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40744-FoF-Revised 4

Fists of Flux Recised for Trinity Continuum

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0% found this document useful (0 votes)
153 views54 pages

40744-FoF-Revised 4

Fists of Flux Recised for Trinity Continuum

Uploaded by

Luz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 54

FISTS OF FLUX

REVISED
FISTS OF FLUX
REVISED

MATEUS LUZ
CREDITS
Author: Mateus Fontana da Luz
Editor: Mateus Fontana da Luz
Art: All art was acquired in freepik.com using a
premium account.

SPECIAL THANKS TO
Thanks to my mother that back in 1991 gave me
my first RPG book, without her I would be another
person, probably a fit person, but who knows.
Thanks also to my wife that didn't complain
while I was writing and rewriting it again and
again, and later taught me how to use a book editor
(she taught very well, I didn't learn that well).

© 2019 Onyx Path Publishing. All rights reserved. References to other copy-
righted material in no way constitute a challenge to the respective copyright
holders of that material. “Scion” and all characters, names, places, and text
herein are copyrighted by Onyx Path Publishing.
Keep up to date with Onyx Path Publishing at theonyxpath.com.

2 FISTS OF FLUX
INTRODUCTION 4 CHAPTER THREE:
How to Use this Book 5 SUPER SCIENCE 44
Ki Devices 45
CHAPTER ONE: Creating Ki Devices 45
MARTIAL ARTISTS 6 Identifying Ki Devices 45
The Martial Artist 7 Science Excellence 45
Martial Artist Tool 7 Using Ki Devices 46
Martial Arts Skills 7 Ki Devices Specific Tags 46
Martial Arts Edges 7 Example Ki Devices 47
Martial Arts Gifts 8
Martial Arts Paths 8 CHAPTER FOUR:
New Style Edges 9 ANTAGONISTS 48
Enlightened Edges 11 Example Antagonists 49
Stances 11
Esoteric Edges 16
Intention Gifts 21

CHAPTER TWO:
TECHNIQUES 24
Learning a Technique 25
Using a Technique 25
Technique Description 25
Inspired, Powered and Techniques 25
Magic and Talents 31
Techniques Building 32
Inventing Techniques 33

TABLE OF CONTENTS 3
INTRODUCTION
A good battle plan that you act today can be better than a perfect one tomorrow
– General George S. Patton

When I first get in contact to Trinity Universe, Still, there was no limits on how powerful and
through Aberrant, one of the first things I did was what they could do using Novas - I am not saying
start stating characters to check how far I could that they are too different, just watch worlds being
go using the system. I started by the most iconic destroyed by Ki Bombs and you can imagine how
supers, but eventually I got to the martial artists. powerful a Martial Artist can be - but there are dif-
Playing for years more than a few RPG systems, ferences between a Kamehameha and a Hadouken,
I had a bunch or pre-established ideas of what mar- and it's not in the way they work, but in the way
tial artists can and can't do, and definitely super they were learned, used and how much powerful
powers were not part of the list, so why bother they can get.
stating them? Well, because of Wuxia and all the Here it is a book explaining how the "regular"
animes I watched through the years. people can go beyond the limits of the human
I want to play Goku, Vegeta and Seya, I want to body, with no need of Quantum or Psi, just the
ambush other ninjas with my jutsus, I want to fight good and old Inspiration and a lot of training! Did
Li Mu Bai and Yu Shu Lien, and why not Ryu, Ken I mention a lot of training?
and Bison.

HOW TO USE THIS BOOK


This book is a supplement for Trinity Continuum Chapter Three: Super Science discuss the possi-
and requires it to use. The Fists of Flux provides bility of creating items that hold in their workings
both players and Storyguides with some additional the powers of a technique.
options to Talents, making them more versatile in Chapter Four: Antagonists brings some new
direct combat, and maybe more powerful. adversaries.
The book is divided in four chapters, each one
touching a different aspect of the theme.
Chapter One: Martial Artists is a guide to the
creation of Martial Artists, Mundane and Inspired,
as well as introducing many options, from differ-
ent style edges to excellence over skills.
Chapter Two: Techniques introduces the concept
of Techniques, a kind of Gift that allow the charac-
ter to go beyond the regular strikes and dodges of
mundane combat.

REVISED EDITION
After more than 2 years, and many new books to steal ideas from, my love for my first book
made me read it again, and many ideas I had back then were proven unnecessary, like
higher Inspiration and Facet values or the necessity of Excelsiors as a whole.
As you may see, this is basically the same book, except for the many changes in how the
characters learn and use techniques, the removal of Excelsior, better descriptions of the
techniques, addition of most of the effects of Tomes of Inspiration and other minor changes.
Hope you guys have fun with it.

HOW TO USE THIS BOOK 5


CHAPTER ONE
MARTIAL ARTISTS
Train tirelessly to defeat the greatest enemy, yourself, and to discover the greatest
master, yourself.
– Shi Su Yan

THE MARTIAL ARTIST


A Martial Artist is created as any other human, Inspired when started training, in both cases their
and most of them are no more than regular humans Inspiration and training gave them some control
that trained more than usual, and learned new over their Ki — Chi, Chakra, Cosmo or many oth-
Edges, train their combat skills and how all the ers — the theoretical vital energy any living being
knowledge related to the arts being trained. have, allowing them to do go beyond the mun-
For most martial artists thats the point where it dane, to a new level of combat. Those are Inspired
ends, it's not an easy or fast journey, neither it has Martial Artists, capable of balancing on tree tops,
an end, but further you go, harder you have to train jumping over buildings, climbing walls without
to learn just a little more. Those are the Mundane hands, hypnotizing adversaries and punching fast-
Martial Artists, from the average Judo sensei to er than they eyes can see.
Bruce Lee. From that point, there are still some of those
Some of the most powerful mundane Martial masters that develop ways to go even further, in-
Artists get the Inspiration they need to keep devel- creasing their control over Ki beyond their bod-
oping, not a regular inspiration, but the Inspiration ies, learning, by teachers or by training, how to do
that turn them into a Talent. Some become Talents essentially the supernatural. Fire balls, flight and
because of the training, others were already creation of clones are just the tip of the iceberg.

MARTIAL ARTIST TOOLS


MARTIAL ARTS SKILLS focused on direct combat usually require some un-
derstanding of Medicine and Larceny to became
The main skills for a Martial Artist are Close more efficient on the first and possibly only hit
Combat and Athletics, those are the ones used in during the combat.
most of the physical training necessary for im-
The other skills, are not used only for adding
prove the chances in combat, and most, if not all
flavor to the character, they can have specialties
the martial arts schools train the three. From that
that can add enhancements on several situations in
point on, once the basic is learned, there are sever-
combat. Examples are many, a specialist in Pain
al different stiles of combat, from different weap-
(Medicine) can add the enhancement while trying
ons to different stances and ways to hit.
to hit a precise strike, and a specialist in armors
Additionally, most of, if not all, martial art
(Technology) may receive an enhancement when
schools teach the arts of dealing with the adver- fighting an armored adversary.
sary without the physical contact of fighting, using
Empathy and Integrity to understand the intentions MARTIAL ARTS EDGES
of the adversary and hide yours. There are Martial
Arts that rely on the use of ranged weapons, those In game terms, there are several Edges that can
use mostly the Aim skill. be learned to simulate different training in martial
arts.
Most of the traditional martial arts require un-
derstanding of other areas of knowledge. The most The core of the Martial Arts are the Style Edges
traditional usually require some knowledge of and Advanced Combat Maneuvers, Forceful
Humanities to understand its origins. It's common Martial Arts, Free Running, Precise Martial Arts,
that the most advanced students teach the basics Armor Expert, Cool Under Fire, Deflection Adept,
for the newbies to be able to further advance, re- One Against an Ocean and Waiting to Greet the
quiring Command. Some of the more modern and Storm.

THE MARTIAL ARTIST 7


Expanding, the Style Edges, not only in number the listed Enlightened are detailed ahead in this
but also in depth, there are the Enlightened Style chapter.
Edges focused on Inspired martial arts. While
Mundane characters can learn all these styles and DISCIPLES OF THE TURTLE (SOCIETY)
take some of the advantages, the most important A small group of powerful fighters trained in un-
training are beyond mundane reaches, the Stances armed combat. Several of them won international
and techniques. Martial Arts Championships.
Finally the Esoteric Style Edges that are exclu- Example Connections: Olympic martial artists,
sive to high Inspiration Talents, turning them ca- recluse martial arts master, Shaolin monk.
pable of truly supernatural deeds by their stances Skills: Athletics, Close Combat, Empathy,
and techniques. Survival
While not specifically Martial Arts, the most Edges: Always Prepared, Big Hearted, Precise
common edges among most of the different styles Martial Arts, Direction Sense, Hair Trigger
are Always Prepared, Danger Sense, Adrenaline Reflexes, One Against an Ocean, Tough Cookie
Spike, Hair Trigger Reflexes and Tough Cookie.
Gifts: Skills (Athletics, Close Combat,
There are also Schools that train Small Unit Empathy).
Tactics, Breath Control, Keen Sense and Swift, for
the different objectives each style may have. THE UNSEEN HAND (SOCIETY)

MARTIAL ARTS GIFTS A traditional ninja clan, with a few hundred


years long story. They are trained on the art of re-
Those who mastered the Enlightened styles are
main unseen, and some can become completely
capable of learning Techniques, a special kind of
invisible.
Gifts, that are the essence of the Inspired Martial
Example Connections: Assassin, Spy, Private
Arts. For more informations on Techniques, check
Detective.
the Technique chapter.
Skills: Athletics, Close Combat, Integrity,
Beside techniques, most common Gifts among
Survival
the different styles are Fight Choreographer, Fists
of Stone, Lightning Reflexes, Moving Target, Edges: Always Prepared , Danger Sense, Hardy,
Murderous Totality, On the Edge of a Pin, Pretty Iron Will, Free Running, Unseen Step
Damned Fast, Speak Softly, Swan Dice and Gifts: Skills (Close Combat, Integrity, Survival).
Warrior’s Eye.
THE IRON FIGHTERS (SOCIETY)
There are also Schools that train Enhanced
Impact, Eyes Like a Cat, Fortean Experience, Shot Combining combat training and the unnatural
Caller, The Right Climate, Unrelenting and Worse resistance to direct damage, the Iron Fighters are
than it Looks. a group of Monks that live in enclosure to perfect
Finally, crossing the gap between Inspired and their body and minds.
Powered, are the Intention Gifts presented ahead Example Connections: Assassin, Spy, Private
in this chapter. Detective.
Skills: Athletics, Close Combat, Culture,
MARTIAL ARTS PATHS Survival
Martial Artists are always disciples, and no true Edges: Forceful Martial Arts, Free Running,
master train a single disciple, and so all Martial Tough Cookie, Danger Sense, Hardy.
Artists are parts of different schools, the problem Gifts: Skills (Close Combat, Culture, Survival).
is that there are too many of them to be listed.
Bellow you can find a small list of Martial Artists THE WOLF PACK (SOCIETY)
Societies, but feel free to create your own. All In opposition of what the name indicates, the
Inspired Martial Artist Societies have at least one wolf pack is a disperse group of wandering fight-
signature Enlightened Style that is trained by all ers, hardly traveling in groups larger than 2. Living
capable disciples, and the most capable and trust- in the countryside from hunting and gathering,
worthy are taught the school secret techniques, all they help people and find disciples in the villages

8 CHAPTER ONE: MARTIAL ARTISTS


they cross. Edges: Big Hearted, Covert, Safe House, Free
Example Connections: Hermit, Herb gatherer, Running, Armor Expert, Waiting to Greet the
Hunter, Lumberjack, Animal handler. Storm, Dodging Fighter
Skills: Close Combat, Empathy, Pilot, Survival Gifts: Skills (Close Combat, Pilot, Survival).

NEW STYLE EDGES


Expanding the Style Edges presented in Trinity and use of ki.
Continuum Core Rulebook, page 63, the new • Coordinated Strike: Once the connection to
Style Edges presented ahead are focused in more the companion is established, the character and
wuxia martial arts, while not beyond the reach of the companion start to work as a team, able to
mundane people. exchange information with no more than a few
While not described in the Edges, as all Style movements. The character and the companion at-
Edges, the Enlightened Styles are strongly related tack together and, if both hit the target, can transfer
to an specific path, and should be treated as some- the extra successes to each other as they wish.
thing secret, or at least not something you teach to •• Unbreakable Bound: The character and the
anyone. companion have a bond similar to those of any
2 characters, and they can spend successes of
BEAST COMPANION (• TO •••) this bond as enhancements whenever working as
Prerequisite: Pet Edge (Companions a team, for example while in combat or hunting
Companion Tasty Bite, page 12). together. The bond have 5 successes that are re-
The Beast Companion School teaches how to es- freshed at the end of the scene they were spent, as
tablish a connection between the student and a spe- long the character and the companion are next to
cific animal (or possibly a swarm of small ones). each other at that point.
The gengineered versions of pets, from ••• Defensive Duo: The character and the com-
Companions Companion Tasty Bite, can be used panion share their defenses, the character can spend
to represent creatures improved by the connection success from her defense roll to buy defensive

9
stunts to her companion, and the companion can of the target of unarmed attacks, be it a living be-
reduce its defense to a minimum of 1 to add to the ing or not. If using Gentle Fist, first ignored soft
character defense. armor than double the remaining, for example, if
ignoring 2 points of soft armor out of 3 and using
DODGING FIGHTER (• TO •••) Non-Penetrating tag, the attack will see 2 soft ar-
Prerequisite: Dexterity •• and Athletics ••. mor (double of 1) and not 4 (6 - 2).
While most martial artists focus on applying
GRAPPLING SMASH (• TO •••)
damage to the adversaries, the Dodging Fighter
School focus almost exclusively on avoiding being Prerequisite: Stamina •• and Close Combat ••.
hit and redirecting the adversaries energy against Some of the most traditional martial arts are not
themselves, specially when multiple of them are about punching and kicking, but about grappling,
available. immobilizing and throwing the adversary, not to
• Shielding Hands: The character unarmed at- say blocking respiration and blood flow to differ-
tacks gains the Shield tag, that the character is con- ent parts of the body causing diverse effects.
sidered wielding whenever they are prepared for • Smashing Hug: The character grapple is a true
the attack and have both hands free. bear hug, capable of smashing organs and break
•• Fast Reaction: The students of the Dodging bones. When the character is in control of a grap-
Fighter Style can act in the fraction of second ple the character ignores all forms of armor, except
while the adversary start the movement, increasing caused by scale, to cause damage in the target. The
defense by 1. character can move and attack in the same action
••• Untouchable: The students of the Dodging as a mixed action while controlling the grapple.
Fighter School are among the hardest adversaries, •• Light-Speed Tackle: The character charges
as they avoid being hit with such mastery they are against the target, exploring his speed to damage
virtually untouchable. The character gains 1 point the target. When the character move towards the
of Hard Armor that works against any close com- target and uses a Close Combat action in the same
bat attack, representing his dodging abilities. round, as a mixed action or not, each range band
crossed in that round grants the attack 1 enhance-
GENTLE FIST (• TO •••) ment to the attack, that can be used only to cause
Prerequisite: Cunning •• and Medicine ••. damage. This effect can only be used against a sin-
gle target in a mixed action.
Using the knowledge of the flow of ki in the ad-
versary body, the students of the Precise Fist Style ••• Unbreakable Lock: The bear hug is not only
can use her fingers to hit the right points and block strong, it is really hard to break. When the charac-
the flow of ki, causing internal damage without ter is establishing a grapple or reversing the grap-
hurting the target skin. pling, the character gains an enhancement equal to
this edge dots. This enhancements cant be used to
• Gentle Fist: When attacking using her bare
resolve the grapple, and will only apply once the
hands, the character can opt to use the knuckles
character is in control, making it harder to break
and fingers to hit the target in the right spots. Doing
free from it.
so gives the character the Non-Penetrating and
Brutal tags. UNSEEN STEP (• TO •••)
•• Unlocking Touch: Puncturing the target is not
only about damage, the character can also undo Prerequisite: Dexterity •• and Larceny ••.
some conditions and help the target to heal. By Martial art is the art of war, and war is not fair.
using the gentle fist on a character under a status Knowing your enemy, preventing them from
condition (Stunned, Paralyzed and Unconscious, knowing you and your tactics, choosing when and
for example) the character can, instead of causing how the fight starts, that is half of the victory, and
damage remove the condition immediately. that’s what the Unseen Step Style focus.
••• Penetrating Punch: Imbuing energy to the • Surprise: The first tricks of the unseen step is
fists, it can guide the flow of damage directly to the to explore the target unawareness. If the character
target, even behind armors. The character may ig- is attacking a surprised target (see Ambush rules on
nore up to its Destructive facet points of soft armor Trinity Continuum Core Rulebook, page 105), the

