C / Passive)
  • Light Armor Proficiency (1 TP / 50 C / Passive)
  • Ace Maneuvering (2 TP / 500 C / Passive): Gain Advantage on Piloting and Navigation checks permanently. Reduce vehicle collision damage by 50%.
  • Rapid Egress (2 TP / 500 C / 2 Energy): During combat, when the user and party may exit a vehicle, ground or flying, without triggering interruptions and may move 20 feet as unit. Gain +3 Evasion next turn.

Path 1: Aviator Extraordinaire

Level 1: Hear the Hum (2 TP / 200 C / Passive) Gain permanent Advantage on checks to identify, repair, or modify ship parts and systems.

Level 3: Your Pilot is Speaking (2 TP / 275 C / Passive) While piloting a ship or vehicle, allies using safety equipment or ship systems gain Advantage on firing weapons, powering shields, or piloting maneuvers for first 3 turns of ship combat.

Level 5: Evasive Pattern (2 TP / 350 C / 2 System Points) When operating a vehicle or ship, perform a defensive maneuver as interruption to avoid next incoming hit entirely. May be used once per combat while piloting.

Master at Level 8: (1 additional TP) Usable 3 times per combat while piloting.

Path 2: Tactical Mobility

Level 3: Red Baron (2 TP / 275 C / 2 System Points) Twice per combat while piloting for one round:

  • You may choose one gunner: They gain +2 Accuracy and +1 damage die on their next attack.
  • If you fire the mounted weapon yourself, apply the same bonuses to you instead.
  • Your ship gains +1 Evasion until the start of your next turn.

Master at Level 10: (1 additional TP) Instead of the modifiers above, gain +3 Accuracy, +2 damage die and +2 Evasion for one round.

Level 5: Master Drifter (3 TP / 500 C / Passive) When piloting any vehicle, reduce any movement penalties from terrain/weather by half rounded up. Permanently gain +1 Piloting/Navigation while piloting any vehicle.

Path 3: Combat Support & Vehicle Control

Level 3: Strafing Run (2 TP / 400 C / 3 Energy) While piloting a moving vehicle, aircraft, or using a mounted weapon, you unleash a sweeping burst across a wide lane. May be used once per turn.

  • Area: 15-foot cone (or 10-foot line, your choice)
  • Each target makes TD 6 Evasion
  • On failure: take 2d8 damage
  • On success: take half

Level 5: Full Burn (4 TP / 600 C / 4 System Points) Boost vehicle systems: double speed for 1 turn, +2 to all Piloting/Navigation. At turn end, roll TD 8 Engineering or vehicle takes 1 wear point.

Master at Level 10: (1 additional TP) Triple speed for 2 turns, and never take wear from this technique.

Path 4: Defensive Maneuvers

Level 5: Countermeasure Deployment (3 TP / 500 C / 3 System Points) Trigger countermeasures to negate next missile, lock-on, or targeting attack as an interruption from an enemy spacecraft. Ships targeting your spacecraft have Disadvantage on next attack this round. May be used once per combat phase.

Master at Level 10: (1 additional TP) Send heat signature to redirect missile back at attacking vehicle.

Level 7: Spirit of the Stars (3 TP / 500 C / 5 System Points) Hit thrusters and send auxiliary power to shields. Move your spacecraft freely this turn, without opportunity attacks and instantly restore all shields to full. May be used once per combat.


Diplomat Techniques

Already Unlocked:

  • Light Armor Proficiency (1 TP / 50 C / Passive)
  • Persuasive Argument (1 TP / 500 C / Passive): Gain Advantage on next Persuasion check at session start. If the target has a negative disposition, their attitude becomes friendly toward the speaker/user only.
  • Diplomatic Influence (3 TP / 500 C / Passive): Gain Advantage on Charisma checks toward officials, planetary representatives, or corporate officers permanently.
  • Cultured (1 TP / 200 C / Passive): Gain Advantage on Insight and History rolls related to art, politics, or social customs permanently. Once per session, reroll failed Charisma check related to etiquette.

Path 1: Servant Leader

Level 2: Speechcraft (2 TP / 250 C / 2 Energy) Deliver a rousing speech to allies within 10 feet. Allies gain +1 to all Evasion and Spirit checks for next 2 turns. May be used once per combat.

Master at Level 8: (1 additional TP) Allies gain +3 on Evasion and Spirit rolls, usable anytime during combat without limitations as long as user has requisite Energy.

