Techniques Catalog

46 ready-to-use signature moves across all four affinities

What Are Techniques?

Techniques are your signature moves—active abilities that go beyond a basic Strike. Every character starts with one Technique from their Starting Template and can design more during Advancement (2 AP each, designed with the GM). A basic Strike is reliable and efficient, costing 1 action with no strings attached. Techniques cost more actions, require specific Traits, and burn cards—but they inflict status effects, hit multiple targets, heal allies, reshape the battlefield, and deal devastating bonus damage when you play a face card.

Technique Anatomy

Every Technique has a standard structure. Understanding these properties helps you choose the right Technique for the right moment—and design your own when the time comes.

Property Description
Affinity The governing stat. Draw cards equal to this stat. Resonance applies if the played card's suit matches.
Requirements Traits, weapons, items, or stat minimums needed to learn this Technique.
Action Cost How many of your 3 actions it costs (1–3). Some Techniques use your Reaction instead.
Targets Single (1), Dual (2), Sweep (all enemies in a zone), Self, or specific ally targets.
Range Engaged, Near, or Far.
Effect A rider: status, forced movement, healing, terrain change, buff, debuff, or creative consequence.
Bonus Damage Flat damage on top of difference-based damage. For support Techniques, this is bonus healing.
Check What the target defends with: Guard (physical), Resolve (magical/mental), or flat DC.

The Activation Rule

  • Number Card (2–10): Activate either the Effect or the Bonus Damage—not both. You choose after seeing the result.
  • Face Card or Ace (J, Q, K, A): Activate both the Effect and the Bonus Damage.

This is the core tension of Techniques. Number cards force a choice between control and raw damage. Face cards give you everything—but they're rare and precious. Building a character around Techniques means building a character who cares deeply about the face-card-to-number-card ratio in their deck.


♣️

Body Affinity

Key Stat: Body ♣ • Resonance: Clubs

These Techniques draw on Body (Clubs). They favor melee fighters, weapon masters, and front-line combatants who want to do more than swing and hope. Resonance applies when you play a Club.

Blazing Arc

2 Actions
Affinity:Body
Requirements:Swordcraft T1, bladed weapon
Targets:Dual
Range:Engaged
Check:vs. Guard

A sweeping, flame-wreathed blade strike that cleaves through two enemies.

Effect
Burning (Short, 1 dmg/round)
Bonus Damage
+3

Lunge

1 Action
Affinity:Body
Requirements:Swordcraft T1, melee weapon
Targets:Single
Range:Engaged
Check:vs. Guard

A sudden forward thrust that drives your enemy backward.

Effect
Push target 1 zone
Bonus Damage
+2

Earthsplitter

2 Actions
Affinity:Body
Requirements:Swordcraft T2, Heavy weapon
Targets:Sweep
Range:Engaged
Check:vs. Guard

You bring your weapon down with earth-cracking force, splintering armor and resolve alike.

Effect
Shattered (Long, −2 Guard/Resolve)
Bonus Damage
+2

Iron Fortress

2 Actions
Affinity:Body
Requirements:Swordcraft T1, shield equipped
Targets:Self + 1 adjacent ally
Range:Engaged
Check:DC 7

You plant your shield and extend its protection, becoming an immovable wall.

Effect
Shielded (Long, +3 Guard)
Bonus Damage

Whirling Barrage

3 Actions
Affinity:Body
Requirements:Swordcraft T2, melee weapon
Targets:Sweep
Range:Engaged
Check:vs. Guard

A relentless storm of strikes that tears through everything within arm's reach.

Effect
Bonus Damage
+4

Shield Bash

1 Action
Affinity:Body
Requirements:Shield equipped
Targets:Single
Range:Engaged
Check:vs. Guard

The rim of your shield connects with jaw-rattling force.

Effect
Stunned (Short, lose 1 action)
Bonus Damage
+1

Avalanche Drop

2 Actions
Affinity:Body
Requirements:Body 3, melee weapon
Targets:Single
Range:Engaged
Check:vs. Guard

You hurl yourself downward with your weapon leading, crashing into your target like a landslide.

