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THE REFERENCE SHELF / 48 ENTRIES

Named technique forms

Named transformations unlock at character level 16. A form changes an existing technique; it does not grant another action slot.

Public mechanical reference for runtime 0.4.3. The current game validates actual access, inventory, location and prerequisites.

FormIDBase techniqueLevelTargetStaminaFocusCooldownEffect
Fault Linefault_lineSplit the Seam16enemy311Spread force across every support; no focused break or extra exposure.
Sheltered Cutsheltered_cutSplit the Seam16part221Give up some focused force to protect the worker.
Standing Screenstanding_screenHoldfast16allies311Protect every ally without redirecting their attacks.
Challenging Guardchallenging_guardHoldfast16enemy211Accept the next announced challenge while making a light attack.
Supply Callsupply_callFollow My Mark16allies222Recover the group’s resources rather than marking a target.
Execution Markexecution_markFollow My Mark16enemy221Replace the allied rally with a committed attack.
Patient Ripostepatient_riposteSecond Cut16enemy121Reward reading a committed attack; otherwise deal ordinary base damage.
Shared Readshared_readSecond Cut16ally211Apply the read to an ally’s protection instead of attacking.
False Trailfalse_trailFalse Opening16enemy211Set a single trap for a later committed approach; it cannot stack with itself.
Clean Escapeclean_escapeFalse Opening16ally121Abandon the lure to move and cleanse one ally.
Crossing Cutcrossing_cutCrossstep16enemy211Use the step offensively instead of moving another character.
Linked Steplinked_stepCrossstep16allies232Move the group to far and provide light protection; Stillhand allies remain in place.
Pinning Shotpinning_shotLong Measure16enemy221Sacrifice burst for a two-round delay.
Through Shotthrough_shotLong Measure16enemy321A more expensive shell-bypassing shot with no distance bonus.
Patient Watchpatient_watchStay on the Trail16enemy121Keep the quarry marked and reduce pressure instead of causing damage.
Close Pursuitclose_pursuitStay on the Trail16enemy311Consume the action on a strong attack; an ally must maintain the mark.
Guarded Groundguarded_groundPrepared Ground16ally221Turn preparation into maintained shelter, not a trap.
Snaring Groundsnaring_groundPrepared Ground16enemy311A stronger waiting trap with a short delay, paid through extra resources.
Grounding Netgrounding_netGrounding Line16enemy131Weaker direct current prepares a conductive state; it no longer damages every part.
Grounding Sheltergrounding_shelterGrounding Line16ally131Use the charge to protect and clear exposure from one ally.
Single Prismsingle_prismSplit Ward16ally031Concentrate the group ward into one target; normal capacity still applies.
Fractured Prismfractured_prismSplit Ward16enemy131Release the ward as a focused ray; it supplies no protective barrier.
Thermal Edgethermal_edgeCharged Edge16enemy221Trade reserve release for a short thermal aftereffect.
Sheltered Edgesheltered_edgeCharged Edge16ally221Hold the charge behind a shield instead of striking.
Root Lashroot_lashRoot Brace16part221Direct the living brace into one support instead of health damage.
Root Canopyroot_canopyRoot Brace16allies132Sustain the group instead of constraining the opponent.
Marked Watchmarked_watchShared Watch16enemy221Let the companion act while maintaining a marked quarry; no additional ward.
Quiet Watchquiet_watchShared Watch16ally131Work without commanding a companion, at a higher focus cost.
FloodwardfloodwardTurn the Flow16allies132Protection and cleansing across the group, without immediate healing.
Cold Returncold_returnTurn the Flow16enemy131Turn the flow into a brittle opening instead of treatment.
Marching Countmarching_countDriving Count16allies222Provide resources and light cover rather than direct offense.
Sharp Countsharp_countDriving Count16enemy231Drop the allied rally for a costly concentrated strike.
Held Silenceheld_silenceBroken Rhythm16enemy133Interrupt an eligible release. It is unavailable outside a disruptable telegraph.
Falling Notefalling_noteBroken Rhythm16enemy121Trade broad weakening for damage and a short delay.
Passing Choruspassing_chorusCarry the Note16allies132Spread a smaller recovery note across the party; no immediate focus.
Returning Notereturning_noteCarry the Note16enemy121Carry the note into a reserve-building attack instead of healing.
Shared Hexshared_hexMarked Burden16allies132Pay a personal health cost for group protection.
Open Burdenopen_burdenMarked Burden16enemy221Exploit an existing mark rather than maintaining one.
Lent Reservelent_reserveLast Reserve16ally131Heal another person at a real personal cost; no reserve gain.
Burned Reserveburned_reserveLast Reserve16enemy221Spend all stored reserve offensively rather than recover.
Common Sharecommon_shareTake My Share16allies232Distribute recovery without redirecting a hit.
Challenged Sharechallenged_shareTake My Share16enemy211Take the next announced challenge rather than intercepting an ally.
Piston Headpiston_headField Assembly16part311Build pressure into a working piston; watch the Artificer’s reserve heat.
Service Frameservice_frameField Assembly16allies232Assemble lighter group protection with a useful focus return.
Cold Chargecold_chargeCut the Link16enemy221Prepare a structural opening through cold instead of delay.
Safe Linksafe_linkCut the Link16ally221Rewire one ally’s protection instead of damaging the opponent.
Closing Arrayclosing_arraySet the Line16enemy131Discharge the line rather than keeping a ward active.
Wide Arraywide_arraySet the Line16allies132Maintain smaller protection across the party.

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