Level 4: Rallying Cry (3 TP / 400 C / 3 Energy) Give one ally +10 HP temporary hit points for remainder of combat.

Master at Level 8: (1 additional TP) Give 2 allies +20 HP temporarily for remainder of combat.

Level 6: Wololo (3 TP / 400 C / 4 Energy) Once per combat choose one minor enemy (standard NPC, grunt, guard, low-tier merc, etc.) within 10 feet who can see or hear you during Combat. Make a TD 10 (based on your best Charisma trait die and modifiers) to turn the enemy to your side for 1d4 combat rounds.

  • On success the target becomes turncoat for 1d4 rounds (GA roll), fighting with you or withdrawing from combat completely (GA discretion)
  • On failure nothing happens, and the ability is not expended

Master at Level 10: (2 additional TP) May be used twice per combat (never on the same target) and TD reduced to 8.

Path 2: Negotiation and Influence

Level 2: Silver Tongue (2 TP / 250 C / Passive) Once per session, automatically succeed on a Charisma-based check (does not work in combat). Additionally, always know when someone is lying if their roll is less than your Spirit die result.

Level 4: Master Negotiator (3 TP / 400 C / Passive) Once per day, when you succeed on a Persuasion check, you may turn the success into a tangible concession, such as:

  • A reduced price
  • Access to restricted areas
  • A temporary ally
  • Delayed payment
  • Waived penalties or fees

(Exact value set by GA + narrative context.)

Master at Level 10: (1 additional TP) When using this ability, you may extract two concessions instead of one or turn a strong success into a lasting faction benefit (Standing +2–3).


Merchant Techniques

Already Unlocked:

  • Light Armor Proficiency (1 TP / 50 C / Passive)
  • Light Weapon Proficiency (1 TP / 50 C / Passive)
  • Guild Trader (2 TP / 500 C / Passive): Once per session, locate and source any common or uncommon item within the same system of your current location for its normal book price. This cannot be used on illegal or black-market goods or in inaccessible worlds or regions.
  • Bargain Hunter (1 TP / 500 C / Passive): Once per day, gain immediate 20% discount on single purchased item or service from reputable source.

Path 1: Trade & Market Dynamics

Level 2: Economic Insight (2 TP / 250 C / Passive) Always know market value of items in possession. Permanently gain advantage on all Commerce checks. Additionally receive +10% more credits when selling goods to legal or black-market traders.

Master at Level 8: (1 additional TP) Receive 50% more credits when selling goods to any traders.

Level 4: Smuggler's Ledger (3 TP / 400 C / Passive) Once per session, ignore one customs/tariff fee or black-market check. Declare one illicit item as "hidden," immune to standard scans unless TD 12 Awareness check succeeds against you.

Master at Level 8: (1 additional TP) Declare 5 illicit items as "hidden."

Path 2: Logistics and Mobility

Level 2: Mobile Merchant (2 TP / 300 C / Passive) Reduce weight and slot burden of all carried items by 50% when calculating encumbrance (minimum 1 per item). Additionally, when purchasing an item from a planetary vendor, request 1 extra of that item delivered for free (once per session).

Level 4: Looter Shooter (3 TP / 450 C / Passive)


Scholar Techniques

Already Unlocked:

  • Encyclopedic Knowledge (1 TP / 150 C / Passive): Once per session, instantly recall obscure academic facts with perfect accuracy within a known field of study (related to an unlocked skill).
  • Quantum Analysis (1 TP / 350 C / Passive): Gain +2 to Science or Awareness checks involving anomalies, energy signatures, or unusual patterns permanently.
  • Shaman (1 TP / 150 C / Passive): Gain Advantage when recalling myths, religious customs, or interpreting ritual significance permanently.
  • Anthropologist (1 TP / 150 C / Passive): Gain Advantage on Culture, History, or Negotiation checks involving new civilizations, species, or artifacts permanently.

Path 1: Scientific Inquiry

Level 2: Data Synthesis (2 TP / 300 C / Passive) Once per scene, when examining clues, terminals, readouts, or environmental anomalies, you may:

  • Instantly determine whether two seemingly unrelated pieces of information are actually connected
  • Gain Advantage on the next Intelligence or Wisdom check related to that connection

Level 4: Academic Protocol (3 TP / 450 C / Passive) When attempting scientific, archaeological, or technical research, reduce time required by half. Once per story phase, gain Advantage on one single Research, Programming, or Science-based extended check, even without proper tools.

