Techniques

If you think of your Attribute Cards as the ground you are defending, your Technique cards are your weaponry.  These cards are the only way you have of defending yourself, and attacking your opponent.  Techniques may also give you a tactical advantage somehow, without directly attacking or defending.

In general techniques work like this - we enact techniques by invoking our character's speed, to advance a technique: shown during gameplay by sliding down a covering-card so more and more of the technique is revealed.  At some point during the technique we get a pay-off and the attack (or defence) happens.

Techniques generally fall into three categories: the two main ones are Combat Techniques and Spell Techniques, and there are also various other moves (mostly tactical ones), which fall under Miscellaneous Techniques.

Actions

Looking further into the detail of a Technique, we see that each technique is made up of a string of actions.  Each action is an individual move, which by training are linked in sequence in the characters mind, so that they can be performed smoothly and without delay, one after the other.

We can see this on Technique Cards, which are divided horizontally into individual Actions.  There are a number of Time Ticks associated with each Action.  When all TimeTicks above and incorporated into the horizontal line have passed, the Action above that line is completed.  In the example (Earthhammer) the first Draw action has three timeticks.

One of the actions of the technique will have a pay-off, such as causing damage to your opponent.  In the example, it is the last action where the hammer is directed, but the pay-off could fall just about anywhere in the technique.

When all the actions for a technique are completed the technique has been enacted, and the card is set aside.

Of course if you have already had the pay-off early in a technique, why would you bother enacting the whole technique?  The answer is inertia - which is discussed below.

One of the most common actions is [http://storybridge.org/pic/cards/ready.gif] which is a sort of "filler" action.  It signifies mental processing, and actual body movements such as follow-through, changing stance and weighting, which usually go with the pay-off action.

Note re terminology: In these rules the word "Action" is often also used to refer to some special Techniques which consist of only one action (or an action and one or more Ready actions).  These really are still Techniques.

The Techniques known as Default Actions are an example of this usage of the word Action.

Basic Actions and Moving

Technique Cards represent combat techniques and spells that your character has the knowledge to perform well.  If you do not have the card in your hand your character does not know how to do the technique, and in fact has probably never heard of it.

However some things are so basic that we assume as a default that all characters can do them, without a thought.  For example a character doing "nothing", or just getting Ready to do something.

Most of these basic actions are common parts of tactical game play, and you will soon have memorised them.  A ready reference card included with the Morphyry Pack duplicates the table below which lists them.

There are no Technique cards for these - you may perform them at any time, as though you had a technique card listing them.  These Default Actions are listed below, along with their TimeTicks.  During gameplay, a character may perform one of these techniques as though it was a Planned Technique

The last of the 2 above Default Actions are penalty actions.  In other words you do them because you have to, for example as result of some hazard your character has failed to overcome.

To signify that you are performing a Default Action, use a d10 instead of a Technique Card, and place it on the tableau where your technique card normally goes, with the top face displaying the number of TimeTicks from the table above, and state which Default Action you are doing.  You can place the dice onto the Ready Reference card, positioned on the action you're doing as a mnemonic - but this is not required.

As you Invoke Electra for Speed to do the Default Action, "Advance" the Default Action just as though it were a technique card, by reducing the d10 instead of sliding the covering-card down.

Falling

Falling is often a result of failing a jumping technique, or a hazard on a scenario card.  The timetick count for a Fall is variable, and depends on the crush damage specified in the scenario causing the Fall.  Simply add 6 to the Crush damage figure and this gives the number of time ticks.  If the Crush Damage is greater than 4, you may need a d12 or d20 instead of a d10 to count out the default action.

Moving Diagonally

To move from one square to another joined at the corner costs 2 squares, so calculate the time ticks as 2 x 7 + 3 = 17

Moving on the Playing surface

The first of the above two Default Actions Move-Up and Turn allow you to move your token about on the playing surface.  You will use these frequently to manouvre for position during combat.

As noted in small-type in the table above, to move your miniature to a diagonally adjoining square, first Turn it to face diagonally, toward the square, then execute two Move Up Default Actions in sequence.

Moving up to Obstacles

If, during moving, your Avatar character encounters an obstacle, for example a wall, or another Avatar character, the moving technique is still enacted.