10 CHAPTER ONE: MARTIAL ARTISTS


character the grants Brutal or Piercing tag to the It's common to think martial artists using noth-
attack, if the attack already have both, the character ing more than their fists and legs to fight, but all
gains 1 enhancement to the attack. forms of combat are essentially martial arts, par-
•• Vanish: The students of the Unseen Step can ticularly if the one practicing it is a master in the
disappear in any condition even when being seen, subject.
requiring nothing more than a split second of dis- • If I say, Its a Weapon: The weapon masters
traction. The cost of Roll Away and Dive for Cover can turn anything into an weapon, and any weapon
defensive rolls is reduced by 1 (to a minimum of in his hand has a minimal number of tags equal to
0), and spending 2 more successes the character this Edge dots, even improvised weapons. The new
can create a distraction and hide anywhere within tags are defined once the character pick the weapon
2 range bands. first time.
••• Whirlwind Attack: The character moves fast •• The Best of Each Weapon: The weapon mas-
and attacks all adversaries in the way. The char- ters learn how to take the best of each weapon. The
acter moves and attacks at same time, hitting tar- Character ignores 1 point from the target defense,
gets and reaching for the next. Whenever making to a minimum of Defense 1, whenever using a
a mixed action to attack multiple targets or move weapon in combat.
and attack, the character gains 1 enhancement per ••• Vile Use: Weapons in the character hands
target up to the dots in this edge. are capable of true destruction. Whenever using a
weapon, the cost of the Critical Stunt is reduced
WEAPON MASTER (• TO •••) by 1.
Prerequisite: Cunning •• and Technology ••.

ENLIGHTENED EDGES
Enlightened Edges are Enhanced Edges that ex- special stunts to be used in combat, movement or
pand the Style Edges adding an entire a new step, sporadically other situations, only available when
out of the range of mundane people, deeds that can using that stance, but they also are key to the use
be described as superhuman. of Techniques.
They are based in the control of Flux in their The character can assume stance, or change
own bodies, called Ki, chi, chakra, cosmo, mana, stances, only while having focus, being able to do
among so many different names in different cul- so at any moment during that time, but can only
tures. Guiding this energy around the body cre- do so once per round, remaining in the new stance
ates different effects, and some can even guide the until getting focus again. The character can also at
energy in other people bodies, by using pressure any moment stop using any stance, not being able
points or special mindsets. to use the stance advantages anymore until assume
it again.
STANCES The imbued Inspiration is not available to the
The center piece of every Enlightened Style is an character while the stance is active, but the charac-
Stance. Stances are a mix of mind set, movements ter may spend that point to use a related technique
and positions the character use to achieve particu- that consumes Inspiration, doing so leaving the
lar effects, specially Techniques. stance (and ending the technique if it’s extended).
To assume a Stance, the character must imbue a It’s a last resource tool, as the character may pos-
point of Inspiration to that stance, recovering the sibly end up without stances or techniques to use
Inspiration point when leaving the stance. For that, later.
most martial artists master a single, or maybe 2 Each stance also have a Skill related to it, that
different stances, to take advantage of it whenever is used when the character need to make rolls us-
possible, but there is no limit of Stances a character ing Techniques, like attack rolls or when using the
can assume at same time, as long there is enough Technique as a mixed action. The skill has impact
Inspiration to be imbued. ins the prerequisites of all the techniques related to
Stances grants a few related advantages, usually the stance.

ENLIGHTENED EDGES 11
All the stances have a small list of suggestion on Larceny skill and focus on moving without being
how the Techniques related to it should work, but seen, using hypnosis, distractions, fast attacks and
it's far from a restriction, the only true restriction tricks to take the target out as fast as possible.
is that Enlightened Stances can't have techniques
with any esoteric tags. BESTIAL PARTNER
Prerequisites: Beast Companion •••
ABSENT STEP
Expanding the Beast Companion Style, the con-
Prerequisites: Unseen Step ••• nection to the companion allow a deep sincornicity
Expanding the Unseen Step Style, its now possi- of them, almost as a single being.
ble to be almost invisible and take surprise even in System: The character gains access to the
the middle of combat. Bestial Defender Stance.
System: The character gains access to the The Bestial Defender stance, reinforce the natu-
Absent Stance. ral connection between the character and the com-
While in Absent Stance, the character is hard to panion, giving the character the following options.
read, making it easier to surprise targets. Bestial Counterattack (defensive stunt, 1+ suc-
Blur (movement stunt, 1 success): The character cesses): The character receives the attack but do-
moves without being seen, and when seen she is ing so opens the attacker defense to the compan-
not recognizable. The difficulty to locate, identify, ion to attack. Every success invested in this stunt
track or shadow the character increase by 3 for the adds 1 enhancement to the next companion attack
next try. against the original attacker.
Surprise Strike (attack stunt, 2 successes): The Defend Master (defensive stunt, 2 successes):
character switch weapons, techniques or tactics in The companion jumps in defense of the character,
the middle of the action, surprising the adversary, disturbing the attacker. This stunt must be bought
that is unable to react properly, receiving a com- by the character when she is attacked.
plication 2 in the defensive roll. If not bought, the Special: Techniques using the Beast Defender
target can’t attack the character in the following stance use Survival skill and focus on the com-
round. mand of the companion and similar creatures.
Special: Techniques using the Absent stance use

12 CHAPTER NAME
DAUNTLESS HEART INTELLECTUAL VIOLENCE
Prerequisites: Forceful Martial Arts ••• Prerequisites: Sweet Science •••
Expanding the Forceful Martial Arts Style, the Expanding the Sweet Science Style (presented
character is capable of putting walls down with in Trinity Continuum: Adventure!, page 154), it
their favorite weapon, even their own fists. is possible to use intelligence in a fist fight.
System: The character gains access to the System: The character gains access to the
Dauntless Stance. Scientific Stance.
While in Dauntless Stance, the character flow The Scientific stance focus the character mind
ki into her attacks increasing the already powerful into analyzing the situation and take the best from
attacks. the environment and conditions.
Fast Sequence (attack stunt, 1 success): The Find the Spot (defensive stunt, 1 success): The
character applies a sequence of hits all over the character can notice the weakness of the adversary
target body, reducing the chances of dodging. The defense while being attacked, causing a complica-
attack reduce the target defense by 2 to a minimum tion 1 to the attack, that if not bought grants 2 en-
of 1. hancement to your next attack against the attacker.
Potent Strike (attack stunt, 1 success): The at- Read the Environment (attack stunt, 1 success):
tack is extremely powerful, but takes the character When attacking, the character try to take advantage
out of balance. The unarmed attack is considered of the environment, like slightly unbalanced terrain
1 power scale above the normal, but causes a 2 or the wind blowing dust, granting 1 enhancement
points complication, that is not bought off makes on the next defensive roll or 2 enhancement in the
the character unable to roll defense next round. next attack.
Special: Techniques using the Dauntless stance Special: Techniques using the Scientific stance
use Close Combat skill and focus on direct and use Science skill and focus on strong punches and
powerful attacks and improving the character dodges.
physical capacities.
LIGHT AND FAST
GRAPPLING GRIP Prerequisites: Free Running Style •••
Prerequisites: Grappling Smash ••• Expanding the Free Running Style, the charac-
Expanding the Grappling Smash Style, the char- ter become more than a capable runner, capable of
acter becomes much more powerful on close range. balancing in any surface and jump .
System: The character gains access to the System: The character gains access to the Light
Grappler Stance. Feet Stance.
The Grappler stance focus the character actions While in Light Feet Stance, the character feels
during grapple and throwing the adversary. much lighter than their mass would say, capable
Might Throw (attack stunt, 1 success): While in of move around with easy, passing with challenges
control of the grapple, the character can throw the that may take a great effort of regular people.
grappled target. The target falls 1 range band away Leap Over (moving stunt, 1 success): The char-
and may get injured by the place he lands. For each acter gains scale in all actions related to mobility,
Might scale the character have over the target size jumping higher and longer, running or climbing
scale, this stunt can be bought an additional time, faster and easier. This stunt can be bought once per
increasing the distance the target lands by 1 rang dot in Intuitive facet.
band. Stepping True (moving stunt, 1+ successes): The
Headbutt (weapon, Blunt, Grapple, Melee, Non- character may use her ki to balance virtually any
Penetrating, Stun): The character is trained to be surface, even vertical, up side down and liquid sur-
able to attack even while immobilized in a grapple. faces. Unstable surfaces costs 1 success, vertical
This weapon can be used even if the character is and upside down 3 successes and extremely fragile
grappled and it takes advantage of Smashing Hug. or liquids 5 successes. The character must test her
Special: Techniques using the Grappler stance balance every round, spending the required suc-
use Close Combat skill and focus on grappling and cesses or will fall immediately.
throwing people Special: Techniques using the Light Feet stance

ENLIGHTENED EDGES 13
use Athletics skill and focus on improving the char- Expanding the Precise Fist Style, it is possible to
acter mobility and speed with jumps and climbing, interact with the target ki even defensively.
while attack the targets with or without weapons. System: The character gains access to the
Puncture Stance.
PENETRATING AIM The Puncture stance focus the character mind
Prerequisites: Sniper ••• into the flow of ki in the target body, allowing fast-
Expanding the Sniper Style, the character can do er and more precise attacks.
wizardry with a gun. Deep Damage (attack stunt, 1 success): The
System: The character gains access to the damage done with the gentle fist goes deep, as if
Penetrating Stance. the attack had the Deadly tag.
While in Penetrating Stance, the character aligns Puncturing Block (attack stunt, 2 successes):
her mind through her weapon, with unbelievable The character block the attack puncturing the at-
effects. tacker arm or leg, causing a complication 2 in the
Bending Aim (attack stunt, 1+ successes): The attack that if not bought off will make the target
character can ignore cover when shooting with a unable to roll defense next round.
weapon, the cost varies according to the cover the Special: Techniques using the Puncturing stance
target have, 1 for expendable, 2 for light and 3 for use Medicine skill and focus on causing damage
heavy. and conditions to the target, or removing them.
Hit the Bullet (defensive stunt, 1 successes): The
character can block ranged attacks by shooting the SAPPER
bullet middle air, increasing the Soft Armor by 2, Prerequisites: Sniper •••
as long the character has an gun at hand. Expanding the Demolition Training Style, the
Special: Techniques using the Dauntless stance character mastered the use of explosives.
use Aim skill and focus on using a gun to cause System: The character gains access to the
damage or conditions at distance. Sapping Stance.
While in Sapping Stance, the character can use
PUNCTURING FIST shape explosions and destroy things with minimal
Prerequisites: Gentle Fist ••• collateral.

14 CHAPTER ONE: MARTIAL ARTISTS


Shaped Explosion (explosive use stunt, 2 suc- abandoning the attack. The adversary will stop
cesses): The character choose to not cause damage fighting until be attacked or feel threatened by you
or only cause damage to a certain direction when and your companions, including violence against
using explosives. other members of the target group.
Smoke Cover (defensive stunt, 1 successes): Stop! (defensive stunt, 1 success): The charac-
The character can cause small explosions to cover ter can as a last resource command the attacker to
the surroundings with smoke, increasing by 2 the stop, and her powerful voice forces the target to
defense of everyone withing short range against hesitate, increasing your defense by 2 against that
ranged attacks. attacker.
Special: Techniques using the Sapping stance Special: Techniques using the Talkative stance
use Technology skill and focus on using a gun to use Command skill and focus on commanding
cause damage or conditions at distance. people, be it improving the allied moral or by con-
vincing the adversary.
SERPENTINE PRECISION
Prerequisites: Precise Martial Arts ••• UNTOUCHABLE
Expanding the Precise Martial Arts Style, both Prerequisites: Dodging Fighter •••
the attack and defense of the character are im- Expanding the Dodging Fighter Style, the
proved to explore the weaknesses of the adversary. character becomes almost impossible to touch in
System: The character gains access to the combat.
Serpent Stance. System: The character gains access to the
The Serpent stance, keep the character aware of Deflecting Stance.
every move the adversary execute, allowing to re- The deflecting stance focus the character actions
act at extreme speed. in redirecting the adversaries attacks.
Tricky Defense (defensive stunt, 1+ successes): Deflect (defensive stunt, 1+ successes): The
For every success invested in the stunt, the charac-character deflect the attack to another adversary,
increasing his own Soft armor by 1 and the number
ter creates a complication to the attacker, that if not
bought will add as a enhancement if the character of successes used is the number of successes used
attacks back in her next action. in the attack against the second adversary. Only ef-
Open Guard (attack stunt, 1 successes): The fective against close combat attackers and second
character attacks the target with the intention of aadversaries. If combined with Catch, the character
second hit, granting 2 enhancements in the next at- uses the attacker weapon enhancement and tags to
tack against the target in the next round. apply the damage.
Special: Techniques using the Serpent stance Catch (defensive stunt, 2 successes): The char-
use Aim skill and focus on precise movements, acter catch the weapon or projectile before hitting,
reaction and hits, with or without weapons, com- increasing the soft armor by 2 and if the attack hit
the character end up with the weapon at hand. If
bined with distractions and tricks to open the target
defense. it’s a projectile, for example a bullet, a rock or ar-
row, the character can use it next round. If it is a
TALKATIVE melee weapon, the character can use the Disarm
Prerequisites: Fast Talk ••• stunt in his action to take the weapon from the at-
tacker in his turn.
Expanding the Fast Talk Style (presented in
Trinity Continuum: Adventure!, page 154), it is Special: Techniques using the Deflecting stance
possible to talk your way in a fight. use Athletics skill and focus on dodging, redirect-
ing attacks, unbalancing the adversary and improv-
System: The character gains access to the
ing the character mobility in a crowded place.
Talkative Stance.
The Talkative stance focus the character talk to WEAPON SUPERIORITY
avoid combat or to change the situation on their
favor even in the most precarious situations. Prerequisites: Weapon Master •••
Calm Down (taunt stunt, 3 successes): The char- Expanding the Weapon Master Style, the weap-
acter talks to the adversary taunts the target into on is now more than an extension of the body, the

ENLIGHTENED EDGES 15
body is an extension of it. the target with the same results.
System: The character gains access to the Living Deflection (defensive stunt, 1 successes): The
Weapon Stance. character block the attack with the weapon, in-
While in Living Weapon Stance, the character creasing the Soft Armor by 2. Any attack can be
has a deep connection with the weapons she is Deflected, close combat or at distance, but the
handling. character must use the favorite weapon to do so.
Charge (attack stunt, 1 success): The character Special: Techniques using the Living Weapon
uses a weapon to attack while moving, allowing stance use Close Combat (melee), Aim (ranged) or
the character to move one extra range band toward Athletics (thrown) skills, according to the weapon
the target and reducing the cost of critical stunt by being used and focus on attacks and defense using
1, to a minimum of 1 success. When using a ranged weapons.
or thrown weapon, its possible to move away form