Path 2: Field Research

Level 2: Biometric Survey (2 TP / 300 C / 2 Energy) Scan a lifeform or a corpse to identify species, condition, origin, and known weaknesses or immunities. On success, gain +2 Accuracy against it for 1 turn and learn the targets Health and Techniques. Works on organic and hybrid entities. May be used without restriction as long as the user has the requisite energy.

Level 4: Hazmat Operator (3 TP / 450 C / Passive) Permanently become immune to environmental effects from low oxygen, radiation, and temperature extremes up to 1 stage beyond safe threshold. Additionally gain Advantage on Intellect and Engineering checks in harsh environments.

Master at Level 8: (1 additional TP) Immune up to 2 stages beyond threshold, work at twice the speed.


Explorer Techniques

Already Unlocked:

  • Light Armor Proficiency (1 TP / 50 C / Passive)
  • Light Weapon Proficiency (1 TP / 50 C / Passive)
  • Survival Expert (1 TP / 50 C / Passive): Gain permanent Advantage on tracking and Awareness-based survival checks in wild or unknown terrain.
  • Bushcraft Master (1 TP / 50 C / Passive): Once per session, automatically succeed on wilderness survival task (shelter-building, fire-starting, foraging).

Path 1: Environmental Mastery

Level 2: Trailblazer (2 TP / 300 C / Passive) Gain permanent Advantage on Navigation and Athletics checks in natural environments. You and allies traveling with you move 25% faster overland.

Master at Level 8: (1 additional TP) Also ignore all natural terrain penalties unless extreme (lava, vacuum).

Level 4: Natural Camouflage (3 TP / 400 C / Passive) When stationary or moving slowly in wilderness terrain, gain +3 to Stealth. Additionally, enemies have Disadvantage on Awareness checks to detect you.

Master at Level 10: (1 additional TP) Gain this benefit even while moving at full speed through natural terrain.

Level 6: Terrain Exploiter (3 TP / 500 C / 3 Energy / Active) You identify structural weak points and terrain advantages instantly.

Once per combat or scene, choose a physical feature within 20 feet:

  • A loose rock formation
  • A rusted support beam
  • A precarious ledge
  • A thin wall or bulkhead
  • A frozen surface

Make a TD 6 Awareness or Engineering check.

On success, you create one of the following effects:

  • Cover Collapse: Enemies in a 10-foot radius make TD 8 Evasion or take 2d8 damage from falling debris
  • Exposed Flank: Allies gain +2 Accuracy against enemies in that zone for 1 round
  • Impromptu Cover: You create temporary half-cover for allies (+2 Evasion) for 1 round

Path 2: Survival Tactics

Level 2: Field Dressing (2 TP / 300 C / 2 Energy) Stabilize and restore 1d4+2 Health to you or ally and remove Bleeding if applicable. Technique may be used once on yourself and per ally, per combat session.

Master at Level 8: (1 additional TP) Healing increases to 3d4+2 and may remove exactly one of any negative status effects of your choice.

Level 4: Danger Sense (3 TP / 450 C / Passive) Once per session, automatically detect a trap, ambush, or hostile creature before it acts (Revealed by GA). Additionally gain Advantage on the next Awareness or Spirit roll after this detection. May carry over to next session.

Master at Level 10: (1 additional TP) Always act first in any encounter initiated in natural setting.

Path 3: Exploration & Discovery

Level 2: Cartographer's Instinct (2 TP / 250 C / Passive) Always know cardinal direction and have the ability to identify key terrain features from memory. Permanently gain +2 to checks when mapping, recalling, or navigating unfamiliar locations.

Level 4: Echo Mapper (3 TP / 500 C / 3 Energy) Emit a low-frequency scan in dark, unstable, or complex terrain. Detect movement, creatures, or structural instability within 100 feet. Reveal all hidden or cloaked enemies in radius. Once per session.

Master at Level 10: (1 additional TP) Area increased to 300 feet, all allies gain +2 Accuracy against revealed targets for 1 turn.

Level 7: Pathfinder's Instinct (3 TP / 600 C / Passive) Your senses adapt to even the most alien environments.