Although the technique will still succeed and be enacted if the obstacle is encountered during the move technique, when your character is already touching the obstacle, any further attempts at advancing will fail and result in the failure effect for that technique, if any.

For obstacle scenario cards (well, tree etc) move your token/miniature onto the scenario card, but touch its base to the join between the cards, on the side that you came from, to indicate that you cannot pass through the obstacle, but must turn and go back, or go to either side, around it.

For a wall, position your token/miniature on the card/square you occupy but touch the base to the join between the two cards, comprising the wall.

To show that your character is touching, toe-to-toe or within arms length of another character, move your token or miniature so that its base is touching the other miniature's base.

Note that this is the position required for Close Range techniques.  If both characters are on adjacent squares they are at Melee Range, not Close Range.  One or the other must execute an Move Up and touch bases per this rule, before they can use Close Range techniques.

See the discussion of Range in the section on Weapon Range under Artifacts.

States

There are various states you can find yourself in as the result of hazards encountered during combat, or of your own actions peformed as part of Techniques.  These states usually limit you in some way and/or make actions more difficult.

If a State is entered during a technique there will be a reminder on the Technique card to add the Difficulty (if applicable) to any Skill Calls.

For example: A technique calls for you to jump and then spin.  The spin action shows "Spin (nb:+2 for jump)" meaning do an Attribute Check for a Call on your Spin Skill, but add 2 to the difficulty.  As long as there are no other hazards this will mean a Skill Call of 4.

Where there is no reminder, and this is especially true of paralell actions, you must be careful to include the State Penalty where relevant.

Deploying a Technique

When you have either no Technique card out, or have invoked enough Speed points to enact the preceding technique, you may place another Technique card out face-up, ready to go.  This is called deploying the technique.

The rules for covering cards explain the difference in deploying a technique from your hand, or deploying one that is already face down on the tableau as a covering card.

When a technique card is deployed it should be placed face up, but will usually be concealed by a covering-card placed face down.  This is to remove the advantage your opponent has on knowing your actions in advance.

Planned and Unplanned Actions

The time tick is meant to model the flow of combat action, and depict the advantage a faster, leaner character has over a slower one.  The Technique card in play represents actions currently being performed by your character in that flow of action.  The Covering-Cards are planned future actions, intended by your character to be done next.

If a character wants to do a new Technique which is Unplanned (ie the card is still in her or his hand) they must first perform the Default Action Ready, after which the card may be put into play.  A card may be shown as being a Planned next action by using it as a Covering-Card.

 The rule is: Before commencing a new Unplanned Technique (card is still in your hand) perform Basic Action: Ready (4 ticks)

Covering-cards are usually placed face down onto the tableau over an existing Technique card, covering TimeTicks to show how far it has been advanced.  A covering-card used in this way are called the Planned Action, and will normally be the Technique to follow the current one.  The planned action may continue straight after the current technique is enacted, without penalty actions such as Ready.

Covering-cards may also be placed face down over an Attribute Card.  This signifies the character taking a more defensive stance and planning alternatives to the Planned Action as a response to taking the damage.  In this case the Covering-card is called an Alternate Action.  Since there are 3 attributes up to 3 Alternate Actions can be prepared.

For Alternate Actions the Alternate Ready Basic Action (2 TimeTicks) - must be done first.

 Before commencing a new Optional Technique (card is on an attrbute) perform Basic Action: Alternate Ready (2 ticks)

Changing Plans

If you have a face-down covering-card deployed (either a Planned Action or an Optional Action) you may during Phase 3 of your turn exchange it with a card in your hand.  This costs 1 Speed point.

You may not return an enacted Technique to your hand this way - see the rules below for using an enacted Technique as a Planned Action.  If changing an enacted Technique which is being used as a covering-card it must be returned face-up to its place at the side of the tableau and the card from your hand substituted as a covering-card.

Bluff Cards and Face-up Covering Cards

Now, as explained above usually the covering card will be a technique card from your hand, but there are two situations where this might not be the case.

