BLIND FIGHTING
The character can fight hand-to-hand in poor light or absolute darkness, or against an invisible opponent, just as effectively as under normal conditions.
BLIND SHOOTING
The character can attack with ranged weapons in poor light or absolute darkness, or against an invisible opponent just as effectively as under normal conditions.
BRUTAL
Normally, unarmed attacks are a free Weapon Attribute at Level 0 (see page 134) for all characters. One assignment of this Technique increases unarmed attacks to a Weapon Level 1.
CONCEALMENT
The character has an uncanny ability to conceal hand-held objects about their person. As long as the character has something to hide the equipment (even if it’s only long hair or a light robe) the character’s weapons will not be noticed by anything short of an actual physical search.
DEFLECTION
With a successful defence roll (page 192), the character can stand their ground and deflect a ranged attack away harmlessly instead of dodging or blocking the incoming attack. This Technique is often used to impress or intimidate the opponent, or when the character does not want to give ground. The GM may decide that some types of attacks cannot be deflected.
EXTENDED RANGE
Characters with this Technique can double the distances when using ranged weapons (see Range Enhancement, page 147).
JUDGE OPPONENT
The character can judge their opponent’s approximate Combat Value and weapon ability from the foe’s attitude and posture even without actually seeing them fight. Additionally, the character can accurately estimate the opponent’s remaining Health Points. For both of these advantages, the GM should provide descriptive indications such as “your enemy is much better than you are with a sword, but if you connect a few times with your fireball blast, it will drop him,” rather than saying “the enemy’s Attack Combat Value is 7, with a Melee Attack (Sword) Attribute Level 2, and he has 60 Health Points remaining.”
LETHAL BLOW
Normally, unarmed attacks inflict Stun damage (see the Weapon Enhancement Stun, page 141). A character with this Technique inflicts normal damage with unarmed attacks instead.
LIGHTNING REFLEXES
The character reacts quickly in combat and frequently outmanoeuvres opponents. One assignment of this technique gives the character a minor edge on Initiative rolls while two assignments gives the character a major edge (see page 182).
PORTABLE ARMOURY
The character will always have easy access to any weapon required for a particular task, including illegal weapons and accessories not available to the general public. The actual weapons and accessories must still be acquired via the Gear (page 95) or Item (page 101) Attributes, but remarkably, the character can access them whenever needed, instead of being forced to return to where they are normally stored. Characters with Portable Armoury may also make field modifications on their weapons, switching Features such as laser sights or scopes in a single round.
REFLECTION
If the character has the Deflection Combat Technique (see above) and makes both a successful Deflection defence and a successful attack roll (which uses up their next attack action), they can reflect a ranged attack towards any target within range (including the attacker) without damaging the blocking object. This Reflection is treated as a normal attack against the target. The GM may decide that some types of attacks cannot be reflected or can only be reflected under certain circumstances (such as requiring a mirrored surface to reflect a laser attack).
TOURNAMENT ENCYCLOPAEDIA
The character has the ability to recall the vital statistics and important quirks of practically all opponents that have participated in one type of tournament (player’s choice; possibilities include martial arts, magical, giant robot, pet monster duels, jousting, grand melee, etc.). This includes, but is not limited to: age, physical fitness, famous victories or defeats, approximate skill, any special abilities, etc. Characters without this ability will only have general information on such opponents unless they are particularly famous or well-known.
WEAPONS ENCYCLOPAEDIA
The character has the ability to recall the vital statistics and important quirks of practically all known commercially available weapons. This includes its general level of reliability as well as all vital statistics, such as material composition, manufacturer, ammunition capacity, calibre, model year, possible outfitted accessories, etc. Characters without this ability will only have such information on weapons they actually own or use regularly.