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Techniques

Humans are a creative lot. Give them a problem, and they will quickly seek out tools in their environment that might solve it. They’ll wield a tool one way, and then another, and then attack the problem with it from a completely different direction until the problem is solved. A tool or technique that serves them faithfully once often finds itself applied to new problems — sometimes in ways for which the tool is not ideal. “When all you have is a hammer, everything looks like a nail,” as the old saying goes.

The Remade are no exception. Once they overcome the initial shock of the Divergence, Deviants experiment with their newfound abilities — whether in a systematic way or only in moments of desperation — and discover ways to use them. The obvious applications (the ones printed in Deviant and its supplements) come naturally, of course, but trial and error yield unobvious ones, too. These crude tools occasionally prove worthless, but enough of these approaches to problem-solving through Variations succeed to encourage the transformed to apply them to new problems.

Over time, if they live long enough, Broken develop favored alternate uses for their abilities. Such applications cease being ad hoc improvisations and develop into formal techniques. Most never pass beyond the transformed who developed them. After all, even the cleverest use of telekinetic powers is useless to anyone who doesn’t possess telekinesis (which is nearly everyone). But some have principles that can be applied to other Variations — and some Remade meet others who share their abilities — which allows one Deviant to teach their techniques to another. Remade who teach their techniques (or who help other Deviants develop techniques appropriate to their own Variations) are quite common among the Devoted, but a few such mentors exist among Renegades.

In Deviant: The Renegades, these novel applications of the Broken’s Variations are represented by Techniques.

Technique Basics

No Variation permits the use of every Technique. The player must supply a narrative justification for why a Variation (or Adaptation or Form) allows a given Technique, which must be one the Storyteller finds reasonable. This will usually reflect the Variation’s mechanics as-written, but in some cases the specific manifestation of that Variation for a Deviant can serve as a rationale. Even if a Variation generally justifies a Technique, it will not work in every situation. A quill plucked from the Remade’s Deadly Ichor might work as a crude lockpick, but it will be useless against a magnetic keycard reader.

To use a Technique, the Variation must be active first.

Learning Techniques

•            Although Remade benefit from practicing a Technique until they have mastered it, any Deviant with an appropriate Variation can improvise a given Technique. A Deviant can improvise a Technique once per chapter. Adaptations can reset this limit.

•            Whenever the Remade increases his Acclimation, he learns one new Technique for free. He may choose this immediately or save it for a time when he needs it, purchasing it mid-scene, if needed.

•            The Broken may master additional Techniques by purchasing the Mastered Technique Merit (p. XX).

•            Whether gained by raising Acclimation or buying a Merit, a purchased (Mastered) Technique is more potent than an improvised one. However, although many Variations can express the same Technique, when purchasing a Technique, the Deviant must decide which Variation she uses to accomplish it. She must further specify its exact effects. For example, a purchased Technique based on the improvised effect of giving the Remade an equipment bonus on Skill checks must specify not just the Skills it enhances (typically one or two such Skills) but the specific applications of the Skills that benefit. It’s as narrow as a Specialty — useful when it applies but by no means applying to all situations involving its Skill.

Technique Effects

Most Techniques provide one of the following benefits:

•            If using a Variation to perform a mundane action, either replace the normal Attribute + Skill roll with a Scar Finesse roll or treat the Variation as equipment with a bonus equal to the lower of Scar Power or Variation Magnitude — chosen when invoking the Technique. This equipment lasts until the end of the scene and does not stack with the Variation’s normal bonus to rolls/resistance. Mastered: The Scar Finesse roll enjoys a +2 bonus, or the equipment bonus is instead the higher of Scar Power or Variation Magnitude.

•            If improving a static trait (like Defense, Speed, or armor), increase the trait by the lower of Scar Power or Variation Magnitude. This improvement requires an action and lasts until the beginning of your next turn. Mastered: This is instead the higher of Scar Power or Variation Magnitude.

•            If using a Variation to set up or aid an ally in the scene, add dice equal to the lower of Scar Power or Variation Magnitude to the ally’s roll, or make a Scar Finesse roll and add your successes as dice to their roll (as a teamwork action) — chosen when invoking the Technique. This affects a single roll. Mastered: The Scar Finesse roll enjoys a +2 bonus, or the bonus is instead the higher of Scar Power or Variation Magnitude.