Firstly you may have a technique card which has been enacted already and is lying face up on the tableau.  This card can still be used as a covering-card, but is used face-up over the technique you have deployed.  Obviously this has the disadvantage that your opponent knows what your next technique is likely to be.  But there are several reasons why you might do this: you may not have a technique card in your hand, you may plan to change your Planned Action, or you may simply wish to use this card anyway if it is the best tactical choice.

Secondly you may use a bluff card.  This is a card from your hand used as a covering-card, but which is not a Technique Card.  Obviously it cannot be played when the current technique is enacted (past completion), so at that point, or at some stage before, you must swap it for a technique card in your hand, or simply return it to your hand, using the rules for Changing Plans.

Paralell Actions

There are some Techniques which are quite short or undemanding, and can be performed at the same time as other Techniques.  These include quick Spell Techniques such as minor cantrips; combat Techniques that only involve the hands, or head and a few Miscellaneous Techniques.

These Techniques, called Paralell Actions, will be shown by the word Paralell in the title of the card.  They are placed next to the current technique, with their own covering card (often a bluff card).

Note that it is not immediately obvious that a Technique should be paralell.  For example any Combat Technique that delivers any real power will not be paralell, even if it only involves the hands.  This is because when punching with a cross, or anything stronger, the character must lock in their stance, using their legs, hips and body.  The backfist jab however which is mainly a stinging attack, designed to distract by aiming a light blow to your opponents nasal septum, can be done paralell.

When performing a Paralell Action you must divide the available Speed Points (from Invoking Electra) between the main action you are performing and the paralell action.  Some special abilities and other effects allow you to share one or two points of Speed between the Paralell Action and Main Technique, but in general you must choose carefully where you spend your Speed points to advance either the Paralell Action or the Main Technique.

Interrupting Techniques and Inertia

If you are currently doing a Technique, and you want to discontinue it (usually to start another technique instead) you must allow for Inertia.  Inertia refers to the fact that when you are building up to the payoff of a technique, your mind and body are not able to switch instantly to another techique, and the delay in being able to start a new techique depends on two things: your reactions and the power invested in the current technique.

Often you will decide to change your technique in response to the other player, for example you might be executing a big kick, when you see your opponent evade to the side, meaning your technique will probably fail.  Alternatively you might see them executing a deadly blow, and you want to block it.

First you decide what technique you want to do instead, or if you want no technique for the time being (as in the case of the kick).  Select the appropriate technique card, or a bluff card for no technique.

Place that technique (or bluff card) face down at right angles to the current technique, to indicate you're attempting to interrupt the current technique.

Then find the Inertia Score as follows:

Note that if an skill call states a multiplier, count the multiplier rather than just 1, eg  x 2, count 2 rather than 1.

For example you wish to interrupt a Right Cross punch technique.

You are currently in the Punch action (6 of the 10 timeticks are uncovered) so counting attribute calls we count 4 - 1 for each of the 2 Ready actions, and 2 for the Punch x 2.

There is a damage figure of 3 associated with the Punch, so we add that to the count:  Therefore inertia is 7.

To interrupt the Technique without penalty you must be able to invoke [http://storybridge.org/pic/cards/reactions.gif] to equal the value of Inertia.  If you cannot, you must first execute the Default Action Ready once for each number of times the Inertia exceeds the Reactions you invoke.

Example of Inertia

It is the beginning of his turn, and Baganal has just seen that there is a big sword blow coming down on his head.  He wants to interrupt his Right Cross punch technique to do a block and evade.  He has Electra 3, so unfortunately his Reactions are too slow.  The inertia at 7 exceeds his Reactions twice over, so he must do 2 Ready actions first.

He places down his Block and Evade Technique card face down at right angles to the Right Cross, placing the current covering card back in his hand.  On top of the Block and Evade card he places a d10 set to 8 and announces "I am interrupting the right cross - I do Default Ready twice".

Baganal then invokes Electra for 3 Speed and advances the d10 to 5, and the next turn to 2.

Next turn - if the sword blow hasn't landed by then - he invokes Electra for 3 more Speed, 2 goes to removing the last 2 off the d10.  The Right Cross gets put to the side face-up where the enacted Technique cards go, and then he picks up the Block and Evade card and places it down face up, covered with a new covering card.  He uses the remaining 1 points of Speed to advance the Block and Evade by one timetick.

Next: Techniques and Actions