ESOTERIC EDGES
Esoteric Edges are special selection Enhanced close range.
Edges that give the character access to new stances, Special: Techniques using the Bloody stance use
that allow the characters to expand their inner Flux Command skill and focus on controlling the target
outside, to infuse certain materials or creatures and bodies, living or dead, as long there is blood in it.
take control over them, even if just a little.
Esoteric Edges can’t be learned by most Talents, GOLDEN LOTUS
requiring at least Inspiration 6 in addition to mas- Prerequisites: Inspiration 6+, Puncturing Fist.
tery of at least one Enlightened Style, if not another After learning how to damage the body by punc-
Esoteric Edges, limiting the access of these styles turing the right places, the Healing Waves prac-
to a handful of Powerful and specialized Talents. titioners learn how to heal people by guiding ki
through the correct punctures. Even restarting the
BLOOD FLOW CONTROL
life of the dead.
Prerequisites: Inspiration 6+, Way of Water or System: The character gains access to the
Ki Flow Control. Golden Lotus Stance.
While the Way of Water teaches how to control While in Healing Stance, the character can
the flow of water in the environment, Blood Flow guide her ki into others, healing their injuries and
Control master the flow of blood in the living body, conditions.
trying to control the target body as an extension of Ki Surgery (Fist Aid stunt, 1 success): The char-
the character or flowing blood in and out of bodies acter can flow ki into the target using their bare
as desired. fingers, and sense the general condition of the
System: The character gains access to the target’s body with no more than a second of con-
Bloody Stance. centration, it’s not strong enough to heal injuries
While in Bloody Stance, the character try to con- instantly, but enough to help treat injuries without
trol the flow of blood in her adversary body, mak- any equipment, canceling any complication due to
ing it harder for the target to fight. improvised or lack of tools.
Exposing Weakness (attack stunt, 1 success): Refreshing (First Aid stunt, 2 successes): The
The attack is not particularly powerful or aimed, character can remove one additional bruised con-
but the target feels a strong pain just before being dition when performing First Aid. If using the
hit. The target defense is reduced by 2 to a mini- Endurance rules from House Rules - The Basics,
mum of 1. the character can instead recover all Endurance per
Painful defense (defensive stunt, 2 successes): success invested in this stunt.
The attacker suffer a subtle pain during the attack, Special: Techniques using the Healing stance
receiving a complication 2 in the attack, that, if not use Medicine skill and focus on healing, remov-
bought off, will cause a injury in the attacker. This ing conditions and empowering the body in many
stunt can only be used against attackers at short or ways.

16 CHAPTER ONE: MARTIAL ARTISTS


KI FLOW CONTROL use Integrity skill and focus on using ki to move
around, sense things cause damage in close or
Prerequisites: Inspiration 6+, One Enlightened ranged combat, cause damage to many adversaries
Edge. at same time, improve the body capacities.
While all Enlightened Martial Arts deal with Ki,
the vital force of the body, it’s usually the flow of MINDS EYE
it inside the practitioner’s or the target’s body, but
Prerequisites: Inspiration 6+, One Enlightened
this style allows the character to go beyond, exter-
Edge.
nalizing it to form a barely visible energy used for
many different effects. Martial arts is about only hitting people with
fists and weapons, it’s about control by violence
System: The character gains access to the Ki
and force, that usually involves physical damage,
Focus Stance.
but the Minds Eye style proves its also about men-
While in Ki Focus Stance, the character is at- tal violence, be it mind controlling or making the
tuned to the flow of ki, giving the character the fol- target see what they want.
lowing options.
System: The character gains access to the
Ki Efficiency (technique use stunt, 2 successes): Death’s Visage Stance.
The character is extremely efficient in the use of
While in Death’s Visage Stance, the character
Ki, reducing the cost of Inspiration to activate a
presence brings terror to the adversaries, granting
Technique by 1.
the following options.
Ki Shield (defensive stunt, 1 success): The char-
Breaking the Will (attack stunt, 1 success): The
acter establish a defensive position reinforcing the
character looks into the target eye, breaking their
exposed parts with ki, increasing the character Soft
will and opening their defense. The target defense
Armor by 2 against all forms of attack, including
is reduced by 2 to a minimum of 1.
energy attacks.
Terror in the Eyes (defensive stunt, 1 success):
Special: Techniques using the Ki Focus stance
The attacker feels the character eyes piercing his

ESOTERIC EDGES 17
soul, and hesitates for a split second. The attacker
with dodge and other sources of defense.
suffer a complication 2 in the attack, if not bought Shadow Strike (attack stunt, 1 success): The
off the attacker become stunned for the next turn. character explore minor illusions and fast move-
Special: Techniques using the Death’s Visage ments, taking the target unaware of the true attack.
stance use Command skill and focus on hypnosis The character reduce the target defense by 2 to a
and domination. minimum of 1.
Special: Techniques using the Shade stance use
SHADOW EMBRACE Larceny skill and focus on solid illusions, sum-
Prerequisites: Inspiration 6+, Absent Step. moning creatures from thin air, invisibility and
Crossing the space between the illusion and the teleportation.
unseen, the shadow is the closest thing to death,
while not essentially deadly. The shadow cov- WAY OF AIR
ers the secret and the unwanted from the sights Prerequisites: Inspiration 6+, Light and Fast or
of those that are unaware of its existence, and an Ki Flow Control.
entire world is covered by shadow, with its own The way of air teaches the students how to in-
values and methods. fuse the air surrounding them with their own ki,
System: The character gains access to the Shade expanding and controlling it using a very acrobatic
Stance. style of martial arts.
The shade stance combines illusions and decep- System: The character gains access to the Wind
tion in combat, trying to avoid the target defense Dance Stance.
and improving the chances of avoiding attacks. While in Wind Dance Stance, the character at-
Shadow Evasion (defensive stunt, 1 success): tunes the air around, blowing as the character
The character explores minor illusions and fast desires.
movements, increasing the chances of not being Blow Away (unarmed attack stunt, 1 success):
hit. The character defense increases by 2, staking The attack blow the target 2 range bands away

18 CHAPTER ONE: MARTIAL ARTISTS


from the character. Heavy or big targets may re- it, and infuse fire into their ki to generate heat and
quire more successes to be blown away, or blow flame from their fists, feet and breath.
only a single range band away. This can only be System: The character gains access to the
used against targets at close range. Flamed Stance.
Soar (moving stunt, 1+ successes): The charac- While in Flamed Stance, the character can ab-
ter soar in the air, with the wind pushing her. For sorb and dissipate electric charges through her
every success invested in the stunt, the character body, creating small shocks and possibly charging
can cross one additional range band during the batteries.
movement, up to a total of range bands equal to Fire Resistant (defensive stunt, 1 success):
their Intuitive Facet. The character protect their body from the dam-
Special: Techniques using the Wind Dance age caused by fire, directly or indirectly, granting
stance use Athletics skill and focus on controlling soft armor 2 against direct attacks using fire or
air to move self and others around and causing reducing the DR of indirect heat damage by 2 for
slash damage. 1 round.
Ignite (close combat attack stunt, 1+ successes):
WAY OF EARTH Set the target on fire. Number of successes equal
Prerequisites: Inspiration 6+, Grappling Grip or to 1 for extremely flammable materials (gasoline,
Ki Flow Control. propane gas) to 5 for things that burn but require
With a strong and robust martial art, the way of high temperature (wood, clothes).
earth teaches the students how to use their ki to Special: Techniques using the Flamed stance use
control the shape and durability of the very earth Aim skill and focus on controlling fire to illumi-
under their feet, as well as throwing it at high nate, flare and burn, but also to put out, move and
speeds toward their targets. shape fire.
System: The character gains access to the Solid
Rock Stance. WAY OF LIGHTNING
While in Solid Rock Stance, the character at- Prerequisites: Inspiration 6+, Dauntless Heart
tunes the earth under their feet, moving it as an or Way of Fire or Ki Flow Control.
extension of their body. The character needs to be The way of lightning teach the students to con-
standing on a solid ground not made of metal to centrate and discharge static charges with their ki,
use this stance. using flexible energetic movements. The ki itself
Lift Wall (defensive stunt, 2 successes): The becomes electric, reacting with the flow of electric-
character step the ground, creating a light barrier ity and magnetic fields.
made of rocks that blocks physical attacks directed System: The character gains access to the
to the character from a single direction. Electric Stance.
Throw Rock (weapon, Blunt, Pushing, Thrown, While in Electric Stance, the character can ab-
Weighted): The character, with a quick movement sorb and dissipate electric charges through her
lift a rock of reasonable size from the ground and body, creating small shocks and possibly charging
throw it at the target. This weapon counts as un- batteries.
armed attack. Electric Charge (craft stunt, 1 successes): The
Special: Techniques using the Solid Rock stance character can flow small amounts of electricity us-
use Close Combat skill and focus on controlling ing their bare fingers, and sense the current with no
earth to hold target in place, raise barriers of stone,more than a second of concentration, it’s not strong
cause damage with attacks coming from the ground enough to sense people or shock them, but enough
or by throwing rocks. to help fixing electronic equipment, canceling any
complication due to improvised or lack of tools.
WAY OF FIRE Stun (close combat attack stunt, 1+ successes):
Prerequisites: Inspiration 6+, Serpentive The attack cause the target to get stunned, suffering
Precision or Ki Flow Control. a +2 increase in the difficulty of all physical action
Using energetic and strong movements, students for a number of rounds equal to the number of suc-
of the way of fire can infuse ki into fire controlling cesses spent in the stunt.

ESOTERIC EDGES 19
Special: Techniques using the Electric stance Whenever the character use the Disarm stunt
use Close Combat skill and focus on controlling against a metal weapon at close range, the charac-
electricity to power electric devices, stun and ter may use this stunt, catching the weapon before
shock people. it hit the ground.
Special: Techniques using the Metallic stance
WAY OF METAL use Close Combat skill and focus on controlling
Prerequisites: Inspiration 6+, Weapon metal in form of weapons and tools, allowing the
Superiority or Way of Earth or Ki Flow Control. character to fight using remote controlled weapons.
The way of metal uses strong and powerful
moves combined with an energetic frequency to WAY OF WATER
control all formats of metal, from armor to weap- Prerequisites: Inspiration 6+, Untouchable or
ons and tools. While most techniques don’t shape Ki Flow Control.
metal, they control with finesse its position and The fluidity of the way of water is only compa-
velocity. rable to the fluidity of water, with long and flowing
System: The character gains access to the movements, it teaches the students to infuse water
Metallic Stance. with ki, controlling its flow to directly attack or to
While in Metallic Stance, the character can con- move things around.
trol metals remotely, even if in small quantities, System: The character gains access to the Fluid
allowing the character to end up with more than a Stance.
few tools at hand any time. While in Fluid Stance, the character can control
Bend Metal (craft/movement stunt, 1 success): water as an extension of her body, creating a flow
The character can bend metal as it was wet clay, of water that respond to her movements, defensive-
taking the shape the character force with hand. It ly or offensively. The character must have a source
may take a few seconds, or even minutes to prop- of water to be able to use this stance.
erly shape larger objects, but opening the bars of a Water Whip (weapon, Blunt, Non-Penetrating,
cell take no more than a second. Reach, Shield): The character forms a bounce of
Grab Weapon (attack stunt, 0 success): water that can be used to attack and defense in close

20 CHAPTER ONE: MARTIAL ARTISTS


combat. This weapon counts as unarmed attack. commanding its grow, including dead wood.
Propel (movement stunt, 1 success): The charac- Entangling Vines (attack stunt, 1+ success): The
ter increase the swimming speed to scale 1, mov- plants start to grow, holding and blocking the target
ing on water as fast as on land, jump out of water, movement. Each success increase by 1 the difficul-
and can move on water as easily as if on air, by ty to move or be forced to move. This stunt can be
using the water to push herself around. used on the character or friendly targets to prevent
Special: Techniques using the Fluid stance use them from being moved. The character needs to be
Athletics skill and focus on controlling water in within Medium range of a significant portion of
its many states, to move, shape, freeze, evaporate, plants, be it a big tree, lots of water plants or a good
condensate or unfreeze water, as well as using it to area covered with grass, to be able to use this stunt.
heal people in limited way. Shape Wood (crafting stunt, 1 success): The
character can shape any wood into a useful tool,
WAY OF WOOD canceling any complication due to improvised or
Prerequisites: Inspiration 6+, Way of Water or lack of tools. The tool don’t last much, but any stick
Ki Flow Control. can be turned into one, that last for the duration of
The way of wood teaches how to infuse ki into the roll. The tools created are mechanical, and it’s
wood, giving it life and the energy needed to grow possible that they won’t be helpful when used on
and move under the student control, turning logs electronics or other non-mechanical devices.
and sticks into living plants, and shaping them into Special: Techniques using the Rooted stance use
what ever is needed. Survival skill and focus on controlling plants and
System: The character gains access to the wood, making it grow, spread, become stronger
Rooted Stance. or weaker and using it to entangle, spike from the
ground, block passages or create and reshape wood
While in Rooted Stance, the character is in
objects.
contact with the plants around, feeling and

INTENTION GIFTS
Talents that achieved Inspiration 6 can learn how both attack and defense rolls when fighting an ad-
to use Flux in a more refined way, gaining access to versary using a stance the character knows, even if
a third type of Gifts other than Aptitude and Luck, the character is not using it at the moment.
Intention Gifts. Intention Gifts give access to a
more refined way to handle Flux, be it using or not ELEMENTAL STANCE
martial arts. Keywords: Constant, Intention
Prerequisites: Way of Air, Way of Earth, Way
BULLET TIME
of Fire and Way of Water
Keywords: Momentary, Intention After mastering the four elemental styles, the
When the risk increase the time freezes and you character can finally use all of them at same time
act at amazing speed. with no restriction.
System: By spending 1 Inspiration the charac- System: The character can keep active the four
ter gains 1 speed scale, increasing her defense and elemental stances (Flamed, Fluid, Solid Rock and
granting 2 enhancements if using a mixed action Wind Dance) at the same time imbuing a single
for 1 round. Inspiration. If the character knows stances oth-
er than the four, they can’t be combined with the
COUNTER STYLE four elements. If the character knows the Stance
Keywords: Constant, Intention Combination gift, it’s possible to combine one ele-
You know your style, the good and the bad side mental with a non-elemental, as usual, but not the
of it, and can explore its weaknesses when fighting four elements at same time with any other.
against it.
FUSION
System: The character gain 1 enhancement on