You gain:

  • Advantage on all movement-related checks in difficult, hazardous, or zero-G terrain
  • Immunity to becoming Lost unless supernatural effects apply
  • The ability to identify the safest route through any area within sight, automatically revealing:
    • Weak floors
    • Hidden drop-offs
    • Safe traversal zones
    • Climbable surfaces
    • Any path granting Advantage on Athletics/Acrobatics

LineSeer Techniques

Already Unlocked:

  • Light Armor Proficiency, Light Weapon Proficiency
  • Send Thoughts (2 TP / 350 C / Passive): Establish telepathic communication with one target within line of sight for 2 turns. Opposed Spirit check if target resists. Once per combat.

Path 1: Astral Control

Level 2: Gravity Manipulation (2 TP / 300 C / 2 Energy) Intensify or suppress gravity in 20-foot radius around target area for 1 turn. Enemies must succeed TD 6 Spirit check or lose all movement for their next action. Affected area counts as difficult terrain. May be used anytime user has energy remaining but not multiple times on one turn or on concurrent turns.

Master at Level 10: (2 additional TP) Intensify the gravity manipulation of the area. In addition to the base technique, enemies in the radius are continuously pulled toward a fixed point within the radius of your choosing. Each turn they must make a TD 8 spirit check. For each fail they move 10 feet closer to the point of your choosing. The area between the user and the point is difficult terrain and any who enter must also make a TD 8 spirit check.

Level 4: Stellar Pulse (3 TP / 450 C / 3 Energy) Emit disruptive energy pulse from body. All enemies within 30 feet are pushed back 10 feet and take 1d6 force damage. Targets must make TD 8 Spirit check or be Staggered for 1 turn. May be used anytime user has energy remaining but not multiple times on one turn or on concurrent turns.

Master at Level 8: (1 additional TP) Enemies who fail by 5 or more are also Blinded for 2 turns.

Path 2: Precognitive Mastery

Level 2: Foresight Window (2 TP / 300 C / Passive) Once per session, after seeing any dice roll result, choose to reroll and take better result. Additionally, always act first during a surprise round if you roll greater than 4 or higher on a Spirit check.

Level 4: Precognition Surge (3 TP / 500 C / 3 Energy) Take one action immediately before combat begins with advantage on all attack and Evasion rolls until the end of the first combat round.

Master at Level 10: (1 additional TP) May instead affect one nearby ally with the bonus.

Level 7: Flat Circle (5 TP / 500 C / 8 Energy) After any combat round, choose to alter time and have all damage received by your team that round reduced by half, rounded down, and all conditions inflicted by damage that round healed. Make a TD 8 Spirit check or become Staggered. Energy cost is applied to Energy total going into the next round, after Energy recovery.

Path 3: Energy Channeling

Level 2: Energy Blast (2 TP / 275 C / 2 Energy) Project raw psionic energy at single target within 60 feet. Deals 2d6 energy damage and target must pass TD 6 Spirit check or be briefly Staggered. May be used as often as the player has energy remaining but not on concurrent turns or multiple times on the same turn.

Master at Level 8: (1 additional TP) Damage increases to 4d6 and TD increases to 8.

Level 4: Psychic Shield (3 TP / 450 C / 2 Energy) Create barrier of mental force around yourself or ally. Absorbs up to 10 incoming damage from any source until end of your next turn. May be used as often as the player has energy remaining but not on concurrent turns or multiple times on the same turn.

Master at Level 10: (1 additional TP) Barrier applies to two targets, absorbs 15 damage, and grants +2 Evasion for 2 turns.

Path 4: Dimensional Tethering

Level 2: Teleport (2 TP / 300 C / 3 Energy) Instantly teleport to any visible point within 30 feet. May be used to escape grapples, traps, or incoming attacks as Reaction (once per scene or twice per combat). If used outside of combat must make a TD 8 Spirit check or take 1d4 psychic damage.

Master at Level 8: (1 additional TP) Range increased to 60 feet, and you may bring 1 additional willing target with you.

Level 4: Echoes of the Void (3 TP / 500 C / 3 Energy) Blanket a 40-foot radius in oppressive silence and interference. No electronic or psychic communication in this zone for 2 turns. Those within have -2 to all Spirit checks while remaining inside for those 2 turns. May be used as often as the player has energy remaining but not on concurrent turns or multiple times on the same turn.

Master at Level 10: (1 additional TP) Also prevents use of techniques requiring verbal or mental targeting within the zone.