Techniques
Techniques are player-crafted combat abilities that define how attacks and spells work. They are created in Meditation Sanctum rooms.
Technique Properties
Every technique is built from four elemental properties:
| Property | Role |
|---|---|
| Caloric | Thermal component — how hot or cold |
| Kinetic | Speed/force component (reduces reflex debt) |
| Density | Weight/penetration component (increases reflex debt) |
| Cohesion | Binding component — how strongly the matter holds itself together |
The weight of a technique is the sum of all four properties, taking the magnitude of the two that can go negative:
weight = |caloric| + kinetic + |density| + cohesion
Caloric and density are bipolar — caloric runs cold through hot, density runs diffuse through dense — so a strongly negative value is as expensive as a strongly positive one. Kinetic and cohesion only ever run upward from zero.
Weight determines damage output and mana cost.
Technique Kinds
| Kind | Damage Stat | Hit Roll | Mana Cost |
|---|---|---|---|
| PHYSICAL | Strength | Yes (D12 + reflex vs reflex) | None |
| MAGIC | Intelligence | No (auto-hit) | weight x 1.5 |
The Crafting Cap
What you can build is capped by one stat: strength for a physical technique, intelligence for a magic one. Two separate checks, both against that same number:
- Every property, on its own:
kinetic,|density|andcohesionmay each go up to the cap.|caloric|is always held to intelligence, whatever the kind, and a physical technique must have caloric of exactly zero. - The total weight, which is the binding one:
|caloric| + kinetic + |density| + cohesionmay not exceed the cap either.
The second is what decides a build, and it is much tighter than the first suggests. At strength 2 the sliders each reach 2, but the total still may not pass 2 — so a weight-2 technique is the ceiling, not a weight-6 one. A craft that breaks either rule is refused as too complex to grasp.
This is a different limit from neural capacity below. The cap is how good a single technique may be; capacity is how many of them you can carry.
Neural Capacity
Characters have a limit on total active technique weight based on fortitude:
NeuralCapacity = fortitude * 10
Ten points of capacity per point of fortitude.
The sum of all active techniques' weights must not exceed neural capacity.
Burden
Carrying techniques is not free. Well before the cap, a crowded head starts to
cost you — the penalties are graded on the ratio of active weight to
capacity. Every technique a character knows is active — see the note on the
active column below — so purging is the only way to lift them.
| Active weight / capacity | Status | Reflex | Stamina and mana costs |
|---|---|---|---|
| up to 50% | CLEAR |
— | — |
| above 50%, up to 90% | CLUTTERED |
−2 | — |
| above 90% | STRAINED |
−5 | ×1.1 |
Where they bite:
- The reflex penalty is subtracted from your reflex when the game works out whether a blow lands, so a strained character misses more. It does not change turn order — only whether the blow connects.
- The cost multiplier raises the stamina a physical technique spends and the mana a magic one does, so a crowded head runs dry sooner as well as missing more.
The trade-off is the point: one heavy technique you can swing accurately often
beats three you cannot. A weight-6 technique on fortitude 2 (capacity 20) is
CLEAR; add a second and you are CLUTTERED at −2; a third puts you STRAINED
at −5 and paying a tenth more for everything.
A craft that would exceed capacity outright is refused, so you can never go
past 100% — STRAINED is only ever the 90–100% band.
Reflex Debt
Physical attacks accumulate reflex debt based on technique properties:
reflexDebt = (density / 2) - (kinetic / 4)
- Density increases debt (heavier techniques slow you over time)
- Kinetic decreases debt (lighter techniques)
- Burden cost multiplier further amplifies debt
Reflex debt reduces effective reflex on subsequent turns, making the actor slower in action order.
Primal Techniques
Each archetype starts with a primal technique - a system-provided default:
| Archetype | Primal Technique |
|---|---|
| VANGUARD | Physical, strength-weighted |
| RANGER | Physical, speed-weighted |
| ARCANIST | Magic, intelligence-weighted |
Primal techniques cannot be purged and serve as a baseline while the player crafts custom ones.
Purging Techniques
Removing a technique costs stamina equal to the technique's weight. This prevents rapid technique swapping and makes each choice meaningful.
Damage Formulas
Physical
baseDamage = weight x (1 + strength/100)
The stat scales the technique rather than multiplying it: a percent per point. Weight is what decides the damage, and strength is a modest bonus on top — at strength 4 a weight-3 technique opens at 3.12, not 12.
A critical multiplies that by 1.5x. Crits are earned by accuracy: a hit
chance above 0.95 crits on the excess above it, so a character that cannot
outpace its target never crits at all.
Mitigation is then applied against the defender's resistances and stats.
Magic
baseDamage = weight x (1 + intelligence/100)
manaCost = weight x 1.5
Magic always hits and cannot crit, and its mana cost rises with weight.
Mitigation
Both physical and magic damage are mitigated by:
- Defender fortitude and intelligence
- Monster resistances (caloric, kinetic, density, cohesion)
- Attacker intelligence and strength (for penetration)
Monsters have per-biome resistance profiles. The default resistance profile is { caloric: 0, kinetic: 1, density: 0, cohesion: 1 }.