INTENTION GIFTS 21
Keywords: Intention, Momentary System: The character can create Ki Devices,
Usually two is better than one, but often only following the rules for Super Science creation.
one can do the job. In those cases, it’s always bet-
ter to bring your team mate as part of you, or you LASTING TECHNIQUE
as part of him. Keywords: Constant, Intention
System: Both characters must spend 1 The creations and effects of the character often
Inspiration and perform an action that can’t be part last much longer after the battle is over.
of an mixed action. System: The character can imbue 1 Inspiration
A new character that is the combination of both to turn an Extended technique into a Lasting one.
characters is formed. All Skills, Attributes and A Lasting technique will not end when the char-
Facets are equal to the highest dots of them +1 if acter leave the stance, remaining for as long the
equal, up to 7 dots (picking for each trait individ- character want, or until the character dies or until
ually), the new character have all the edges, gifts the effect is undone by another technique or de-
and techniques of both characters, and the char- struction of the created or summoned item. The
acter is a Tier 3 character. The total Inspiration is character recovers the imbued Inspiration when
defined by the new facets, usually higher than the the effect ends.
original. The new character split back into the two
original ones in the end of the scene. MOMENTUM OF INSPIRATION
Special: Both characters must have this Gift to Keywords: Momentary, Intention
be able to fuse together. Some people lose inspiration because of their
karma, others use it to get inspired, for the charac-
INNATE TECHNIQUE
ter is almost literal.
Keywords: Momentary, Intention System: The character can spend one Inspiration
The character has a natural ability with Ki, that to add 2 Momentum to the pool or can spend 2
works much like a technique, but its not. Momentum to recover 1 Inspiration.
System: The character knows an specific tech-
nique that can be used without any stance, work- ONLY ONCE
ing entirely by itself. The character need to imbue Keywords: Constant, Intention
Inspiration in the Technique to use it, instead of The legend says you can only use a technique
a Stance, and each innate technique need to have against a master once, for the second it wont work.
its own imbued Inspiration to work, but it doesn't Well it may work, but not that well.
count as an technique to any effect targeting tech-
System: Whenever the character is being tar-
niques (for example the Technique Copying Gift).
geted by a technique that was already used against
This gift is in fact a catch all ability to make pos- you, you gain 1 enhancement to resist it, for ex-
sible a character without training to be able to use ample in defensive rolls. If the technique has no
an specific technique. resisting roll, targeting the character increase the
difficulty of any effect of the technique by 1.
INSPIRED TO SHARE
Special: The character may decide not to use
Keywords: Momentary, Intention this Gift if advantageous for the character.
Sharing inspirations is a great way to achieve
dreams and the character can do it with no more SKILL EXCELLENCE
than a touch. Keywords: Constant, Intention
System: The character can spend one Inspiration Prerequisite: Skill at •••••
to add 1 Inspiration to the target Inspiration pool.
Excellence is the complete knowledge in one
KI FORGE MASTER skill, allowing the Talent to execute any action
with the skill in an easier, faster and possibly
Keywords: Constant, Intention grander way. It surges naturally in the most pow-
While most talents can create items beyond the erful Talents as they train and reach the limits of
modern technology, the character can create true human knowledge and Inspiration.
marvels that control the flow of Ki. System: Each Skill has its own Excellence, and

22 CHAPTER ONE: MARTIAL ARTISTS


SCIENCE EXCELLENCE
Science Excellence have an special advantage as Science dots are the limit when invent-
ing Super Science, it makes them capable of creating Wondrous Items.
The Wondrous Item Enhanced Edge (Trinity Continuum Core Rulebook, page 67) de-
scribes one of the options for it, as items that work as plot devices, allowing the characters
to get to places and informations that would not be possible otherwise.
But its possible to create a Ki Device that is as powerful or useful, with up to 10 tags and
complexity scale 4 (already adjusted to Powered), capable of storing large amounts of
techniques of unnatural power.

a Talent can learn as many of them as wanted, as Electric and Dauntless


long the prerequisites are attended. Flamed and Serpent
Once learned, Excellence works as a 6th dot in Fluid and Deflecting
the skill and reduce the target number of any dice Healing and Puncturing
pool using the skill to 7 (from 8). Metallic and Living Weapon
When the Talent reach 5 dots in a facet, the ef- Shade and Absent
fects of Excellence improve even further, granting
Solid Rock and Grappling
Aptitude, Intention and Luck effects to it. The ef-
fects stack, and a Inspiration 10 Talent gains the 3 Wind Dance and Light Feet
effects at same time in all uses of the skill. Ki Focus and any one Enlightened stance
Death’s Visage and any one Enlightened stance
• Aptitude: at Reflective Facet 5 the Talent can
use any known skill tricks of the Excellence TECHNIQUE COPYING
Skill with no Momentum Cost.
Keywords: Constant, Intention
• Intention: at Destructive Facet 5 the Talent Creating a new technique is hard, few have
add 1 Scale to all uses of the Skill. The chosen achieved it, but coping... Coping is as hard as cre-
scale can be speed (reducing the time to finish ating a new one, but not for the character.
the action), intensity (granting +2 enhance- System: The character can reproduce any tech-
ment to the roll) or number of targets (multi- nique he has ever seen, as long it’s possible for the
plying by 5 the number of targets with a single character to use it (skill and facet minimum values
use of the skill). and an active stance), but it requires one additional
• Luck: at Intuitive Facet 5 the Talent doubles all Inspiration to activate it.
successes rolled (don't affect enhancements,
only rolled successes).

STANCE COMBINATION
Keywords: Constant, Intention
Prerequisites: Any Esoteric Stance Edge.
Most enlightened martial artists learn to master
a single stance, something that is already a deed
worth of few. But your character is not most, she
mastered supernatural stances and can now com-
bine them.
System: The character treat the esoteric stance
as an extension of the enlightened stance in which
it’s based, adding the benefit of both and access to
techniques of both but at cost of imbuing a single
Inspiration.

INTENTION GIFTS 23
CHAPTER TWO
TECHNIQUES
There are times when you may be overwhelmed by the teachings of the Way. In
such moments, it’s important to continue with the original spirit of a beginner.
– Morihei Ueshiba
Techniques are a special kind of Gift, that differ- A Technique is a “modified” action, that can’t
ent from other Gifts must be consciously learned. be part of a mixed action, requiring only the roll
A few martial artists are capable of developing to execute the action. For example, an attack tech-
their own techniques, but it usually requires a long nique is an attack action that uses an attack roll and
term effort and a larger amount of experience, and it’s stunts, and a influence technique is an influ-
so the usual way to learn a technique is through ence action with regular influence rolls and stunts.
the teachings of a master that have previously de- The exception are the Extended techniques,
veloped the technique, or learned it form another those techniques activation are actions by them-
master. selves, so when a character summon a creature the
character only summon the creature and it appears
LEARNING A TECHNIQUE as the technique describes.
Techniques are Gifts, and, as any Gift is learned Some tags can reduce or extend the time re-
in exchange of experience, but first there are a few quired to use a technique, for example allowing it
prerequisites to cover. to be part of a mixed action, or add a few require-
Techniques always have a prerequisite in a mini- ments, like some hand gestures, speaking some
mum dots in a Skill, a Facet and Inspiration. specific words and handling of specific items to be
Additionally, techniques are particularly com- activated. Even them, the entire process is still part
plex and require specific mindsets, movements of the action the technique modifies.
and positions to be used, represented by the stanc-
es from Enlightened and Esoteric Styles. Each TECHNIQUE DESCRIPTION
technique is based in a specific stance, and the Techniques are Gifts, and so follow the same
character can’t learn the technique if don’t know description. They use the Technique tag, that
the stance. connect them to an specific stance, as well as the
Momentary keyword, as all techniques require
USING A TECHNIQUE concentration and some action from the character
The fists step of the process is the stance, each to be used. Some techniques are Extended, lasting
technique requires the character to have a specific for as long the character wants and remain with the
stance active to be able to use it, the same stance related stance active.
required to learn it. Once the character has the Different from other Gifts, all techniques have at
stance active, all the techniques can be used, and least 4 different prerequisites, a minimal dot rating
most can be used every turn. in the related Skill, Facet and Inspiration, and an
active Stance.

INSPIRED, POWERED AND TECHNIQUES


Martial Arts is not restricted to Talents, but Techniques are exclusive to Talents and other
Flux users, like Aethernauts and Assassins.
Assassins, particularly, are capable of learning Techniques, that are treated as Masteries
to them, as long they have met the prerequisites, particularly the access to stances.
It doesn’t mean the other templates don’t have similar powers, they just don’t do so with
stances and techniques. Their powers are flexible and cover most, if not all the effects
reached with stances and techniques, meaning they can have their powers and use it like
martial arts or that they just can do the supernatural things and live with it.
It’s even possible to use this system to build new gifts for Mesmerists and Stalwarts, but they
are treated as regular gifts of the proper kinds, not requiring skills or stances, limited only
by Inspiration and Facets, and so they can’t be taught to Talents as techniques.

TECHNIQUES DESCRIPTION 25
ABSENT STANCE TECHNIQUES Prerequisites: Inspiration 3, Survival 3,
Destructive 2
ABSENT ATTACKER Attack (Brutal 1, Deadly 1, Melee 0, Powerful
1, Piercing 1, Quality 2, Command Companion -2)
Keywords: Technique (Absent), Momentary
(Extended) The character spend 1 Inspiration to command
the companion to kill the target. The beast attack
Prerequisites: Inspiration 3, Larceny 4,
lose its tags and gain Brutal, Deadly, Piercing and
Destructive 3
Quality 2, and the damage has Scale 2.
Attack (Use Weapon -1, Feint 3, Fast Action 1)
The character can attack the target as a mixed PROTECTOR
action, and create a 3 enhancement to use to move
Keywords: Technique (Beast Defender),
around as part of the mixed action or in the next
Momentary
defensive roll.
Prerequisites: Inspiration 3, Survival 4,
DEFENSIVE DECOY Intuitive 3
Defense (Substitution 2, Fast Action 3)
Keywords: Technique (Absent), Momentary
The character can use this technique as a
Prerequisites: Inspiration 3, Larceny 3,
Reflexive action, and gain access to the defensive
Intuitive 2
stunt Substitution (1 success), that switch the char-
Defense (After Image 2, Fast Action 1, Evasion acter and the companion positions.
1)
As part of an action, the character activates the DAUNTLESS STANCE TECHNIQUES
technique, and when attacked the character can
jump to the side creating a illusory clone. DRAGON PUNCH
Keywords: Technique (Dauntless), Momentary
HYPNOTIC DISGUISE
Prerequisites: Inspiration 3, Close Combat 3,
Keywords: Technique (Absent), Momentary Destructive 1
(Extended) Attack (Brutal 1, Melee 0, Powerful 1, Reach 1,
Prerequisites: Inspiration 3, Larceny 3, Weighted 1)
Intuitive 2 The character spend 1 Inspiration and launches
Illusion (Disguise 2, Versatile 2) herself on the enemy in a powerful impact.
The character creates an illusion over himself,
convincing anyone that look at her that she is an- HURRICANE KICK
other person, she can copy anyone. Keywords: Technique (Dauntless), Momentary
BEAST DEFENDER STANCE Prerequisites: Inspiration 3, Close Combat 3,
TECHNIQUES Destructive 2
Attack (Area 2, Quality 2)
DESTRUCTION COMMAND With a fast spinning action, the character hits all
the adversaries around her.
Keywords: Technique (Beast Defender),
Momentary (Extended) MAKA WARA
Prerequisites: Inspiration 6, Survival
Excellence, Facet 5, Kill Command Technique. Keywords: Technique (Dauntless), Momentary
Effect (Boost 1, Powerful 5) Prerequisites: Inspiration 3, Close Combat 3,
Intuitive 2
An improvement of the Kill Command, increase
its power scale to 4. Defense (Block 1, Counter 2, Evasion 1)
The character tight her muscles, making them as
KILL COMMAND hard as concrete, injuring attackers that don't pay
the proper attention.
Keywords: Technique (Beast Defender),
Momentary

26 CHAPTER T WO: TECHNIQUES


DEFLECTING STANCE TECHNIQUES Prerequisites: Inspiration 3, Athletics 4,
Intuitive 3
DISPLACEMENT Defense (Forced Substitution 3, Fast Action 1)
Keywords: Technique (Deflecting), Momentary The character changes position with the attack-
(Extended) er, making the attacker hit himself.
Prerequisites: Inspiration 3, Athletics 4, GRAPPLING STANCE TECHNIQUES
Intuitive 3
Defense (Vanishing 1, Fast Action 3) BACK BREAKER
The character can avoid completely the attack Keywords: Technique (Grappling), Momentary
by moving at incredible speed to behind a cover or
Prerequisites: Inspiration 3, Close Combat 3,
even behind the attacker.
Facet 2
ROLLING ATTACK Attack (Use Weapon -2, Aggravated 2, Brutal 1,
Deadly 1, Feint 1)
Keywords: Technique (Deflecting), Momentary
The character use Headbutt weapon granted by
(Extended)
Grappling Stance to break the target back with a
Prerequisites: Inspiration 3, Athletics 4, strong constriction.
Destructive 3
Effect (Use weapon -1, Reach 1, Piercing 1, SAN HE
Quality 3, Weighted 1, Forced Movement -1)
Keywords: Technique (Grappling), Momentary
The character rolls in the ground, surprising the
Prerequisites: Inspiration 3, Close Combat 3,
target with a quick and powerful attack on a tar-
Intuitive 2
get's soft spot, exploring the distance between the
Overwhelm (Complicate 2, Powerful 2)
character and the target.
The character assumes a solid position, making
SUPLEX her much harder to move using the Knockdown/
Trip or Shove stunts and capable of lifting and
Keywords: Technique (Deflecting), Momentary
moving people easier.
(Extended)

27
THROW Destructive 5
Attack (Fast Action 5, Use Weapon -1)
Keywords: Technique (Grappling), Momentary
(Extended) The character can attack with a Aim weapon as
a reflexive action, once per round, not counting as
Prerequisites: Inspiration 3, Close Combat 3,
part of a mixed action.
Destructive 2
Attack (Melee 0, Grapple 1, Quality 2, Weighted REFLECT ATTACK
1)
Keywords: Technique (Living Weapon),
The character, while grappling throw the target
Momentary
away, breaking the grapple, and possible hurting
the target it he falls in a dangerous place. Prerequisites: Inspiration 3, Close Combat 4,
Facet 3
LIGHT FEET STANCE TECHNIQUES Defense (Block 1, Counter 2, Evasion 1, Fast
Action 3, Focus -2, Restricted -1)
BALANCE The character can reflect attacks using her me-
Keywords: Technique (Light Feet), Momentary lee weapon (the focus), blocking and reflecting the
(Extended) attack back to the attacker. It only works against
Prerequisites: Inspiration 3, Athletics 3, weapons that cause ballistic damage.
Intuitive 2
SHADOW BLADES
Mobility (Leap 2, Agility 1, Spring 1)
The character can move around with amazing Keywords: Technique (Living Weapon),
jumps, crossing large distances and obstacles with Momentary
easy, but unable to fight as do so. Prerequisites: Inspiration 3, Athletics 3,
Destructive 2
DEATH FROM ABOVE Effect (Brutal 1, Feint 2, Quality 2, Use Weapon
Keywords: Technique (Light Feet), Momentary -1)
Prerequisites: Inspiration 3, Athletics 4, The character throws a thrown weapon and it
Intuitive 3 seams to be many of them to the target, increasing
the chance of success, critical success and opening
Mobility (Leap 1, Fast Action 3)
the defense of the target.
The character can jump in a instant and without
disturbing her combat capacity, possibly attacking PENETRATING STANCE TECHNIQUES
from mid air or using other fast action techniques.
EXPLOSIVE BULLET
FLYING THRUST KICK
Keywords: Technique (Penetrating),
Keywords: Technique (Light Feet), Momentary Momentary (Extended)
Prerequisites: Inspiration 3, Athletics 4, Prerequisites: Inspiration 3, Aim 4, Destructive
Destructive 3 3
Attack (Brutal 1, Melee 0, Quality 3, Weighted Attack (Powerful 3, Quality 2, Use Weapon -1)
1, Fast action 1, Forced Movement -2) The character focus in the gun for a second and
The character throws herself in the air at the shoot while spend 1 Inspiration, making the shot
target direction at an amazing speed, pushing the as powerful as one of a canon.
target far away.
INSTANT ATTACK
LIVING WEAPON STANCE
TECHNIQUES Keywords: Technique (Penetrating),
Momentary (Extended)
INSTANT SHOT Prerequisites: Inspiration 3, Aim Excellence,
Destructive 5
Keywords: Technique (Living Weapon),
Attack (Fast Action 5, Use Weapon -1)
Momentary
The character can attack with his gun as a
Prerequisites: Inspiration 3, Aim Excellence,

