here’s a list of techne, and the patterns that techne tend to follow. if you want something that isn’t on this list but Makes Sense, talk to me and we can probably make it work.
Patterns
“lower difficulty of <color> rolls by <number> when <specific relevant circumstance>”
“gain 2 arete on failure when <circumstance>”
“when you succeed in <circumstance>, an ally gains Arete”
“once per session, reroll a <color> check”
“lower all <color> difficulties by 1”
“use <color> instead of <other color> when <circumstance>”
“spend Arete to treat a snap decision as a prepared decision and take half when <circumstance or color>”
“happen to just be carrying <class of convenient thing> on your person”
“increase your die rank for purposes of taking half when <circumstance>”
“once per session, treat a nat 1 as a max dice roll (this does not trigger explosion)”
“when a die of <color> explodes, <something interesting or cool happens>”
“accept a nat 1 to gain a small pile of Arete”
GENERAL TECHNE
Protector - Lower DC of White rolls by 3 when acting to protect someone you have a duty towards.
Wilderness - Lower DC of Green rolls by 2 when navigating natural environments or surviving in the wild.
Academic - Lower DC of Blue rolls by 3 when researching, analyzing texts, or recalling scholarly knowledge.
Inspiring Presence - When you succeed on a White roll to help or encourage someone, an ally gains 1 Arete.
Learn from Mistakes - When you fail a Blue roll and gain Arete, gain +1 additional Arete.
Stubborn - Lower DC of all rolls by 1 when pursuing a goal you’ve already failed at once.
Hometown Advantage - Lower DC by 2 for any roll made within your home plane.
Quick Study - Use Blue instead of Green when your instincts have been informed by observation and analysis.
Desperate Courage - Use Red instead of White when protecting others requires aggressive, risky action.
Methodical Instinct - Use Green instead of Blue when your understanding comes from deep pattern recognition rather than conscious thought.
Second Wind - Once per session, reroll any failed check.
Always Prepared - You happen to be carrying a useful mundane item relevant to your background (torches, rope, basic tools, etc.). Once per session, declare what it is.
Resilient - When rolling to resist physical hardship, treat your die as one rank higher for purposes of taking half.
Silver Tongue - When rolling to persuade, deceive, or negotiate, treat your die as one rank higher for purposes of taking half.
Tactical Mind - When you have significant time to prepare and plan, lower DC by 2 for the first roll of your plan.
Explosive Momentum - When a Red die explodes, your next physical action this scene gains +2 to the roll.
Cascading Insight - When a Blue die explodes, you may ask the Dragon one yes/no question about the current situation.
Natural Harmony - When a Green die explodes, lol idk
Righteousness - When a White die explodes, an ally within the scene may reroll a failed check.
Dark Bargain - When a Black die explodes, you may impose a minor setback on a nearby NPC of your choice.
Reality Glitch - When an Empty die explodes, something impossible briefly occurs—describe it.
Embrace Failure - Once per session, when you roll a natural 1, you may choose to gain 3 Arete instead of 1 and declare something unexpectedly beneficial about the failure.
Worst Case Scenario - Once per session, treat a natural 1 as a max roll (this does not trigger explosion or ascension).
spicy techne
Cheating Death - Once per session, when you would be defeated in a Rite of the Dragon, sacrifice 2 die ranks from any element to immediately Recover to half Tolerance.
Fate Denied - Sacrifice 1 die rank to automatically succeed at a critical roll without rolling.
Moment of Clarity - Spend N Arete to ask the Dragon “what would happen if I did X?” and receive an honest, detailed answer.
Serendipity - Once per session, when you fail a roll, spend 3 Arete to declare “this sets up something good later”—the Dragon must incorporate this.