Techniques

Techniques are special abilities that characters can equip to
increase the overall effectiveness of their character. These, unlike
keystones, can be changed and upgraded regularly throughout a
character's time in the nexus. That said,most techniques require
specific keystone tags in order to be equipped. Additionally, the number
 of techniques equippable at one time is determined by your mind stat.
Effects of certain techniques can change depending on the DM's content.

**Technique Template**

Technique Name

Cost: What kind of die/dice must be used to use the technique

Requirement: List any keystone tag(s) here.

Type:
 Passive, Reactionary, Energy Pool, Action, or Preparatory (This is when
 the technique can be used in combat, refer to the combat flow for more
details)

Description: Describes the flavor of the technique

Effect: The direct effect of the technique

**Examples of Techniques:**

Follow Through

Cost: A die showing a (5) or (6)

Requirement: Striking

Type: Action

Description:
 With multiple enemies in your sight, you make sure the next attack has a
 little extra to it, allowing you to hit more than one for reduced
damage. "No I didn't forget about -you-"

Effect: Roll 1d20 + keystone mod, apply full damage to one enemy, then apply half to a secondary adjacent enemy.

Cleave

Cost: A die showing a (4) or (5)

Requirement: Strength

Type: Damage

Description: You put a little bit more muscle in your next attack. "Why aren't you dead yet?!"

Effect: Double total amount of damage done during your turn (effects one target)

Scramble

Cost: A die showing a (1) or a (2)

Requirement: Speed

Type: Energy Pool

Description: Some quick footwork will get you back up on your feet in no time.

Effect: Reroll any die from your energy pool

Endure

Cost: Half your energy pool (Must be at least 2)

Requirement: Durability

Type: Reactionary

Description: You use your keystone ability to put up a last second defense "Is that all you got?"

Effect: Divide incoming damage by 2

Healing Touch

Cost: Two dice of any number

Requirement: Healing

Type: Action

Description: Using your keystone, you're able to restore health to whomever you touch. "Feeling any better now?"

Effect: Heal either yourself or an ally for 1d20 + keystone mod. (You do not attack this round).

Elemental Spellcraft

Cost: Remove one die (any) from your starting energy pool

Requirement: Elemental Magic

Type: Passive

Description:
 You imbue your magic with the properties of a chosen element (The
element can be changed each cycle). "Fire, Earth, Wind, Water, heed my
Call"
Effect: Any action you take can be imbuned with the element of your choice (This includes buffs and attacks).

Empowering Preparation

Cost: A die showing a (4), (5), or a (6)

Requirement: Magic or Tech

Type: Preparatory

Description: You spend a moment, to prepare yourself or ally through use of your keystone ability. "Do you feel it?"

Effect: Give an ally a buff of YOUR keystone modifier for their next action roll, and damage calculation.

Widen Spell

Cost: A die showing a (5) or (6)

Requirement: Magic

Type: Energy Pool

Description: You focus on widening your keystone ability's scope. "More...give me more.."

Effect: Your action this round can target up to 3 enemies/allies

Haste

Cost: Remove one die (any) from your starting energy pool

Requirement: Speed

Type: Passive

Description: Your keystone ability grants you the ability to move quicker than normal. "It's called tactical retreating."
Effect: Move one extra space than you'd usually be able too, also may enable running from a fight.

Deep Breathing

Cost: None

Requirement: None.

Type: Action

Description: You take a moment to take a breather. regaining your lost energy. "Calm down..."

Effect: Discard your entire energy pool, then reroll your starting energy pool.

Salvage

Cost: Two dice showing either a (1), or a (2)

Requirement: Magic OR Tech

Type: Energy Pool

Description:
 Either your spell, or technology failed you at a crucial moment, with a
 minor tweak you can still get use of out it though, "That wasn't a
mistake, everything is going according to plan"

Effect: Add a die of your choosing to your energy pool.