28 CHAPTER T WO: TECHNIQUES


reflexive action once per turn in addition to any Prerequisites: Inspiration 3, Technology
regular actions and at any point of the turn. Excellence, Destructive 5
Attack (Powerful 5, Use Weapon -1)
PERFECT AIM The character can use a planted or thrown explo-
Keywords: Technique (Penetrating), sive to cause damage 3 scales above the expected,
Momentary (Extended) enough to make a grenade put a building down
Prerequisites: Inspiration 3, Aim 5, Destructive (with a lot of collateral damage, for sure).
4
Attack (Brutal 1, Quality 4, Use Weapon -1) NINJA BOMB
The character Focus for a second and shoot, Keywords: Technique (Sapping), Momentary
with a precision that goes beyond the limits of the (Extended)
weapon. Prerequisites: Inspiration 3, Technology 3,
Intuitive 2
PUNCTURING STANCE TECHNIQUES Defense (After Image 2, Fast Action 2)
The character uses small amounts of explosive
DIM MAK
to create a dense smoke cloud and jump away from
Keywords: Technique (Puncturing), Momentary possible attacks.
Prerequisites: Inspiration 6, Medicine 4,
Destructive 3 SMELL THE EXPLOSIVE
Attack (Melee 0, Non-Penetrating 0, Powerful Keywords: Technique (Sapping), Momentary
3, Quality 2) (Extended)
The final technique of the Gentle Fist, known Prerequisites: Inspiration 3, Technology 4,
as the touch of death, capable of killing the tar- Destructive 3
get with a single attack, but requiring spending 1 Detection (Detect 1, Increased Range 2, Fast
Inspiration to do so. Action 1)
As part of a mixed action the character can sense
KI HEALING
the presence of explosives within Medium range,
Keywords: Technique (Puncturing), Momentary enough to cover a house or small building.
(Extended)
Prerequisites: Inspiration 3, Medicine 5, SCIENTIFIC STANCE TECHNIQUES
Reflective 4
Healing (Aid 4) MINIMAL IMPACT
The amazing knowledge over the flow of ki Keywords: Technique (Scientific), Momentary
allow the character to easily treat injuries others (Extended)
would have great difficulty. Prerequisites: Inspiration 3, Science 4, Intuitive
3
READ KI Defense (Block 1, Fast Action 3)
Keywords: Technique (Puncturing), Momentary The character moves to a position to minimize
Prerequisites: Inspiration 3, Medicine 4, the damage of any attack hitting her.
Intuitive 3
Read (Star Reading 1, Feint 3) READ THE SIGNALS
The character can read the target ki flow, finding Keywords: Technique (Scientific), Momentary
the weak spots and old scars. (Extended)
Prerequisites: Inspiration 3, Science 5,
SAPPING STANCE TECHNIQUES Destructive 4
Read (Momentary Prediction 4)
DEMOLITION MAN
The character read the moviments of the target
Keywords: Technique (Sapping), Momentary and trace the next actions the target will take, re-
(Extended) ceiving 4 Momentum to spend acting as if already

TECHNIQUE DESCRIPTION 29
knew the next action of the target. Influence (Aid 3, Fast Action 1)
The character say a single word that has a great
SKEPTICISM impact in the target mind, granting in seconds
Keywords: Technique (Scientific), Momentary what would take at least minutes of talk to obtain
(Extended) any result.
Prerequisites: Inspiration 3, Science 4,
Reflective 3 SUGGESTION
Resist (Stubborn 4) Keywords: Technique (Talkative), Momentary
The character fix her mind increasing her resis- (Extended)
tance to influence by 4. Prerequisites: Inspiration 3, Command 4,
Intuitive 3
SERPENT STANCE TECHNIQUES Illusion (Disguise 1, Versatile 2)
The character whisper to the target a suggestion
DRAGON TAIL about herself, creating a visual illusion to the tar-
Keywords: Technique (Serpent), Momentary get, for example whispering I am in your team, the
(Extended) target sees the character wearing a similar uniform,
Prerequisites: Inspiration 3, Aim 4, Destructive no matter what the character is wearing.
3
Attack (Melee 0, Quality 3, Reach 1, Weighted THE WORD
1, Finishing -1) Keywords: Technique (Talkative), Momentary
The character opened the target defense previ- (Extended)
ously, putting herself in advantage to put the target Prerequisites: Inspiration 6, Command
in the ground with a quick kick in the legs. Excellence, Destructive 5
Influence (Command 5, Aid 2, Vocal -2)
HUNDRED HAND SLAP The character concentrate for a second and
Keywords: Technique (Serpent), Momentary scream a simple command to the target, that has a
Prerequisites: Inspiration 3, Aim 3, Destructive great chance of obey even against their own safety.
2
BLOODY STANCE TECHNIQUES
Attack (Brutal 1, Feint 2, Melee 0, Spread 1)
The character throw slaps all around, hitting BLOODY DAGGER
the target many times in amazing speed, making
it hard to defend against and opening the target de- Keywords: Technique (Bloody), Momentary
fense for future attacks. (Extended)
Prerequisites: Inspiration 6, Command 3,
SPEED OF THE MONGOOSE Reflective 1
Keywords: Technique (Serpent), Momentary Conjuration (Cost 3, Superior 3, Restricted -1)
Prerequisites: Inspiration 3, Aim 3, Intuitive 2 The character forms a dagger (melee, Brutal 1,
Mobility (Running 1, Sprint 2, Agility 1) Grapple 1, 4 Enhancement) from the blood split in
the ground, solidifying into a solid and sharp blade
The character can move at amazing speeds,
in her hand.
crossing large distances within seconds and with
easy. MIRROR MIRROR
TALKATIVE STANCE TECHNIQUES Keywords: Technique (Bloody), Momentary
(Extended)
INTERVENE Prerequisites: Inspiration 6, Command
Keywords: Technique (Talkative), Momentary Excellence, Destructive 5
(Extended) Influence (Command 5, Speechless 2, Restricted
Prerequisites: Inspiration 3, Command 4, -2)
Destructive 3 The character forces the target to mirror all her
actions, movement by movement.

30 CHAPTER T WO: TECHNIQUES


MAGIC AND TALENTS
While there is no “magic” in Trinity Continuum, there are certainly a lot of supernatural
power that could be defined as magic if not for the given scientific approach. But them,
there is this thing with Talents that can’t be properly defined and the relationship they have
with different realities, something largely seen when talking about magic.
Techniques are not magic and Talents are not wizards or sorcerers, but it’s possible to view
this way, and for sure many of the less informed view it this way for many reasons.
Quantum and Psi powers just happen as Novas and Psions want, but techniques require
precise actions to be used, including possibly hand gestures and words, things that are
common in most magic settings.
Techniques (and some exotic Gifts) can summon creatures from beyond reality, many of
them looking like demons and spirits, not just in appearance but also in behavior. They
are not real angels and demons, not in the biblical way at least, they are creatures from
other dimension that have their own intentions in being summoned, some even requiring
contracts and pacts for further help from the creature.

DEATH'S VISAGE STANCE TECHNIQUES POWER UP


Keywords: Technique (Electric), Momentary
DAMAGING GAZE (Extended)
Keywords: Technique (Death's Visage), Prerequisites: Inspiration 6, Aim 5, Intuitive 4
Momentary Control (Inner Control 4, Size 2, Range 1,
Prerequisites: Inspiration 6, Command 4, Restricted -2)
Destructive 3 The character can power and control electronic
Attack (Gaze 2, Damaging 3) devices, but only to do what they are made to do
With a deep gaze, the target suddenly feels a (cant make a computer attack with the mouse or
acute pain in the neck spit blood. what ever). Its limited to 1 range band and size 2
or smaller devices.
MIND INSTRUCTION
FLAMED STANCE TECHNIQUES
Keywords: Technique (Death's Visage),
Momentary (Extended) EXPLOSIVE SCROLL
Prerequisites: Inspiration 6, Command 4,
Destructive 3 Keywords: Technique (Flamed), Momentary
Influence (Aid 3, Speechless 2) Prerequisites: Inspiration 6, Aim 4, Destructive
3
The character looks the target in the eyes and he
knows what must be done, even if trying to resist. Attack (Melee 0, Elemental 1, Brutal 1, Quality
3, Area 2, Delay -2)
ELECTRIC TECHNIQUES The character plant a piece of scroll with the
Fire symbol on it, if not removed, it will explode
EMP when the character activate it with a hand gesture
Keywords: Technique (Electric), Momentary before the end of the scene. It's possible to plant
many explosive scrolls and explode them all at
Prerequisites: Inspiration 6, Aim 5, Destructive
once with a single hand gesture later.
4
Attack (Melee 0, Area 4, Elemental 1, Quality PROPULSION
2, Restricted -2)
The character concentrates a arc of electricity in Keywords: Technique (Flamed), Momentary
her hands and clap, damaging all the electronics (Extended)
at Short range. It has no effect on non electronic Prerequisites: Inspiration 6, Aim 5, Intuitive 4
devices and on living beings. Mobility (Flight 3, Sprint 4, Somatic -2)
The character creates a strong jet of fire coming

TECHNIQUE DESCRIPTION 31
out of her hands and propelling her like a rocket. KI FOCUS STANCE TECHNIQUES
FLUID STANCE TECHNIQUES
KI ENERGY BALL
BOBBLE Keywords: Technique (Ki Focus), Momentary
(Extended)
Keywords: Technique (Fluid), Momentary
(Extended) Prerequisites: Inspiration 6, Integrity 3,
Destructive 1
Prerequisites: Inspiration 6, Athletics 3,
Destructive 2 Attack (Thrown 1, Brutal 1, Quality 2. Elemental
1)
Attack (Thrown 1, Stun 1, Elemental 1, Entangle
2) The character concentrates a ball of pure ki en-
ergy in her hands, throwing it at the adversary, and
The character lift a bobble of water and throws it
ignoring his armor.
in the target, stunning the target and making it hard
for him to move. SENSE KI
ICE SHARDS Keywords: Technique (Ki Focus), Momentary
(Extended)
Keywords: Technique (Fluid), Momentary
Prerequisites: Inspiration 6, Integrity 3,
Prerequisites: Inspiration 6, Athletics 4,
Intuitive 2
Reflective 3
Detection (Detect 1, Identify 2, Measure 2)
Conjuration (Cost 3, Versatile 3, Restricted -1)
The character can notice sources Ki and pin-
The character can build weapons and tools of
point it's direction and power level, possibly even
ice, requiring no more than water. The objects are
identifying known people by their ki.
restricted to things that can be made of ice, but oth-
er than that, as long at character possession they METALLIC STANCE TECHNIQUES
don't melt.
SHIELD WALL
HEALING STANCE TECHNIQUES
Keywords: Technique (Metallic), Momentary
HEALING TOUCH (Extended)
Keywords: Technique (Healing), Momentary Prerequisites: Inspiration 6, Close Combat 5,
Reflective 4
Prerequisites: Inspiration 6, Medicine 5,
Reflective 4 Barrier (Cover 4, Indirect Attack 3, Restricted
-2)
Effect (Healing 4. Aid 1)
The character raises a wall of metal pieces,
With a few hand gestures, the character touches
with large spikes of metal every where, granting
the injury, closing it and leaving nothing more than
full cover to those behind. Only works if there is
a thin scar behind.
enough metal available.
RAISE THE DEAD
THOUSAND BLADES
Keywords: Technique (Healing), Momentary
Keywords: Technique (Metallic), Momentary
Prerequisites: Inspiration 6, Medicine 4,
Prerequisites: Inspiration 6, Close Combat 4,
Reflective 3
Destructive 3
Summon (Combat Capacity 3, Inspired 3,
Attack (Thrown 1, Range 3, Brutal 1, Spread 1,
Unruly -2)
Restricted -1)
The character can bring back the target to life,
The character throws against the target a huge
but it wont be the person, only its body under par-
number of metal shards and pieces at high speed,
tial control of the character. It requires the body to
with certain precision at short distance, but losing
be animated.
precision as it gets further.

32 CHAPTER T WO: TECHNIQUES


ROOTED STANCE TECHNIQUES SOLID ROCK STANCE TECHNIQUES

INNER TREE EARTH FORTITUDE


Keywords: Technique (Rooted), Momentary Keywords: Technique (Solid Rock), Momentary
(Extended) (Extended)
Prerequisites: Inspiration 6, Survival 5, Prerequisites: Inspiration 6, Close Combat 4,
Reflective 4 Reflective 3
Transform (Inanimate Form 4, Range 1) Resist (Mind Over Body 2, Stubborn 3)
The character wakes the inner tree inside the tar- Absorbing the essence of earth and rock to her
get, turning him into a tree. own self, the character become extremely capable
of resisting pain and external influences for the rest
WOOD SPIKES of the scene.
Keywords: Technique (Rooted), Momentary
(Extended) STONE ARMOR
Prerequisites: Inspiration 6, Survival 3, Keywords: Technique (Solid Rock), Momentary
Reflective 2 (Extended)
Barrier (Cover 2, Indirect Attack 2, Entangle 2, Prerequisites: Inspiration 6, Close Combat 3,
Restricted -1) Reflective 1
The character raises a barrier of wood spikes Armor (Complete 3, Soft Armor 3, Obvious -1)
from the ground, blocking passage and entangling The character moves earth and rocks to cover
the ones that try to cross it, as long the ground is her entire body with a stone armor.
soft enough to plants to grow from it.
WIND DANCE STANCE TECHNIQUES
SHADE STANCE TECHNIQUES
AIR LIFT
SHADOW CLONE Keywords: Technique (Wind Dance),
Keywords: Technique (Shade), Momentary Momentary
(Extended) Prerequisites: Inspiration 6, Athletics 4,
Prerequisites: Inspiration 6, Larceny 4, Intuitive 3
Reflective 3 Mobility (Flight 3, Sprint 2)
Summon (Clone 2, Combat Capacity 3, Inspired The character can fly, but it consumes all the at-
3, Unruly -2, Somatic -1) tention for the moment.
With quick hand gestures, the character split in
to perfect copies of himself, impossible to differ- SKY DANCE
entiate one from the other. Keywords: Technique (Wind Dance),
Momentary (Extended)
SHADOW STEP
Prerequisites: Inspiration 6, Athletics 4,
Keywords: Technique (Shade), Momentary Intuitive 3, Air Lift
Prerequisites: Inspiration 6, Larceny 5, Mobility (Boost 1, Fast Action 1, Agility 3)
Intuitive 4 The improved version of Air Lift, the character
Mobility (Teleportation 4, Fast Action 1, Sprint can use it as part of mixed action and gains 3 en-
1, Somatic -1) hancement used exclusively to maneuver in the air.
The character do some fast hand gestures and
disappear into her own shadow, appearing some-
where else within short range, possibly even fur-
ther. Its possible to use this technique as part of a
mixed action, attacking before or after the move-
ment if want.

