#Narrative (Cinematic) General Techniques (敍事·一般特技)
Contents
#§ Scent — Techniques That Work by Scene, Not by Number
The core design of the 1st-expansion Commoner class was to "make general techniques work as a narrative effect, not a numeric correction." For example, the Commoner's Tough works as a narrative branch that turns instant death into grave wound + a chance for first aid. This section is the line of cinematic general techniques that keeps that principle optionally open to all PCs beyond Commoners.
These techniques stay quiet most of the time and work only in a decisive scene. The usage-frequency constraint is strong, such as 1~2 times per session, 1 time per combat, or 1 time per campaign. In exchange, when they work the scene itself changes. Memorable scenes of PC narrative such as "I nearly died but came back," "a check that would fail succeeded," and "I hauled up a comrade who had been downed."
#§ Law — 5 New General Techniques
#Playing Dead (死者僞裝) [Kata]
- Effect: During combat, declare 1 round, pay 1 Energy. From the next round, act out being in a downed state. The enemy detects it only on succeeding at a Perception check (
2d10 + the higher of Finesse or Wisdom >= the performer's Presence + the higher proficiency of Disguise or Deceit). In reality one is conscious, with only the inability to move and attack applied. Excluded from enemy attack targets until detected. Released immediately upon declaring an attack. - Check: opposed check (the enemy's Perception vs this technique's disguise)
- Acquisition conditions: Trained (2 points) or higher in Disguise or Deceit
- Repeatable: No.
- Villain/gaijin constraints: The 12 villain classes are even more effective when using this technique together with Disguised Identity (03-02). The gaijin autonomous automaton (machine) is interpreted as "feigning a function shutdown."
- Recommended play type: assassin, battlefield escape, deception tactics
- Design note: Formally rules out the scene where the Commoner class narratively acts out "I fell." Different from Lucky One and Indomitable — a false state, not an actual downed state.
#Last Strike (最後一擊) [upkeep]
- Effect: Auto-triggers at the start of a round in a state where one's own Wounds are 1 or lower. For 1 next attack check, check +5, and on a hit, damage +2 Wounds. This strike must be used within that round, and using it accumulates 1 level of grave wound at the end of combat. 1 time per session.
- Check: the existing attack formula + 5 (when this technique triggers)
- Acquisition conditions: Trained (2 points) or higher in 1 weapon skill. A "near-death experience" is required in the background narrative.
- Repeatable: No.
- Villain/gaijin constraints: Follow the core conventions. The gaijin heroic spirit interprets this technique as "a burst of Sacred Object resonance" — only the narrative differs.
- Recommended play type: heroic finish, final showdown against a great boss
- Design note: Operates separately from the core Indomitable [aptitude] (Physique +3 on a downed check). Indomitable is death avoidance, this technique is a strike before death. Holding both maximizes narrative completeness.
#Turn of Fate (運命轉換) [Kata]
- Effect: 1 time per session, 1 ally's check result can be rerolled by spending 1 of one's own Fate Intervention uses. Unlike the core Fate Intervention, it can also be used on an ally's check. The use target is only an ally PC in the same zone as oneself or an adjacent zone.
- Check: the existing Fate Intervention rule (reroll)
- Acquisition conditions: Holding Lucky One [aptitude] is a prerequisite (makes 1 of the Lucky One's Fate Intervention +1 usable on an ally)
- Repeatable: No.
- Villain/gaijin constraints: Among the 12 villain classes, "twisting another's fate" lines such as Itako and Dokuchushi extend the effect range on acquiring this technique (+2 zones).
- Recommended play type: party support, fate-focused campaign
- Design note: The core Fortune dedicated skill's "Great Fortune" enables intervention in same-zone ally checks (Master stage). This technique makes intervention on an ally possible with only the Lucky One aptitude. Using this technique + Fortune's Great Fortune extends both range and number of uses.
#Comrade Rescue (同僚救出) [Kata]
- Effect: Declare to pay 3 of one's own Energy. Recover 1 downed-state ally in the same zone or an adjacent zone by 1 Wounds and move to one's own zone. That ally cannot act in the next round (recovering their spirit). 1 round.
- Check: 2d10 + the higher of Physique or Finesse + proficiency >= 10 (on failure, only Energy is consumed and recovery fails)
- Acquisition conditions: Holding Indomitable [aptitude] is a prerequisite.
- Repeatable: No.
- Villain/gaijin constraints: Follow the core conventions.
- Recommended play type: team play, infantry defensive type
- Design note: Different from the core Medicine License "Emergency Suture". Emergency Suture is an adjacent ally's Wounds +1 for 2 Energy (actual recovery); this technique is hauling up the downed + movement for 3 Energy. Operates even without a Medicine skill. If a Medicine holder also has this technique, they can mix both into their rhythm.
#Breakthrough (限界突破) [Kata]
- Effect: 1 time per session, declared in a state of 0 Energy. On the next round, grant Energy Aid B-2 1 time (a 0-count additional 1-Energy action) + all checks +2. At the end of that round, automatically downed (the price of forced over-output). After combat, a loss of 2 Wounds (grave-wound narrative handling: when using 30-10 Grimdark, convertible to trauma +1 / otherwise GM-discretion narrative).
- Check: the declaration itself has no check. +2 on all checks of that round.
- Acquisition conditions: Holding both Tough [aptitude] and Indomitable [aptitude] is a prerequisite.
- Repeatable: No.
- Villain/gaijin constraints: Among the 12 villain classes, the Shurado line eases the downed penalty on acquiring this technique (grave wound by only 1 level) — interpreted as "berserk" (see core 04-20-villain-shurado).
- Recommended play type: heroic climax, great-boss showdown
- Design note: Different from the core Hardiness Master "Unbreakable" — Unbreakable is reduction of continuous damage, this technique is a momentary over-output. Using both achieves over-output after survival at once.
#§ Design Perspective
- Compatible with 1st-expansion Commoner narrative operation: All 5 are a hybrid of "numbers + narrative branching." When a Commoner PC acquires these techniques, only the narrative-side effect works (following the 1st-expansion 99-06 Commoner conventions).
- Usage-frequency constraint is essential: All 5 are 1 time per session or 1-time. They are not constantly active techniques. This is deliberate — a cinematic scene is not cinematic if it happens often.
- Requiring prior techniques: 3 techniques of this section (Turn of Fate, Comrade Rescue, Breakthrough) are premised on holding existing core techniques (Lucky One, Indomitable, Tough). This is a natural growth path of character builds.
"There is always a moment on the battlefield that is never forgotten. Not because of a number, but because of a scene."
