AIOTE

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Learning Techniques

Each time a character takes a level in Enhancer, they may choose one Technique from the following list, and learn that Technique. Some Techniques require a minimum Enhancer level in order to learn, and cannot be learned by those Enhancers of lower level. For example, a 5th Level Enhancer would know five different Techniques, and would be able to learn any Technique that requires a 5th level or lower Enhancer.

Targets of Techniques

Techniques are trained skills that strengthen and change the body. However, one's body requires vigorous training in order to activate a Technique and not seriously injure themselves, so Techniques are only able to affect the character performing them. Even if a character has multiple sections, only the section performing the Technique will be able to see any benefit. Each section can use their own Technique simultaneously though, if applicable.

Movement Restrictions

In order to use a Technique in combat, characters are limited to taking either a Normal Move or a Limited Move. Running all out via a Full Move prevents a Technique from being used that same round.

Using a Technique

Activating a Technique is a Minor Action, and does not require any checks to be made, nor do any vocalizations or gestures need to be made. In general, Techniques can be used as many times in a round as wanted, though the actual effect of any given Technique cannot be duplicated or stacked. Of course, there are always exceptions, such as Techniques that can only be used once per round, or Techniques that explicitly have cumulative effects.

MP Consumption

Unless stated otherwise, a Technique costs 3 MP to activate. This may change due to Combat Feats, or may be paid with from a Mako Stone.

Ending a Technique

Techniques with a duration may be ended at the discretion of the user, as a Minor Action.

Since Techniques are explicitly not magical, spells like "Dispel Magic" or Combat Feats like 《Wordbreak》 will not work. Only effects explicitly called out as being able to end a Technique, such as "Perfect Cancellation", will work. Additionally, spells like "Sense Magic" or "Mana Search" will not detect active Techniques.

At the same time, Combat Feats like 《Metamagic/**》 will not work to alter the characteristics of any Technique. On the other hand, there is a Combat Feat introduced later, called 《Muscle Mystery》, that will only affect Techniques.

How to Read Techniques

Required Level
At the top of each list of Techniques, there is a header, " Level Enhancer Required". The will show how many levels of Enhancer a character needs in order to learn any of the Techniques under that header.

Example Enhancer Technique

1. Name: The name of the Technique. Since Techniques can be used as a Minor Action, there will always be a after the name, the same as with spells.

2. Duration: The time the Technique lasts, in rounds. Specifically, when counting in rounds, the duration counts down at the beginning of each of the Enhancer's turn.

3: Overview: A quick explanation of the Technique.

4: Effect: An in-depth look at the specifics of the Technique. The word "user" is used for the character who uses the technique.

List of Techniques

1st Level Enhancer Required

Antibody 30 seconds (3 rounds)
Poison, Disease Resistance +4
The user of this Technique strengthens their immune system, driving off poisons and diseases. When rolling a Fortitude or Willpower check for a Poison-attribute or Disease-attribute effect, the user gets a +4 bonus to that check.


Owl Sight 3 minutes (18 rounds)
Gain Night Vision
The user's eyes radiate gold, like that of an owl's. This allows the user to see through darkness as though it were daylight.


Gazelle Feet 30 seconds (3 rounds)
Evasion +1
The user's leg muscles become much more active, like that of a gazelle bouncing away from a predator. This increased reaction time gives the user a +1 bonus to Evasion checks.


Cat's Eyes 30 seconds (3 rounds)
Accuracy +1
The user's pupils stretch vertically, allowing them to watch an opponent more carefully. This increased observation gives the user a +1 bonus to Accuracy checks.


Scale Leggings 1 hour
Free Movement Underwater
Pale scales sprout from the user's body, allowing for free movement underwater. The user does not incur any penalties for moving underwater either.

However, this Technique does not allow for breathing while underwater.


Strong Blood 30 seconds (3 rounds)
Fire, Water/Ice Damage -5
By keeping a consistent body temperature, the user can keep cool in hot environments, and vice versa. When taking any Fire-attribute or Water/Ice-attribute damage, reduce the total damage taken by -5.


Chic Chick 1 hour
Jump Better, Glide from Heights
A slamm bird's wings sprout from the user's back, aiding them in any aerial movement. When making any jump checks, the user receives a +5 bonus to those checks. Additionally, reduce any fall damage the user takes by -20.

This Technique does not allow the user to fly.


Dragon Tail 3 minutes (18 rounds)
Grow a Tail
The user grows a long, thick tail form their hindquarters. This tail can be used as a Wrestling weapon.

If the user already has a tail, then they can use this Technique to increase either their Accuracy by +1 or damage with the tail by +2. This Technique's effects are cumulative, to a total of +2 Accuracy and +4 bonus damage.

This Technique can be used once per round.


Beetleskin 30 seconds (3 rounds)
Defense +2
The user's skin becomes hard and chitinous, granting a +2 bonus to Defense.


Bear Muscle 30 seconds (3 rounds)
Strength Modifier +2
Revitalizes the user's muscles and reinforces them, giving the user the strength of a bear. This increases the user's Strength Modifier by +2, but does not affect the user's Strength score.


Meditation 30 seconds (3 rounds)
Willpower-Based Psychic Resistance +4
The user stabilizes their thoughts and strengthens their ego, making their mind less susceptible to ill effects. If the user makes a Willpower check against a Psychic-attribute effect, they receive a +4 bonus to that check.


Rabbit Ears 3 minutes (18 rounds)
Listen, Danger Sense +2
By making their ears bigger and more flexible, the user can more accurately detect incoming danger. If the user makes any hearing-based checks, or a Danger Sense check, they receive a +2 bonus to those checks.


