Trying my hand here at some custom Techniques for 5E for the first time. I'm working on a whole set of techs based around interesting interactions between characters in different Stances. The idea here was to provide good tactical "counterplay" that is also richly thematic. For starters here I present my offense-based techs, with plans to follow up with some defensive ones in the same vein. Each one seeks to negate or counter the tactical advantages of a given Stance, or capitalize on its weaknesses.
I'm quite sure some of these are badly broken in some way I haven't noticed yet, so powergamers are invited to chip in with their exploits and combos. Feedback warmly welcomed!
Storm Drives the Waves
Rank 2 Air Kata
Close Combat Kata
Circling his opponent while lashing out with a whirlwind of fast, unpredictable strikes, the samurai keeps his foe on the back foot and herds him into an untenable position.
Activation: When making a Melee or Unarmed Attack Action in a skirmish against a character in Water stance, you may spend O in the following way:
Air O+: If the character spends O equal to his opponent’s vigilance, he gains one of the following benefits. Each additional O spent in this way grants one additional benefit.
-Until the beginning of your next turn, the target character cannot make any Movement actions.
-Until the beginning of your next turn, the target character cannot take the Calming Breath action.
-The target character must move one range band in a direction of your choosing.
Iron Smelting Strike
Rank 2 Fire Kata
Close Combat Kata
Against an overly cautious opponent, the warrior gathers his strength and unleashes an all-out assault to punch through his guard, his armor, and his bones.
Activation: When making a Melee or Unarmed Attack Action in a skirmish against a character in Earth stance, you may spend O in the following way:
Fire O+: If successful, you may spend O equal to the target’s Earth ring to inflict a critical strike of severity equal to the weapon’s deadliness, plus your bonus successes. This does not count as spending O to inflict a critical strike for the purpose of the Earth stance’s benefit.
Fire O+: You may spend O equal to the target’s vigilance to inflict the Dazed condition on them.
Flooding the Hearth Method
Rank 2 Water Kata
Close Combat Kata
Rather than meeting force with force, the samurai fluidly evades his foe’s killing zone, and flows into the spaces where his power cannot be applied effectively.
Activation: When making a Melee or Unarmed Attack Action in a skirmish against a character in Fire stance, you may spend O in the following way:
Water O+: If you spend O equal to the target’s vigilance, until the beginning of your next turn, the TN of any attack the target makes against you using a weapon for which you are not within range at the time this Technique is activated is increased by 1, +1 for each additional O spent in this way.
Sacred Mountain Pierces Heaven
Rank 2 Earth Kata
Close Combat Kata
Ignoring feints and misdirections, the warrior advances implacably until he overbears his enemy and they are at his feet, ready to receive the killing blow.
Activation: When making an Attack Action in a skirmish against a character in Air stance, you may spend O in the following way:
Earth O+: If successful, you may spend O equal to the target’s vigilance to inflict the Immobilized condition on them until the end of your next turn.
Earth O+: If the target of your action has the Immobilized condition, you gain one bonus success for every O spent in this manner.
Edited by robothedino