EFFECTS AND TAGS 33


TECHNIQUE BUILDING
While characters don’t create techniques very stance, be it enlightened or esoteric. The character
often, it’s interesting the players build the tech- can only learn techniques based on stances she has
niques used by their characters, to present the access to, and can only use those techniques if us-
unique combat style in which their characters are ing the stance at the moment. Effects and tags have
trained. no requirement of specific stances, with different
To build a technique, the player use one of the flavors for the same effects when using different
Effects and add Tags to it, changing its results. stances, for example Shade stance would allow
The effects are listed ahead, and each of them teleport using shadow and smoke, while Flamed
are related to a Facet. From that point tags are would set the character on fire, burning fast and
added, defining the minimum values of the Facet, the character surging from the destination intact.
Skill and Inspiration the character must have to be
able to learn and use the technique. For example, EFFECTS AND TAGS
the Armor effect use Reflective Facet and the Skill The effects are organized alphabetically with
defined by the Stance used. the related tags under it, and tags are organized en-
The minimum value of a Facet is equal to the lightened tags first and esoteric tags later. Esoteric
highest tag value used, so, to grant Quality 3 (3 tags have the Esoteric keyword with the cost.
tag), the technique must have prerequisite in
Reflexive 3. ATTACK
The minimum value of the skill is 3 dots if the Facet: Destructive
minimum Facet value is 1 or 2, 4 dots to a min- The technique works like a weapon to be used
imum Facet value 3 and 5 dots to a minimum once, using the technique weapon tags instead of
Facet value of 4. To be able to learn a technique the original weapon (or unarmed attack) tags to the
requiring Facet 5, the character must learn first the attack. The following weapon tags can be added to
related skill Excellence. For the Quality 3 (3 tag) the technique, being granted to the created armor.
technique, for example, the character needs at least Aggravated (2): Any injury inflicted with this
4 dots in the related skill. technique is extremely severe and inflicts a per-
Finally, the minimum value of Inspiration is 3 sistent injury on the target.
for a total of 4 tags, 6 for a total of 5 tags or 9 for Persistent Injury: Some technique inflict more
a total of 6 tags. So, to grant Quality 3 (3 tag) and grievous wounds than others. Persistent injuries
Aggravated (2 tag), total of 5 tags, the technique take double the amount of time to heal and require
will have prerequisite in Inspiration 6. For that, double the number of successes to treat with first
most techniques have negative tags, reducing the aid.
total tag cost, and so the minimal Inspiration. Blinding (1): A technique with this tag does not
Additionally all techniques are based in a inflict damage, instead the attacker gains access to

INVENTING TECHNIQUES
Talents are capable of learning several, possibly hundreds of different techniques, but
inventing a technique is a different task, requiring more than just the capacity of manipu-
lating Ki, but also dedication and effort.
While learned as a Gift, Techniques are "procedural super science", as they are methods
of doing amazing things and reach beyond the natural limits without the use of objects.
And so, the process of creating a technique mirror the process of creating a Super Science
item.
The technique is considered super science rank equal to the skill dots prerequisite of the
new technique, 6 if requiring skill Excellence. Different from regular super science it only
requires dots in the Style skill and never require any form of special material, only practic-
ing for long periods.

34 CHAPTER T WO: TECHNIQUES


the Blinding stunt. At the Storyguide’s discretion, unless using the Damaging tag.
a version of the Blinding tag may exist for senses Grapple (1): The technique can be used grap-
other than sight, like Deafening, including special pling with an opponent.
and natural senses. Melee (0): A close combat technique, meant to
Blinding (1+ success): Each success spent im- be used at close range. Use the Close Combat Skill
poses +2 Difficulty on the target’s actions requiring to wield melee weapons.
sight. Targets must shake of the effect to act nor- Non-Penetrating (0): A technique with this tag
mally. Shaking off the effect requires a Medicine + excels at damaging unarmored targets but has dif-
Resolve roll with a difficulty equal to the number ficulty penetrating armor. The weapon gains a +1
of successes rolled on the blinding attack. Enhancement, but also doubles the value of all soft
Brutal (1): This technique can inflict truly mas- armor encountered.
sive trauma on its target. This weapon reduces the Piercing (1): Techniques with this tag are excel-
successes necessary for the Critical Stunt by one. lent at defeating armor by finding gaps or punch-
Damaging (3): A technique with this tag com- ing through. Any piercing weapon reduces the tar-
bines a tag that normally substitutes for an attack’s get’s armor rating by 1.
damage, such as Entangle or Stun, with regular Poison (2): Skin contact with or injury by
damage. So, a Damaging Stun technique, for ex- this technique automatically inflicts an Injury
ample, has both this tag and Stun, and both inflicts Condition on anyone whose skin contacts the
normal damage and the Stunned Condition. weapon.
Deadly (1): Technique with this tag are partic- Powerful (1, 3 or 5): This tag increases the
ularly good at dealing serious injury. Healing an power scale of the attack. The 1-point version
injury caused by this technique is more difficult. increase the scale by 1, the 3-points version by 2
Doing so requires an extra success on the first aid and the 5-points version by 3. However, such tech-
roll. nique are always especially demanding of energy,
Gaze (2): A mental attack technique, meant to requiring spending 1 Inspiration to be used.
be used at Medium range and requiring direct eye Quality (1 to 5): This technique is extremely
contact. Use the Command Skill, can’t use any precise, making it easier to hit almost any target.
weapons, but ignores armor. Can’t cause damage It increase the basic 1 enhancement granted by the

EFFECTS AND TAGS 35


tag's cost. normally. Escaping from entanglement requires an
Reach (1): A technique can reach up to six Athletics + Dexterity roll with a difficulty equal to
feet or more away (like a whip). Reach technique the number of successes invested in the stunts. The
gain +1 Enhancement when using the Complicate target can do nothing else while making this roll.
Stunt. Entangle Stunts include:
Spread (1): This technique emits a spread of Hobble (2 successes): Reduces the target’s
projectiles or energy. Attacking with a spread tech- Defense against all other attacks by 1.
nique reduces the target’s Defense by 2 at close or Slow (1+ success): Each success spent reduces
short range. A technique with this tag may be used the target’s speed by 1.
at longer ranges, but it cannot inflict the penalty Takedown (1 success): The attack renders the
to Defense, and its Enhancement bonus is reduced target prone (Trinity Continuum Core Rulebook).
by 1. Paralyzed (3 successes): The target gains the
Stun (1): A technique with the Stun tag does Paralyzed Status Condition (Trinity Continuum
not inflict damage when purchasing the Inflict Core Rulebook).
Damage Stunt Instead, it inflicts the Stunned Gas (3, Esoteric): This technique produces a
Status Condition with a +2 Complication instead. gas cloud that affects everyone within close range
Weighted (1): This technique is especially good of the target. Gas damage ignores armor unless the
at pushing targets around. Reduces the number armor in question has environmental protection
of successes needed for the Knockdown/Trip and against suffocation. Gas attacks disperse after five
Shove Stunts by 2. rounds unless used in small, enclosed spaces like
Curse (1 to 5, Esoteric): The target of the tech- the room of a house or a spacecraft corridor, and
nique receives no damage when the Inflict Injury even there they disperse within five minutes.
stunt is bought, instead gains a Cursed condition. Thrown (1, Esoteric): This technique throw
The Cursed condition causes a complication to the some form of object or energy at targets using the
target when doing certain actions, and the compli- Athletics Skill. Thrown technique can be used in
cation level must be equal or lower than the tag both close and short range with no penalty.
cost. If the affected actions are to broad, the com- Vampiric (2, Esoteric): A damaging technique
plication level may be reduced accordingly. with this tag fuels the Talent attacker with life
Destructive (2, Esoteric): Techniques with force from the damaged target. For each Injury
this tag can easily pierce armor and cut through Condition inflicted in the target, the character re-
tough materials. These weapons reduce the target’s covers 1 Inspiration.
Armor rating by 2 and can also slowly cut through
most walls, doors, and other objects. ARMOR
Disintegrating (1, Esoteric): If a damaging Keywords: Survival, Reflective, Extended
technique with this tag Takes Out a target, the at-
The technique creates an armor around the char-
tacker can allocate 1 additional success to destroy
acter, lasting to the end of the scene. The created
the target, reducing it to nothing more than fine
armor works as a normal armor, granting no base
dust, ash, vapor, or even a cloud of component
soft armor, except the ones granted by tags. The
atoms.
following Armor tags can be added to the tech-
Dismiss (1, Esoteric): A technique with this tag, nique, being granted to the created armor.
instead of causing damage, dismisses the effects
Absorption (2, Esoteric): Techniques with this
of any technique with a certain tag in the target,
tag absorbs the energy of attackers. When the at-
positive or negative.
tack hit and is blocked by the technique using Hard
Elemental (1, Esoteric): Elemental damage ig- Armor, the characters recovers 1 Inspiration.
nores armor unless the armor in question has the
Complete (3, Esoteric): This technique protects
Elemental (1 or 2) tag.
against all 3 types of damage — Ballistic, Edged,
Entangle (2, Esoteric): A technique with this and Blunt.
tag does no damage, instead allowing the attack-
Composite Armor (2, Esoteric): The
er to allocate successes to entangle stunts (fol-
Composite Armor tag represents technique that is
lowing). Targets must escape entanglement to act
effective against two types of damage. When you

36 CHAPTER T WO: TECHNIQUES


add this tag to a piece of armor, you must also se- This technique raises a physical barrier, made of
lect the type of damage. what ever the technique is designed to, for exam-
Elemental (0, 1, 2, Esoteric): For 0 points, this ple ice, rocks, wind, etc, granting cover and block-
tag protects the wearer from a indirect damage ing movement through it. The technique have a
with the Continuous (minute) or longer of the re- prerequisite in one Way of Element if using that
lated element. For 1 point, this tag completely pro- element or Shadow Embrace for shadow barriers.
tects the wearer from all forms of indirect damage The following tags define the difficulty to cross the
from the related element. For 2 points, the armor barrier and cover it grants.
protects against the threats listed above as well as Cover (1 to 4, Esoteric): The cost of this tag is
direct attacks, granting soft armor 4 against the re- defined by the cover it grants, an expendable cov-
lated element. er cost 1 point, but don't block movement, a light
Impervious (1, Esoteric): Techniques with this cover costs 2, heavy cover 3 and full cover 4.
tag are immune to the effects of the Piercing weap- Indirect Attack (1 to 5, Esoteric): The Barrier
on tag. cause indirect touch damage with rank equal to the
Indirect Attack (1 to 5, Esoteric): The tech- tag cost to any one touching or trying to cross it.
nique cause indirect touch damage with rank equal Optionally is possible to add attack tags to change
to the tag cost to anyone attacking the wearer. the kind of damage or the effect that it causes when
Optionally is possible to add attack tags to change touched.
the kind of damage or the effect that it causes when Light Bending (1 or 4, Esoteric): The Barrier
touched. let the light pass in only 1 direction, allowing one
Hard Armor (1, 3 or 5, Esoteric): Technique side see the other, but not the opposite. The 4-point
grants the wearer one additional Injury Condition version makes the barrier and the ones behind it
box. The one-point version of the tag gives one invisible, creating an illusion of what is behind the
condition box, and the three-point version gives barrier without the ones hiding in it.
two and the five point version three. Once filled,
the boxes stay filled until the end of the scene. CONJURATION
There is no Complication attached to the Injury Facet: Reflective (Extended)
Condition box provided by the technique. This effect brings the desired object from anoth-
Obvious (-1, Esoteric): Technique creates a er dimension for the duration. The object is deter-
physical change in the body or a visible barrier mined by the technique tags. This effect requires
around the character. Inspiration 6 and Shadow Embrace.
Powerful (1, 3 or 5, Esoteric): This tag increas- Cost (1 to 5, Esoteric): The technique can con-
es the durability scale of the armor. The 1-point jure an specific object with cost equal to this tag
version increase the scale by 1, the 3-points ver- cost. The specific object is defined during the cre-
sion by 2 and the 5-points version by 3. However, ation of the technique and must exist in the charac-
such technique are always especially demanding ter reality as a mundane object.
of energy, requiring spending 1 Inspiration to be Superior (3, Esoteric): The object conjured can
used. be a super science device, not only mundane ob-
Soft Armor (1 to 5, Esoteric): Technique in- jects. The cost tag defines the Artifact edge cost,
creases the cost of the Inflict Damage Stunt by this instead of the Wealth edge cost of the object.
tag value successes. Unique (-1, Esoteric): The technique bring an
Ward (1 to 5, Esoteric): The technique grants specific object from another place, but it’s one spe-
protection against gifts, rotes and techniques. Any cific object that was put there by the character, for
gift, rote or technique used against the target gains example his sword or the wedding ring of the king.
a complication equal to the effect cost, that must If the tag also have the Versatile tags, the character
be bought or will not affect the target (but can af- must have put those items in the place before, but
fect other characters). it’s space is virtually unlimited.
Versatile (1, 2 or 3, Esoteric): The conjured
BARRIER object can be different each time, the 1-point ver-
Facet: Reflective (Extended) sion allow objects of similar use, like different

EFFECTS AND TAGS 37


weapons, the 2-points version allow objects of a possible with the 2-points version.
defined theme, like military equipment, and the Size (0, 2 or 4, Esoteric): The controlled object
3-point version allow the conjuration of any mun- size is limited according to this tag cost, 0-point
dane object with cost equal or lower than the cost limits to size 0 or smaller, 2-points to size 1 or
tag. smaller and 4-point to size 2 or smaller. If using
this tag to move the maximum size, it requires
CONTROL spending 1 Inspiration to use, if moving smaller
Facet: Intuitive objects, it has no cost.
This effect allows the character to move a target Swarm (3, Esoteric): Instead of a single ob-
by touching it, without the need of applying direct ject the technique may be used to control several
muscle power, lasting for the action being done. smaller objects two size smaller than the Size tag
The character can remain controlling it for longer allows, for example instead of a size 0 sword, a
periods by keep doing actions with it. swarm of size -2 needles.
Agile (3, Esoteric): The controlled object can be
used with agility, possibly using to attack, defend DEFENSE
or other movements that require coordination. The Facet: Intuitive
character rolls Intuitive Facet as an Attribute to use This effect is a catch all effect for defensive ac-
it that way. Internal movements don’t require this tions, being activated before rolling defense, and
tag. lasting until the taking action again, with different
Inner Control (2 or 4, Esoteric): The technique defensive stunts granted by the tags.
can be used to control inner parts of the object, After Image (2): The character can use the
like flipping switches, pressing buttons, moving After Image defensive stunt.
parts, etc. The 4-points version allow the charac- After Image (2 successes): The character step
ter to control parts not visible, like unlocking a aside to a close range position, leaving an after im-
lock by touching it and moving the inner parts, not age behind. Attacks against the character will have

38 CHAPTER T WO: TECHNIQUES


a Complication equal to Intuitive Facet, that if not Vanishing (1 success): Teleports anywhere one
bought off will force the attack to hit the after im- range band away, behind the attacker (if in close
age, not affecting the character at all. This effect combat) or into cover (if any available in short
applies to all attacks made against the character range). If combined with After Image, buying off
until they act again. the complication won’t let the attacker to hit the
Block (1): The character can use the Block de- character, and not buying off the complication
fensive stunt. grants the character +2 enhancement in the next
Block (1 success): The character catch the weap- action against the attacker if done before the at-
on or projectile before hitting, increasing the soft tacker acts again.
armor by 2.
DETECTION
Catch (3): The character can use the Catch de-
fensive stunt. Facet: Intuitive (Extended)
Catch (2 successes): The character catch the This effect grants the character a supernatu-
weapon or projectile before hitting, increasing the ral sense, allowing to detect specific materials or
soft armor by 2 and if the attack hit the character energies. It is possible to chose different materi-
end up with the weapon at hand. If it’s a projectile, als, forms of energy or sources, for example Psi,
for example a bullet, a rock or arrow, the character Quantum or Flux, the subject of this detection is
can use it next round. If it is a melee weapon, the determined during the creation of the technique.
character can use the Disarm stunt in his action to Detect (1): The character can detect the pres-
take the weapon from the attacker in his turn. ence of a certain kind of material or energy at close
Counter (2): The character can cause damage range, pinpointing it’s position if pay attention to
back to the attacker. it (an active action rolling Empathy or Survival +
Counter (2 successes): The character cause Intuitive difficulty 1). Particularly powerful sourc-
a complication 2 against the attack, that if not es can be sensed at Medium range, but it’s impos-
bought off will cause damage back to the attacker. sible to pinpoint its position other than a vague
Evasion (1 to 5): This tag grants its cost as en- sense of direction.
hancement on defensive rolls. Identify (2): The character can identify known
Forced Substitution (3): The character can use sources by the feeling, for example, if detecting a
the Forced Substitution defensive stunt. psi signature identify that its from a specific person
previously known. It's possible to identify even at
Forced Substitution (2 success): The character
larger distances if the source is powerful enough
switch positions with any other character, includ-
to be detected.
ing the attacker, that receives the damage instead
of the character. Increased Range (2 or 4): The range of the
technique is Medium distance, particularly pow-
Powerful (1, 3 or 5): This tag increases the du-
erful sources possibly sensed without precision
rability scale granted by block stunt and the pow-
at Long range. The 4-points version allow Long
er scale of the damage caused by counter stunt.
range detection with particularly powerful being
The 1-point version increase the scale by 1, the
detectable at Extreme range (10 km).
3-points version by 2 and the 5-points version
by 3. However, such technique are always espe- Measure (2): The character can measure the
cially demanding of energy, requiring spending 1 quantity of material or energy, saying the number
Inspiration to be used. of sources and level of energy or quantity avail-
able in each, but only at range the character can
Substitution (2): The character can use the
pinpoint its location.
Substitution defensive stunt. It is particularly use-
ful if switching position with a clone (see Summon Transdimensional (4): The technique can de-
effect). tect the target in another dimension, Close range
equivalent to tangents split in the last few decades,
Substitution (1 success): The character switch
Medium split in the last few centuries, Long to a
positions with an object or willing character, that
few thousands of years and Extreme up to a few
receives the damage instead of the character.
million years. This tag requires the Flux Sensitive
Vanishing (2): The character can use the
Gift (Polyphemus Tasty Bit).
Vanishing defensive stunt.
Transtemporal (3 or 5): The technique can