Effect
Rooted (Short)
Bonus Damage
+5

Viper Strike

1 Action
Affinity:Body
Requirements:Shadowcraft T1, Light weapon
Targets:Single
Range:Engaged
Check:vs. Guard

A quick, surgical cut aimed at exposed joints and arteries.

Effect
Bleeding (Short, 2 dmg/round)
Bonus Damage
+2

Grapple Slam

2 Actions
Affinity:Body
Requirements:Body 3, unarmed or Gauntlets
Targets:Single
Range:Engaged
Check:vs. Guard

You seize your opponent and hurl them into the ground with bone-jarring force.

Effect
Rooted (Short) + Stunned (Short)
Bonus Damage
+2

Counterstrike

Reaction
Affinity:Body
Requirements:Swordcraft T2, melee weapon
Targets:Single
Range:Engaged
Check:vs. Guard

You turn defense into offense, punishing an attacker's commitment. Trigger: enemy attacks you in melee.

Effect
Bonus Damage
+3
♦️

Mind Affinity

Key Stat: Mind ♦ • Resonance: Diamonds

These Techniques draw on Mind (Diamonds). They favor tacticians, ranged combatants, and characters who control the battlefield through precision and planning rather than brute force. Resonance applies when you play a Diamond.

Mind Lance

2 Actions
Affinity:Mind
Requirements:Warcraft T1
Targets:Single
Range:Near
Check:vs. Resolve

An invisible thread of psychic force pierces the target's focus.

Effect
Weakened (Long, −2 attack EV)
Bonus Damage
+2

Viper Shot

1 Action
Affinity:Mind
Requirements:Guncraft T1, firearm
Targets:Single
Range:Far
Check:vs. Guard

A precise shot aimed to wound and weaken over time.

Effect
Bleeding (Short, 2 dmg/round)
Bonus Damage
+2

Pinning Shot

1 Action
Affinity:Mind
Requirements:Warcraft T1, ranged weapon
Targets:Single
Range:Near/Far
Check:vs. Guard

Your arrow pins cloak to earth, sleeve to wall, boot to floor.

Effect
Rooted (Short)
Bonus Damage
+1

Suppressing Fire

2 Actions
Affinity:Mind
Requirements:Guncraft T1, firearm
Targets:Sweep (1 zone)
Range:Near
Check:vs. Guard

A hail of bullets forces everyone in the zone to keep their heads down.

Effect
Weakened (−2 attack EV, 1 round)
Bonus Damage
+1

Analyze Weakness

1 Action
Affinity:Mind
Requirements:Warcraft T1
Targets:Single
Range:Near
Check:DC 10

You study the target's stance and gear—then share the opening with your allies.

Effect
Shattered (Long, −2 Guard/Resolve)
Bonus Damage

Coordinated Strike

1 Action
Affinity:Mind
Requirements:Warcraft T2
Targets:Single ally (Near)
Range:Near
Check:Auto

A shouted command, a pointed finger—your ally strikes on your word.

Effect
Chosen ally makes an immediate free Strike with +2 EV
Bonus Damage

Ricochet Shot

2 Actions
Affinity:Mind
Requirements:Guncraft T2, ranged weapon
Targets:Dual
Range:Near/Far
Check:vs. Guard

The shot bounces off stone, steel, or air itself to strike a second target.

Effect
Bonus Damage
+3

Trap Wire

1 Action
Affinity:Mind
Requirements:Mind 3
Targets:Zone (Engaged)
Range:Engaged
Check:DC 10 to set

A nearly invisible wire strung at ankle height, connected to a concealed trigger.

Effect
Creates trap: next enemy entering the zone is Rooted (Short) and takes Mind stat in damage
Bonus Damage

Disabling Shot

1 Action
Affinity:Mind
Requirements:Guncraft T1, ranged weapon
Targets:Single
Range:Far
Check:vs. Guard

You don't aim for the body. You aim for the hand.