5th Level Enhancer Required

Centaur Legs 10 seconds (1 round)
Agility +12
The muscles in the user's lower body stiffen and thicken, becoming incredibly powerful. The user increases their Agility score by +12. Exceptionally, this technique can be used immediately before an Initiative check, giving a +2 bonus to Initiative check and it is lost at the start of the first round.

For fixed-value characters, instead, they gain +2 to Initiative and Evasion. GM is free to make other modifications at their discretion.


Animal Shape 1 hour
Transform into Common Animals
The user transforms into an animal that is common in society, such as a horse, pig, cat, or dog. User cannot transform while wearing weapons, armor, or costumes.

After the transformation, the user’s ability score remains the same. The user can still speak and use skills, but cannot hold items or weapons, nor wear armor or clothing. And can only attack with Punch. This Technique does not allow the user to communicate with animals.


Giant Arms 10 seconds (1 round)
Strength +12
The user's arms swell immensely, barely able to contain the newfound power inside. The user increases their Strength score by +12. If the user has a fixed Strength score, instead they gain +2 bonus damage.


Sphinx Knowledge 10 seconds (1 round)
Intelligence +12
The user becomes as intelligent as a sphinx. The user increases their Intelligence score by +12. Exceptionally, this technique can be used immediately before a Monster Knowledge check, giving a +2 bonus to Monster Knowledge check and it is lost at the start of the first round.

For fixed-value characters, instead, they gain +2 to Magic Power or other value that the GM determines to be based on Intelligence.


Demonfinger 10 seconds (1 round)
Dexterity +12
The user's hands become incredibly flexible and supple, able to bend and flex much farther than normal. The user increases their Dexterity score by +12. If the user has a fixed Dexterity score, instead their Accuracy increases by +2.


Fire Breath 30 seconds (3 rounds)
Breathe Fire
The user can, as a Major Action, breathe fire in front of them.
Attack Roll Enhancer Level + Intelligence Modifier
Target 3m radius/5 Range/Area 10m/Shot Resist Half Type Fire
Effect Deals Power 10 + Enhancer Level + Intelligence Modifier damage.

If the user has the Combat Feats 《Magic Convergence》 or 《Magic Control》, they can apply it to this Technique. However, the Combat Feat 《Metamagic/Area》 has no effect.


Recovery Instant
Restore HP
The user is able to refresh themselves, and recovers an amount of HP equal to their Enhancer Level.

This Technique can be used once per round.


Wide Wings 3 minutes (18 rounds)
Gain the Ability to Fly
A large set of eagle-like wings sprouts from the user's back, allowing the user to fly. When flying, the user's movement speed is 10 meters per round (so a Full Move would cover 30 meters).

If the user already has the ability to fly, this Technique increases the user's movement speed by 20m. This extra movement speed is not cumulative.

This Technique can be used once per round.


10th Level Enhancer Required

Chameleon Camouflage 30 seconds (3 rounds)
Increased Hide
The user gains a +4 bonus to Hide checks, and cannot be seen by 5 Senses Perception from more than 10m away. The user also cannot be the target of melee or ranged attacks while using this Technique.


Kraken Stability 30 seconds (3 rounds)
Cannot Fall Prone
The user's lower body becomes like that of a kraken's tentacles, becoming immune to falling prone by any means. This Technique is only effective if the user is standing on solid ground or on the seafloor.


Jii Prophecy 1 hour
Detect Incoming Danger
The user is able to see into the future for a second or two, allowing them to gain a +2 bonus to both Initiative and Danger Sense.


Strider Walk 3 minutes (18 rounds)
Walk on Water
The user can walk on water and dense clouds. However, when using this Technique, they cannot take a Full Move.


Spider Web 3 minutes (18 rounds)
Create Multifunctional Silk Threads
Spin thick threads of strong silk from the user's fingertips to aid in movement. The silk works the same as the Artificer spell Wire Anchor(i.e. the user can climb walls better, and use it to entrap opponents), but uses the user's Enhancer Level + Strength Modifier if a check is needed.


Titan's Foot 10 seconds (1 round)
Strengthen Kicks
As a Major Action, the user can kick a 1m radius hole into a wall less than 1m thick, creating a loud noise while doing so. If the wall is more than 1m thick, the kick instead creates a hemispherical divot in the structure. This Technique cannot be used on Iron or harder material, and cannot be used while in combat.


Troll Vitals 30 seconds (3 rounds)
Magic Damage -4
The user's vital organs becomes like that of a Troll's, causing them to take -4 magical damage from any source.


Balloon Seed Shot 30 seconds (3 rounds)
Use Weapons with Mouth
The user can use Thrown weapons with their mouth, using their Enhancer Level + Dexterity Modifier for Accuracy and Enhancer Level + Strength Modifier for damage. Attacks with this Technique can only be used once per round as a Minor Action.


Fenrir's Bite 3 minutes (18 rounds)
Grow Fangs
The user's canines extend, allowing a Bite attack to be made as a Wrestling weapon, using their Enhancer Level + Dexterity Modifier for Accuracy and Enhancer Level + Strength Modifier for damage.

If the user already has a Bite attack, then they can use this Technique to increase either their Accuracy by +1 or damage with the Bite by +2. This Technique's effects are cumulative, to a total of +2 Accuracy and +4 bonus damage.

This Technique can be used once per round. Attacks with this Technique can only be used once per round as a Minor Action.


Healthy Body Instant
Removes Negative Effects
Remove a Poison-, Disease-, or Psychic-type effect from the user.