EFFECTS AND TAGS 39


detect the target over time, the 3-points version al- appearance, the 2-point version makes the charac-
low noticing the presence in the past, Close range ter visually identical to one specific person. The
equivalent to a few rounds, Medium to a few min- 3-point version makes the character looks like an
utes, Long to a few hours and Extreme up to a few object roughly the same size, but not necessarily
days. The 5-point version allow to detect the future same shape.
presence. This tag requires the Flux Sensitive Gift Versatile (1, 2 or 3): The resulting appearance
(Polyphemus Tasty Bit). may vary. The 1-point version allows changes in
the appearance that would result for weariness,
HEALING from brand new to broken or dirty. The 2-point
Facet: Reflective version allow changes of size and color, for exam-
This effect does effects linked to healing people, ple creating an illusion of any person. The 3-point
with different tags granting different effects. version allow changes of what the illusion is cre-
Aid (1 to 5): This tag adds it’s cost as an en- ating, for example, an illusion that can appear as
hancement in the tests for first aid. The charac- a living person or a humanoid robot for example.
ter can also use First aid multiple times the same From Thin Air (3, Esoteric): The illusion can
scene, instead of once per target per scene. be created out of thin air, creating a completely im-
Healing (1, 2 or 4, Esoteric): This tag allows material object or creature.
the character to heal a single injury with a touch Object Illusion (1, 3 or 5, Esoteric): The char-
as an action, no matter how long the condition acter can chance the appearance of an object. The
was delivered, even scars can be healed back. The maximum size of the target increase to scale 0 for
1-point version allow the character to heal only the 1-point version, scale 2 for the 3-point version
Bruised Conditions, the 2-points version allow to or scale 4 for the 5-point version.
heal Injured Conditions too, and the 4-point ver- Ranged Disguise (3, Esoteric): The disguise
sion allow to heal any injury. This tag removes tag work on remote targets.
the injury all together, no need of reducing it
first. However, such technique are always espe- INFLUENCE
cially demanding of energy, requiring spending 1 Facet: Destructive
Inspiration to be used. This effect does effects linked to influenc-
Revive (5, Esoteric): This tag removes the tak- ing people, with different tags granting different
en out condition, even if representing death, bring- effects.
ing the target back to life but not healing the other Aid (1 to 5): This tag adds it’s cost as an en-
injuries. However, such technique are always ex- hancement in the tests for influencing people.
tremely demanding of energy, requiring spending Mass (1, 3 or 5): This tag increases the number
3 Inspiration to be used. of targets by an scale. The 1-point version increase
the scale by 1, the 3-points version by 2 and the
ILLUSION
5-points version by 3. However, such technique
Facet: Intuitive (Extended) are always especially demanding of energy, requir-
This effect changes the appearance of the target, ing spending 1 Inspiration to be used.
for example the apparent size, color and general Command (5, Esoteric): The character roll
format. The target is not really changed physically, Command + Destructive Facet against the target
the Talent influence people to believe the change Composure. The remaining successes are used to
is real, resisting will not allow to see the real ap- buy stunts that are the commands the target will
pearance, only allow to see it as not real. The result receive, 1 success causes simple actions that the
is very specific, an appearance that don’t change, target would do, up to 5 successes to kill a loved
while it’s interactive, it’s as fixed as the appear- one or suicide. Minor actions like coughing or
ance of any object or creature. relaxing a tired muscle can be caused as a cost 0
Disguise (1, 2 or 3): The character chang- stunt. However, such technique are always espe-
es his appearance to one he creates. The 1-point cially demanding of energy, requiring spending 1
version allow the character to change his appear- Inspiration to be used.
ance to anything, but not copy someone specific Speechless (2 or 4, Esoteric): With this tag

40 CHAPTER T WO: TECHNIQUES


creates a connection to the target mind, allowing speed), but it is already an sprint action that can’t
the character to interact to them without words. be part of a mixed action, used only for traveling
The 2-points version requires the target to look at long distances, and the Power Sprint stunt can in-
the character to receive this command, while the crease this speed beyond that, to travel at multiple
4-points version allows the character do it for as times the light speed.
long as the effect last. Swim (1, Esoteric): A mobility technique with
this tag allows the character to swim in water with
MOBILITY speed scale 1.
Facet: Intuitive Teleportation (4, Esoteric): A mobility tech-
This effect allows the character to move using nique with this tag allows the character to teleport
an specific method defined by the tags. from one place to other within 2 range bands. It’s
Agility (1 to 5): This tag adds it’s cost as an en- not fast enough to be used defensively. Using the
hancement in the tests to move through difficult Power Sprint stunt, if available, increase the dis-
terrain and barriers and to use movement stunts. tance the character can teleport by 1 range band
Cling (1 or 2): A mobility technique with this each time. However, such technique are always es-
tag allows the character to stand on any solid sur- pecially demanding of energy, requiring spending
face, even vertical and up side down surfaces, 1 Inspiration to be used, staking with Faster tag.
without using hands or needing any support. For 2 Transdimensional (4, Esoteric): This tag al-
points, it’s possible to stand and move over water lows the character to use the Teleportation tag to
as if it was solid and on any kind of surface, even go to another dimension. However, such technique
the ones unable to hold any weight, like a sheet of are always especially demanding of energy, requir-
paper or a leaf in a tree. ing spending 1 Inspiration to be used, staking with
Freedom (1 to 5): This tag adds it’s cost as an Teleportation tag.
enhancement in the tests to get free from any form Transtemporal (3 or 5, Esoteric): This tag
of movement restrictions, such the Entangle attack allows the character to use the Teleportation tag
tag. to mover over time, the 3-points version allow to
Leap (1 or 2): A mobility power with this tag transport to the future, the longer the period the
allows the character to leap 2 range bands hori- harder it is to transport. The 5-point version al-
zontally or 1 vertically. For 2 points, it’s possible low to transport to the past, the longer the period
to move around leaping, instead of doing a single the harder, and it usually is harder than the same
leap per action, in this case the character gain scale time to the future. Notice that to transport to the
on all the Athletic rolls to avoid obstacles during future and back with a single technique it needs to
movement. have both versions. However, such technique are
always especially demanding of energy, requiring
Running (1): A mobility technique with this tag
spending 1 Inspiration to be used, staking with
allows the character to run with speed scale 2 with
Teleportation tag.
little effort.
Tunneling (3, Esoteric): A mobility technique
Sprint (1 to 5): This tag allows the character
with this tag allows the character to swim in solid
to move additional range bands within a single
rock or similar materials with speed scale 1.
movement using the Power Sprint stunt, limited to
once per point in this tag. OVERWHELM
Power Sprint (1 success): The character can
move one additional range band. Facet: Destructive
Flight (3, Esoteric): A mobility technique with This effect allows the character to increase the
this tag allows the character to fly with speed scale physical capacity, particularly to forceful actions.
2. Mightier (1, 3 or 5): This tag increases the
Space Flight (3 or 5, Esoteric): This tag works might scale of the character when using this tag,
as Flight, but only work in space. The base space not affecting the character damage output, except
speed is [2], but the sprint action and the Power by using weapons of higher size. The 1-point ver-
Sprint stunt can increase it by 1 each, up to [5]. sion increase the might scale by 1, the 3-points ver-
The 5-point version grants space speed [6] (light sion by 2 and the 5-points version by 3. However,
such technique are always especially demanding

EFFECTS AND TAGS 41


of energy, requiring spending 1 Inspiration to be character perceive it is not as numbers, it is more
used. personal, like traits, auras, or similar feelings, but
Powerful (1 to 5): This tag adds it’s cost as an the character know all the content described above.
enhancement in the tests to move objects, like Memory Reading (3, Esoteric): With this tag
throwing things as far as possible, lifting objects, the character to read not what the target is thinking
pushing things, etc. but the target memories. The character must look
Enlarged (4, Esoteric): This tag increases the into the target eyes and the memories will appear
character size, increasing the size scale by 1, and as objects in an space, it can be a museum of mem-
with it the Durability and Might scales. However, ories, a archive of memories, a bunch of photos in
such technique are always especially demanding a wall, or what ever the target may unconsciously
of energy, requiring spending 1 Inspiration to be think his memories are stored. The character may
used. take a few rounds to find the right memory, but as
long the character keep the stance and the eye con-
READ tact the connection is not broken. However, such
Facet: Intuitive technique are always especially demanding of en-
ergy, requiring spending 1 Inspiration to be used.
This effect improves the character capacity
of observing or trying to evaluate a person, be it RESIST
physically or socially. The character can gain in-
formations about the target traits and conditions, Facet: Reflective (Extended)
as well as intentions, and if the target talks true. This effect improves the character capacity of
Able (1 to 5): This tag adds it’s cost as an en- resisting mental and social pressures.
hancement in the tests to read people. Mind over Body (1 to 4): This tag reduce
Deep Reading (2 or 4): With this tag the char- the increased difficulty caused by injuries and
acter to read much deeper than the usual, identi- other physical conditions, like diseases and
fying what the character is thinking and feeling malnourishment.
without words. The 2-points version requires the Stubborn (1 to 5): This tag adds it’s cost as an
target to look at the character eye to be read, while enhancement in the tests to resist influence, sug-
the 4-points version allows the character do it by gestion and other forms of mind control.
looking at the target directly. However, such tech-
nique are always especially demanding of energy, SUMMON
requiring spending 1 Inspiration to be used. Facet: Reflective (Extended)
Momentary Prediction (1 to 5): This tag al- This effect brings the desired creature from an-
lows the character to predict the next actions of other dimension immediately or create one out of
the target and others around, what grants thrice the thin air. To be able to summon, the character must
tag cost as momentum that can be used until the have a connection to the creature, that can be a part
end of the scene (this momentum uses an indepen- of it or a contract with it, for example.
dent pool, not interacting with the regular pool). Clone (2, Esoteric): The creature is identical
The use of the momentum is restricted to the char- to the character, virtually impossible to differenti-
acter or anyone informed by him of the predicted ate, except if capable of reading the character and
events, and can be used in any situation the pre- clone traits.
diction would be useful, for example to react to Combat Capacity (0 to 5, Esoteric): The power
someone’s action (including defensive rolls) or summon an specific creature built as an antagonist.
to prevent someone’s future actions. The unspent The cost of this tag is defined by the power level
momentum is lost at the end of the scene. of the creature, 1 for Minor Threat, 2 for Medium
Stat Reading (1 or 3): This tag allows the Threat, 3 for Moderate Threat, 4 for Major Threat
character to know aspects of the target character or 5 for Colossal Threat. The 0-point option sum-
sheet. The 1-point version allow to see the target mon a minor character.
dice pools and focuses or the Attributes, Skills Horde (1, 3 or 5, Esoteric): This tag increases
and Source (including facets), while the 3-points the number of summoned creatures by an scale.
version allow to see the entirety of the sheet, in- The 1-point version increase the scale by 1 (about
cluding edges, gifts and other powers. The way the

42 CHAPTER T WO: TECHNIQUES


5), the 3-points version by 2 (about 25) and the Intrinsic Traits (1 to 5, Esoteric): The form
5-points version by 3 (about 125). However, such have specific traits that can be bought using
technique are always especially demanding of en- Armor, Attack, Mobility and Overwhelming tags.
ergy, requiring spending 1 Inspiration to be used. This traits can be used freely for as long the tech-
Inspired (3, Esoteric): The creature summoned nique is active and as part of mixed actions. If
is Inspired, having a source trait, gifts, powers or the tags used to create this trait require spending
other unusual traits according to the level of power. Inspiration to be used, the Inspiration must be
Unlinked (4, Esoteric): The character may spent to activate this technique, stacking with oth-
summon the creature without a connection to it. er traits and effects.
Unruly (-2, Esoteric): The summoned creature Self Transform (1, Esoteric): The transfor-
don’t take or follow orders especially well. All mation can only be used on the character, but can
Difficulties to command them increase by 1. be undone as a reflective action. If the character
is transformed into any form still capable of acti-
TRANSFORM vating this technique, it’s possible to use it to re-
vert to the original form or the one granted by this
Facet: Reflective (Extended)
technique.
This effect is activated with an action, turning
the target into a specific creature, redistributing the GENERAL TAGS
character attribute dots according to the new form
The following tags are available to most, if not
and gaining the advantages and issues of the new
all effects.
form.
Area (2 or 4): The technique affects everyone
Animate Form (2, Esoteric): The transforma-
in close range to the target. If the effect already
tion turn the target into a specific animal, with spe-
affects an area, this tag increase the area by 1 range
cific changes in attribute dots.
band. This tag can be added a second time, stack-
Inanimate Form (4, Esoteric): The transfor-
ing the cost. If the technique requires a roll, like an
mation turn the target into a specific object or plant
attack roll, the roll is made once and compared to
form, with specific changes in attribute dots, but
the many targets in the area.
unable to move by itself.
Boost (1): The technique is a improvement on