•            If using a Variation to create a melee weapon, it has a damage bonus equal to half the lower of Scar Power or Variation Magnitude (rounded up), minus 1. The weapon is improvised and suffers a –1 penalty to attacks. Producing the weapon requires an action, but it lasts until the end of the scene. Mastered: The weapon does not suffer a penalty to attacks, and the damage bonus is instead half the greater of Scar Power or Variation Magnitude (rounded up), minus 1.

•            If imposing a penalty to an unwilling character’s mundane action, it requires a Scar Finesse roll as though it were a Directed effect, the penalty it imposes is equal to the lower of Scar Power or Variation Magnitude, and it lasts for a single roll. This requires the Deviant’s action for the turn and does not stack with the Variation’s normal penalty to rolls/resistance. Mastered: This penalty is instead the higher of Scar Power or Variation Magnitude.

•            If worsening another person’s static trait (like Defense, Speed, or armor), it requires a Scar Finesse roll as though it were a Directed effect. If successful, reduce the trait by the lower of Scar Power or Variation Magnitude. This requires an action and lasts until the beginning of your next turn. Mastered: The reduction is instead the higher of Scar Power or Variation Magnitude.

•            A Variation can grant an ally a Magnitude 1 Variation for a turn and without requiring the ally to use an action to activate it. This must be one the Variation could potentially impart. Using Holographic Projection to hide an ally (Camouflage) makes sense but using it to impart Aquatic does not. Mastered: The temporary Variation can be up to Magnitude 2.

Example Techniques

The following are examples of Techniques Deviants are likely to have. Each lists likely Variations that could be used to produce the effect, but these are by no means exhaustive. Each also provides the effect of mastering it, rather than improvising it. Some follow the guidelines above, while others use mechanics unique to them.

Bodyguard

Sample Variations: Carapace, Extra Appendages, Predator’s Cunning, Precognition

As an action, the Remade blocks, deflects, or otherwise turns aside attacks on the ally against which the bodyguard would enjoy her Defense. This can also represent Variations that allow the bodyguard to give the ally advance warning of danger or to move him out of harm’s way. This increases the ally’s Defense by the lower of Scar Power or Variation Magnitude until the Broken’s next turn.

Mastered: Use the higher of Scar Power or Variation Magnitude, instead.

Clear Threat

Sample Variations: Gigantic, Lash, Matter Emulation, Shadow Selves

By making himself an obvious threat, the Remade draws enemy fire to himself, potentially sparing less battle-ready members of his cohort. As a reflexive action after taking an opponent out of the fight in a turn, make a Scar Finesse roll. If successful, a number of Baselines in the scene equal to the lower of Scar Power or Variation Magnitude — or a single non-Baseline opponent — concentrate their attacks on the Broken next turn. They remain focused on him until he is no longer a threat or until he fails to take one of their number out of the fight on his turn.

This effect is cumulative with successive turns. As long as the Deviant continues eliminating opponents each turn, he attracts the attention of more and more of the remaining enemies.

Mastered: Use the higher of Scar Power or Variation Magnitude, instead.

Decoy

Sample Variations: Beast Mastery, Bioluminescence, Pyrokinesis, Storm-Caller

The Deviant uses Variations to attract attention to herself. If she remains in the scene, allies enjoy a bonus equal to the lower of her Scar Power or Variation Magnitude to their Stealth rolls and other actions to operate unnoticed for as long as the distraction lasts.

She may instead provoke enemies into giving chase. For each success she achieves on a Scar Finesse roll, she draws away four Baseline (or one non-Baseline) pursuers. This can be resolved following normal chase rules (Deviant, p. XX), with the pursuit ending either when the Remade gives the hunters the slip or they catch up with her. Each turn of a chase is 30 seconds to one minute, which can give allies a clear window to overcome the remaining guards, plant the explosives, or otherwise exploit their numeric advantage.

Mastered: If remaining in the scene, use the higher of Scar Power or Variation Magnitude, instead. If fleeing, each success draws away twice as many people.

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