Effect
Target drops held weapon in their zone
Bonus Damage
+1

Tactical Withdrawal

1 Action
Affinity:Mind
Requirements:Warcraft T1
Targets:Self + 1 ally (Engaged)
Range:Engaged
Check:Auto

A disciplined fall-back, covering each other as you reposition.

Effect
You and ally move 1 zone without provoking Brace reactions
Bonus Damage
♥️

Heart Affinity

Key Stat: Heart ♥ • Resonance: Hearts

These Techniques draw on Heart (Hearts). They serve healers, empaths, beastmasters, and characters who lead through force of personality. Heart Techniques tend to heal, buff, debuff, or manipulate—they're the Techniques that make a party more than the sum of its parts. Resonance applies when you play a Heart.

Heartmend

2 Actions
Affinity:Heart
Requirements:Spiritcraft T1
Targets:Single
Range:Near
Check:DC 8

Warm light flows from your hands, mending wounds and purging affliction.

Effect
Cleanse 1 negative status effect
Bonus Healing
+4 Vitality

Rallying Song

2 Actions
Affinity:Heart
Requirements:Spiritcraft T1
Targets:Sweep (all allies in zone)
Range:Near
Check:DC 8

Your voice carries over the chaos, and those who hear it fight harder.

Effect
Inspired (Short, +1 all EV)
Bonus Damage

Soothing Presence

1 Action
Affinity:Heart
Requirements:Spiritcraft T1
Targets:Single
Range:Near
Check:DC 7

A calming warmth settles into the target's body, slowly coaxing wounds closed.

Effect
Regenerating (Long, heal 2 Vitality/round)
Bonus Damage

Thorn Whip

1 Action
Affinity:Heart
Requirements:Wildcraft T1
Targets:Single
Range:Near
Check:vs. Guard

A lash of thorned vine seizes the target and drags them to you.

Effect
Pull target to Engaged range
Bonus Damage
+2

Beast Surge

2 Actions
Affinity:Heart
Requirements:Wildcraft T2
Targets:Self
Range:
Check:DC 9

Primal energy floods your muscles. Your eyes narrow. The predator wakes.

Effect
Haste (+1 action, 1 round) + next melee attack gains +3 bonus damage
Bonus Damage

Provoke

1 Action
Affinity:Heart
Requirements:Heart 2
Targets:Single
Range:Near
Check:vs. Resolve

A cutting remark, a mocking gesture—the enemy's focus snaps to you and only you.

Effect
Provoked (Long, must target you with 1 action/turn)
Bonus Damage

Words of Power

2 Actions
Affinity:Heart
Requirements:Faithcraft T1
Targets:Dual
Range:Near
Check:vs. Resolve

You speak a sentence of binding authority, and the targets' strength drains from their limbs.

Effect
Weakened (Long) + Cursed (Long, no Resonance)
Bonus Damage

Empathic Shield

Reaction
Affinity:Heart
Requirements:Spiritcraft T2
Targets:Single ally (Near)
Range:Near
Check:Auto

You feel every blow your allies take. Sometimes, you take it for them.

Effect
When ally takes damage, redirect half (rounded down) to yourself
Bonus Damage

Spirit Bloom

2 Actions
Affinity:Heart
Requirements:Wildcraft T1
Targets:Sweep (all allies in zone)
Range:Near
Check:DC 10

Flowers of pure life energy blossom at your allies' feet, their fragrance carrying restoration.

Effect
Bonus Healing
+Heart × 2 Vitality to each ally

Burning Conviction

1 Action
Affinity:Heart
Requirements:Heart 3
Targets:Self
Range:
Check:Auto

You dig deep into reserves you didn't know you had. It costs something. It's worth it.

Effect
+2 to all EV until end of your next turn. Discard top card of deck to fatigue (cost)
Bonus Damage
♠️

Spirit Affinity

Key Stat: Spirit ♠ • Resonance: Spades

These Techniques draw on Spirit (Spades). They serve mages, exorcists, mystics, and anyone who channels supernatural force. Spirit Techniques tend to deal high damage at range, inflict debilitating status effects, and control zones of the battlefield. They're the most card-hungry Techniques in the game—powerful, but they'll thin your deck fast. Resonance applies when you play a Spade.