EFFECTS AND TAGS 43


another technique. When the character uses the For a -3-point tag the character requires an specific
boosted technique, it’s possible to use the booster object at hand to activate the technique, such as the
version, adding the tags from this technique to the Ring of Life.
other. The same tags don’t stack, only the high- Forced Movement (-1 or -2): A technique with
est version of them available, so to improve a tag this tag will result in the character moving to a
from one value to other, this technique requires the certain position by the time the activation ends,
full cost, not just the complement. The technique the -1-point version force the character to move
must use the same effect as the boosted and have 1 range band, and the -2-point version 2 range
a prerequisite in the boosted technique, beside any bands. If the character cant move for being unable
other prerequisite from the other tags. to move or for not having a safe place to finish, the
Command Companion (-2): The technique is character cant use the technique.
activated by the character but executed by a com- Increased Inspiration (-2 to -4): It takes more
panion, like an animal or summoned creature. The energy for the character to use a technique with
technique can only be used if the companion is this tag. The Talent must spend one additional
within visual range and can listen the character Inspiration to use the technique. The -4-points
commands, and the companion is treated as the variation requires 2 additional Inspiration to use.
source of all effects. Ramp Up (-1 to -3): It takes longer for the Talent
Complicate (1 to 5): The technique increase by to “power up” to use a technique with this tag. The
the tag cost the difficulty of an specific action or Talent must use up their Focus for one round do-
the cost of an specific stunt against the character. ing nothing but preparing to use the technique. On
Delay (-1 to 1): The technique doesn't take their next turn, they can activate the technique nor-
effect immediately, but within some time. The mally. Each additional application of this tag in-
-1-point version forces the character to use an ac- creases drastically the required time before activa-
tion to activate it later, not taking any effect until tion, the 2 dot version takes about 10 rounds, and
that action be used, dissipating in the end of the the 3 dot version an entire scene. Ramp Up often
scene if not activated. The 0-points version delay exists in conjunction with a super-charged attack
the effect for a certain number of rounds, but not with other tags to maximize the damage.
later than the end of the scene, like a time bomb. Range (1, 3 or 5): The technique can be used
The 1-point version delay the effect until a specific in a longer range, replacing the original range of
event to happen, like a trap, but not later than the the effect by Short range for the 1-point version,
end of the scene. Medium range for the 3-points range or Long
Fast Action (1, 3 or 5): A technique with this tag range for the 5-points version. If the original range
can be activated much faster. The 1-point version of the effect is longer, this tag has no effect.
allow the technique to be used as part of a mixed Restricted (-1 to -3): The technique can only be
action, and the 3-points version as part of a defen- used on specific objects, made of a certain material
sive roll, and the 5-points version allow to use as a or under an specific theme (like weapons, aquatic
reflexive action (any time a reflexive action can be life forms, or men, for example). The -1-point tag
taken and not counting as part of a mixed action, would make it usable in about two third of the tar-
but no more than once a turn per technique). gets, while the -2-points in about one third. The
Feint (1 to 5): The technique opens the target -3-point version only work in a specific target.
defense, granting this tag cost as enhancement that Somatic (-1 or -2): A technique with this tag
can only be used to buy the Feint stunt. requires some kind of movement or hand posi-
Finishing (-1 to -5): A technique with this tag tions. For a -1-point tag the character must use
requires a well planned sequence of attacks, and hand-gestures (empty hands, except for obligatory
can only be used if the character have this tag neg- objects or materials) to activate the technique. For
ative cost as enhancements granted by the Feint a -2-point tag the character must use entire body
stunt. gestures (free to move, besides the usual move-
Focus (-2 to -3): A technique with this tag re- ments of the action).
quires some object to work. For a -2-point tag the Team Work (-1 to -3): The technique requires
character requires a kind of object at hand to acti- a team to complete. If the cost is -1, it will require
vate the technique, such as a golden ring or a hat. a second Talent or a small group (up to 5) of non

44 CHAPTER T WO: TECHNIQUES


Talents to complete the technique, on -2 it require
a small group of Talent or a large group (up to 15)
of non Talents to complete and on -3 it requires
a large group of Talent to complete. If requires
Talents and has a Inspiration cost to activate, they
need to spend Inspiration to activate the technique
as well.
Use Weapon/Armor (-1 or -2): A technique
with this tag requires weapon or armor to be used,
usually with Attack, Defense or Armor effects, but
the weapon and armor tags are used with the tech-
nique (without this tag they are ignored when us-
ing the technique). For a -1-point tag the character
requires a weapon or armor with an specific char-
acteristic at hand to activate the technique, such
as a weapon with the melee or that cause edged
damage. For a -2-point tag the character requires
an specific weapon or armor to activate the tech-
nique, such as the Sword of Destine.
Vocal (-1 or -2): A technique with this tag re-
quires some kind of wording to work. For a
-1-point tag the character must speak to activate
the technique. For a -2-point tag the character must
scream.

EFFECTS AND TAGS 45


CHAPTER THREE
SUPER SCIENCE
Any sufficiently advanced technology is indistinguishable from magic.
– Arthur C. Clarke
The Super Science worked by Talent is may- Once imbued with Inspiration, a Ki Device in-
be the most exotic of all the super sciences, as it teract with the user, letting the user know the tech-
can access the energies of different dimensions to niques stored into it, at least the techniques the
work. While most Talents are limited to Advanced character have access to.
and Inspired Science, some Talents learn ho to cre- A character that cant touch the item for an entire
ate Powered Science in the form of Ki Devices. scene recover the Inspiration imbued and lose the
link to the Ki Device until touch it and imbue it
KI DEVICES again, as long it was not taken by other character.
A Ki Device is a form of powered super science
created by Talents, more commonly martial artists, USING A KI DEVICE
that build into them techniques, only usable by the The user imbuing Inspiration to the item gain
character imbuing Inspiration to it, and only while access to all techniques from the item, as if the
doing so. item was a Stance and the techniques were related
to it. The techniques in the device still have their
CREATING A KI DEVICE prerequisites in Inspiration, and users that don't
To be able to build one, the character need to meat the prerequisite can't use the technique even
have the Ki Forge Master Intention Gift. if imbuing Inspiration.
The Inventor need to be able to use the tech-
KI DEVICE SPECIFIC TAGS
niques to add it to an item, but the process of cre-
ating the item already includes the development In addition to the tags available to Inspired
of the technique to be added, so there is no need items, it has also access to the following tag:
to previously know the technique at all. It means Intrinsic (1): This tag makes one Extended
all the techniques are limited in total tag and max- Technique part of the item, being activated as soon
imum tag cost to the inventor Inspiration and the character imbues Inspiration to the item, and
Facets. remaining active until the item is released or the
Inspiration is recovered. For example clothes with
IDENTIFYING A KI DEVICE an Armor technique, grant the effect while the user
Most people dealing with Ki Devices can’t no- is wearing and imbuing it. This tag can be taken
tice it is not a common item until it start work- multiple times with different Techniques being
ing, and even then it's possible that it will work on turned intrinsic.
such a subtle way that it is just ignored completely. Ki Science (1-4): The item grants access to a
They may be anything, from a car to piece of pa- certain number of Techniques. The number of
per, and are usually created as normal equipment, Techniques is defined by the cost of the tag, as well
except for the Techniques it contain. as the minimum item rank to have the tag at that
A Talent will notice the item briefly interact with cost. Additionally, none of the Technique tags may
her while handling or using other functions of the cost more than the item rank.
device and spending Inspiration, and may imbue 1 point: 1 Gifts, at least rank 3 item
Inspiration into it "by mistake" while doing so, 2 points: 3 Gifts, at least rank 4 item
learning how to use it. 3 points: 5 Gifts, at least rank 5 item
Characters trained with any stance will sense it 4 points: 7 Gifts, only Ki Wondrous Item
as different, and sensing the possibility of imbuing
Inspiration to it in a similar way they imbue into
Stances. HOUSE RULES
Like techniques and stances, only Flux users can
imbue Inspiration into a Ki Device, all the other The Super Science rules are based in the
templates are unable to use it in any way other than rules presented in Chapter Four: Super Sci-
the mundane. ence of House Rules: The Basics.

POWERFUL DEVICES 47
KI DEVICE SPECIFIC FLAWS characteristics of the possible user, like the gener-
al behave, intension of use, attributes, skills and
In addition to the flaws available to Inspired
edges, or characteristics of the situation, risks to
items, it has also access to the following Flaw:
itself or the ones around, environmental conditions
Willing (2): This Flaw gives the item some (temperature, pressure, humidity, etc) and even in-
sort of will, allowing it to break the link to an un- ter-dimensional conditions, like the alignment of
desired users, returning the imbued Inspiration. dimensions. The creator must define what is the
Additionally a desirable user may be attracted to criteria when creating the device.
the device, as a Dramatic Edition or as a call in
the dreams or visions. The device can identify any

EXAMPLE KI DEVICES
THE SHARD OF LEIF'S HEARTH - Freezing Touch (Attack: Melee 0, Quality 2
This long and thin sword looks like made of Entangle 2)
crystal is said to be constructed by Leif, a crafts- - Ice Wall (Barrier: Cover 3, Indirect attack 1)
man that lived in the frozen norths. It's ice powers - Ice Armor (Armor: Soft Armor 3, Complete 3,
are unique and flexible. Obvious -1)*
Rank: 4 (9 tags)
THE ARMOR OF THE NIGHT KNIGHT
Tags: Melee (0), Brutal (1), Deadly (1), Ki
Science (2), Quality (5) This set of armor is one of the set of armors of the
Flaws: Loyal to a Fault Night Knights, ancient defenders of the Goddess.
Enhancement: 6 Each Armor grants amazing resistance and speed,
that grows as the knight powers increase.
Techniques:
Rank: 5 (11 tags)

48 CHAPTER THREE: SUPER SCIENCE


Tags: Soft Armor (2), Semiconscious (2), THE DAGGER OF ASPHODELS
Intrinsic 1 (Bronze Armor), Ki Science (3)
Little is known about this dagger other than it
Flaws: Loyal to a Fault, Willing
can cut anything, even the barrier of the reality,
Techniques: or the user. It requires 4 Inspiration to activate the
- Bronze Armor (Armor: Elemental 2, Complete Technique.
3, Use Armor -1) Rank: 4 (9 tags)
- Silver Armor (Armor: Boost 1, Impervious 1, Tags: Aggravated 2, Brutal 1, Deadly 1, Piercing
Hard Armor 3)* 1, Ki Science 1, Quality 3.
- Golden Armor (Armor: Boost 1, Powerful Flaws: Unreliable.
5)**
Enhancement: 4
- Super-speed (Mobility: Leaping 2, Sprint 3)*
Techniques:
- Light-speed (Mobility: Running 1, Sprint 5)**
- Tear the Barrier (Mobility: Teleportation 4,
THE RING OF TELEPORTATION Transdimensional 4, Increased Inspiration -4)*

One of the most modern wondrous items, the


* Technique requires Inspiration 6
ring of teleportation, when in the finger of the con-
nected user, can teleport the user a short distance, ** Technique requires Inspiration 9
and its fast enough to be used to avoid even bullets.
Rank: 4 (7 tags, minimum rank 4)
Tags: Ki Science (2), Quality (2)
Enhancement: 3
Techniques:
- Hopping (Mobility: Teleportation 4)
- Blink (Defense: Fast Action 3, Vanishing 1)

THE LAMP OF THE DESIRES


Probably inspired by the tales of the thousand
and one nights, the lamp of desire summons a crea-
ture from another dimension when used the first
time by a person. This creature looks like made of
smoke but is capable of granting anything asked
for a short while.
Rank: 5 (11 tags, minimum rank 5)
Tags: Ki Science (2)
Flaws: Single use per person
Techniques:
- Summoning of the Gennie (Summon: Combat
Capacity 5, Vocal -1)
- Summoning of the Gennie 2 (Summon: Boost
1, Inspired 3)
- Summoning of the Gennie 3 (Summon: Boost
1, Power Scale 3)

EXAMPLE WONDROUS ITEMS 49


CHAPTER FOUR
ANTAGONISTS
It's not about going around trying to stir up trouble. As long as you're honest and
you articulate what you believe to be true, somebody somewhere will become your
enemy whether you like it or not.
– Criss Jami, Killosophy`
Martial artists are not different from any other from becoming a true master of the ninja arts.
antagonist, following the same rules as the others, Primary Pool: 7 (stealth)
with a few observations. Secondary Pool: 5 (close combat, ninja
traditions)
TECHNIQUES
Desperation Pool: 3
Techniques are treated as Gifts, and so occupy Enhancements: 1
those spaces on the Antagonist sheets. Defense: 3
Occasionally, some techniques, are not used in Health: 4
action, like busts and summoning that last for a
Edges: Breath Control, Unseen Step, Absent
long time, or any technique that require more than
Step
a few rounds of activation. Those techniques must
Inspiration and Facets: Dest. 2, Int. 2, Refl 0,
be set as permanent characteristics, additional ad-
Inspiration 3.
versaries or used as plot devices by the story guide,
and not counting as an Edge. Gifts: Defensive Decoy, Hypnotic Disguise,
Hidden Advantage
EXAMPLE ANTAGONISTS VETERAN SWORDSMAN
INITIATE CLOSE COMBAT SOLDIER Training sword fight since early infancy, Bruno
Over the training in the military, Joane become would not understand why so many adults were
good with several fire weapons, but she didn't unable to hit him while playing. After years of
identify herself with them, until on a self defense practice, the sword is part of him and its edge can
class she become aware of how she could, even reach places the adversary would not know were
with her small body, knock down big guys. After exposed.
some time of practice with an also military master Primary Pool: 8 (sword fighting)
she has learned the Dodging Monkey Style, but yet Secondary Pool: 6 (athletic feats)
must learn a secret techniques of her master. Desperation Pool: 4
Primary Pool: 6 (unarmed combat) Enhancements: 2
Secondary Pool: 4 (military tactics and Defense: 4
weapons) Health: 5
Desperation Pool: 2 Edges: Precise Martial Arts, Adrenaline Spike,
Enhancements: 0 Fast Draw, Swift, Serpentine Precision
Defense: 3 Inspiration and Facets: Dest. 4, Int. 2, Refl 0,
Health: 3 Inspiration 4.
Edges: One Against the Ocean, Gentle Fist (3). Gifts: Dragon Tail, Speed of the Mongoose,
Inspiration and Facets: Dest. 2, Int. 0, Refl 0, Fight Choreographer, Lightning Reflexes
Inspiration 2.
GREAT MASTER
Gifts: Mirrored Sunglasses.
Train train train, that was the life of Li Shu Lien,
APPRENTICE NINJA she reached a level of mastery on kung fu and tai
Matty was a lonely guy, always on the hands of chi that kept her alive a and jovial for years even
a bully with no one to help him during high school, after she reached her 80s.
until he decide start practicing ninjutsu in a very Primary Pool: 9 (close combat)
unique dojo. After a few years he have mastered Secondary Pool: 7 (meditation and general
the basic of the Unseen Step Style, but he is far culture)

EXAMPLE ANTAGONISTS 51
Desperation Pool: 5 Defense: 5
Enhancements: 4 Health: 8
Defense: 4 Edges: Forceful Martial Arts (3), Hair Trigger
Health: 6 Reflexes, Ki Flow Control, Dauntless Heart
Edges: Gentle Fist (3), Puncturing Fist Inspiration and Facets: Dest. 5, Int. 2 Refl 2,
Inspiration and Facets: Dest. 2, Int. 2, Refl 4, Inspiration 6.
Inspiration 5. Gifts: Fists of Stone, Dragon Punch, Hurricane
Gifts: Ki Healing, Read Ki, Determined Kick, Maka Wara, Ki Energy Ball, Close Combat
Defender, Behold the Halo Excellence (+1 free Scale on Close Combat).

THE ULTIMATE FIGHTER


Born to fight, capable of put down a concrete
wall with his bare hands and a single punch,
Yukazo is always looking for a worth adversary,
and for years none could defeat him, not even en-
tire teams and some combat vehicles.
Primary Pool: 10 (unarmed combat)
Secondary Pool: 8 (other forms of combat)
Desperation Pool: 6
Enhancements: 5

52 CHAPTER NAME
Your energy level is decreasing
with every blow. In fact, you’re not
even a challenge to me anymore.
It wouldn’t be fair for me to keep
fighting you. I’m satisfied now.
Your pride has been torn to shreds.
—Son Goku
FISTS OF FLUX is a supplement covering
Martial Arts in Trinity Continuum, focusing
in the techniques and gifts used by Talents.

FISTS OF FLUX includes:


• Rules for Talents capable Superhuman
and Supernatural deeds by the use of
martial arts.
• A versatile system to create tech-
niques, the powers Talents with the
proper training can achieve conscious
effects over the reality, with 51 ready
made Techniques of several styles.
• Rules for the creation of Ki Devices,
super science items that can hold tech-
niques, allowing any Inspired charac-
ter to use those.
• New adversaries to fight or help
during Wuxia adventures.

Requires the
Trinity Continuum Core Rulebook to play

EXAMPLE ANTAGONISTS 53

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