Arcane Bolt

1 Action
Affinity:Spirit
Requirements:Magecraft T1
Targets:Single
Range:Far
Check:vs. Resolve

A concentrated lance of arcane energy streaks toward its target.

Effect
Bonus Damage
+2

Frost Chains

2 Actions
Affinity:Spirit
Requirements:Magecraft T1
Targets:Dual
Range:Near
Check:vs. Resolve

Chains of crystallized mana erupt from the ground, freezing targets in place.

Effect
Frozen (Long, −1 all EV) + Rooted (Short)
Bonus Damage
+1

Soul Fire

2 Actions
Affinity:Spirit
Requirements:Magecraft T2
Targets:Single
Range:Far
Check:vs. Resolve

A pillar of spectral flame engulfs the target, burning body and spirit alike.

Effect
Burning (Short, 1 dmg/round)
Bonus Damage
+4

Spirit Shatter

3 Actions
Affinity:Spirit
Requirements:Magecraft T2
Targets:Sweep
Range:Near
Check:vs. Resolve

A shockwave of raw spiritual energy staggers all nearby foes.

Effect
Stunned (Short, lose 1 action)
Bonus Damage
+2

Consecrate Ground

2 Actions
Affinity:Spirit
Requirements:Faithcraft T1
Targets:Zone (Engaged)
Range:Engaged
Check:DC 9

Sacred light seeps into the ground beneath your feet, sanctifying the earth itself.

Effect
Allies +2 Guard; enemies −2 EV. Long duration
Bonus Damage

Banishing Light

3 Actions
Affinity:Spirit
Requirements:Faithcraft T2
Targets:Single
Range:Near
Check:vs. Resolve

An eruption of divine radiance hurls the target away and sears their sight.

Effect
Push 2 zones + Blinded (Short)
Bonus Damage
+3

Spirit Ward

1 Action
Affinity:Spirit
Requirements:Magecraft T1
Targets:Self or adjacent ally
Range:Engaged
Check:DC 7

An invisible lattice of protective energy settles over the target.

Effect
Fortified (Long, +2 Resolve)
Bonus Damage

Eldritch Storm

3 Actions
Affinity:Spirit
Requirements:Magecraft T2
Targets:Sweep
Range:Far
Check:vs. Resolve

The sky darkens. Lightning made of pure mana rains down on everything in the distance.

Effect
Bonus Damage
+3

Void Grasp

2 Actions
Affinity:Spirit
Requirements:Spirit 3
Targets:Single
Range:Near
Check:vs. Resolve

A tendril of nothingness reaches out, sealing the target's voice and dragging them close.

Effect
Silenced (Long, no Spirit/Heart Techniques) + pull to Engaged
Bonus Damage
+2

Wyrdstep

1 Action
Affinity:Spirit
Requirements:Magecraft T1 + Shadowcraft T1
Targets:Self
Range:
Check:DC 10

You fold through the space between moments, reappearing wreathed in fading shadow.

Effect
Teleport to any zone within Far. Gain Phased (−2 to attacks against you, 1 round)
Bonus Damage
🌟

Multi-Affinity & Advanced Techniques

Cross-discipline mastery

These Techniques require Traits from two or more trees, representing advanced cross-discipline mastery. When a Technique lists two affinities, the player chooses which to use when activating. This determines your draw stat and which suit triggers Resonance. Choose the affinity that best fits your current hand—or the stat where you're strongest.

Spellblade's Wrath

2 Actions
Affinity:Body or Spirit
Requirements:Swordcraft T1 + Magecraft T1, melee weapon
Targets:Single
Range:Engaged
Check:vs. Guard

Your blade ignites with arcane fire. The strike is steel and sorcery fused into one.

Effect
Burning (Short)
Bonus Damage
+4

Nature's Judgment

3 Actions
Affinity:Heart or Spirit
Requirements:Wildcraft T1 + Faithcraft T1
Targets:Sweep
Range:Near
Check:vs. Resolve

Thorned vines of golden light erupt from the earth, binding all enemies in nature and divinity.

Effect
Rooted (Short)
Bonus Damage
+3

Shadow Hex

2 Actions
Affinity:Mind or Spirit
Requirements:Shadowcraft T1 + Magecraft T1
Targets:Single
Range:Far
Check:vs. Resolve

A flickering rune of shadow latches onto the target's eyes and soul, clouding both.

Effect
Cursed (Long, no Resonance) + Blinded (Short)
Bonus Damage
+2

Commander's Gambit

2 Actions
Affinity:Mind or Heart
Requirements:Warcraft T1 + Spiritcraft T1
Targets:2 allies (Near)
Range:Near
Check:DC 10

Half strategy, half inspiration—and all conviction.

Effect
Inspired (Short) + Focused (+2 EV on next check)
Bonus Damage

Wrath of the Wild

2 Actions
Affinity:Body or Heart
Requirements:Wildcraft T2
Targets:Single
Range:Engaged
Check:vs. Guard

You channel the fury of a cornered beast into a single devastating blow.

Effect
Stunned (Short) + Shattered (Long)
Bonus Damage
+5

Final Requiem

3 Actions
Affinity:Spirit or Heart
Requirements:Faithcraft T2 + Spiritcraft T2
Targets:Sweep (all Near)
Range:Near
Check:DC 13

Light and shadow dance as one. A hymn ripples outward—enemies burn, allies mend.

Effect
Enemies: Spirit × 2 damage. Allies: heal Heart × 3 Vitality
Bonus Damage

Technique Design Guidelines

Players are encouraged to design custom Techniques during Advancement (2 AP each, designed with the GM). The catalog above provides templates, but the system is built for creativity. Here are the balancing principles:

Factor Low Power Medium Power High Power
Action Cost 1 action 2 actions 3 actions
Targets Single Dual Sweep
Range Engaged only Near Far
Effect Minor (1-round status, small buff) Moderate (2-round status, forced move) Major (multi-status, zone, summon)
Bonus Damage +1 to +2 +3 to +4 +5 or stat-scaling
Requirements 1 Trait, low stat 1–2 Traits, stat 3+ 2+ Traits from different trees, stat 4+

The Power Budget & the Basic Strike Rule

The fundamental design test: a Technique's total value should always exceed what you'd get from spending those same actions on basic Strikes. A 2-action Technique must hit harder than two Strikes, hit more targets, or apply a meaningful condition. A 3-action Technique must justify giving up your entire turn. If it doesn't, redesign it.

  • 1-Action Benchmark: Moderate damage to a single target with a minor rider (1-round status), or equivalent damage to a basic Strike plus a useful utility effect.
  • 2-Action Benchmark: Significantly harder than two Strikes (bonus damage +3 or higher), hits multiple targets (Dual or Sweep), applies a meaningful condition (2-round status, forced movement), or combines moderate damage with a strong effect.
  • 3-Action Benchmark: The centerpiece of your turn—high damage plus a major effect, a sweeping battlefield change, or a powerful combination that reshapes the fight. If the table doesn't react, it's not worth the investment.

If too strong, increase action cost, narrow targets, raise the DC, or require a rarer Trait combination. If too weak, remember that number cards only get Effect or Damage—a Technique with a strong Effect and modest damage still shines when you play a face card.

Player Technique Worksheet

When designing a Technique, answer these questions in order:

  1. What does it look like in the fiction? Start with the fantasy.
  2. Which stat governs it? That's your affinity.
  3. What Traits make it possible? Those are your requirements.
  4. How much of your turn does it consume? That's your action cost.
  5. Who does it affect, and how far away? That's targets and range.
  6. What happens on a number card? That's your Effect.
  7. What happens on a face card? Effect plus Bonus Damage.
  8. What defends against it? Guard for physical, Resolve for magical/mental, DC for non-targeted effects.