Creature Species Generator

This chart uses input variables
  • strength
Result

Keywords

Roll on "The Megalist" | Roll on "The Megalist" | Roll on "The Megalist"

Keywords are 3 randomly chosen ideas that can be optionally incorporated into the creature's aesthetics, ultimately consisting of what the GM envisions from the mish-mash between said keywords and the properties that were randomly assigned to it.

{# All physical traits are off by default. #}
{%darkvision = {OFF} %}{%immunity = {OFF} %}{%aquatic = {OFF} %}{%olfactory = {OFF} %}{%echolocation = {OFF} %}{%speedy = {OFF} %}{%flight = {OFF} %}{%texterior = {OFF} %}{%sticky = {OFF} %}{%longreach = {OFF} %}{%poisonous = {OFF} %}{%venomous = {OFF} %}{%regeneration = {OFF} %}{%toppler = {OFF} %}{%carnivorous = {OFF} %}{%floral = {OFF} %}{%pvocals = {OFF} %}{%rough = {OFF} %}{%fur = {OFF} %}{%frightening = {OFF} %}{%slimy = {OFF} %}{%charm = {OFF} %}{%skeletal = {OFF} %}{%adaptive = {OFF} %}{%breath = {OFF} %}{%vampirism = {OFF} %}{%phantom = {OFF} %}{%projectiles = {OFF} %}

{%if strength == {random}%}
Resolve: {{% type = "Minion" %}|{% type = "Monster" %}|{% type = "Master" %}}
{%end%}

{%if strength == {Minion}%}
{% type = "Minion" %}
{%end%}

{%if strength == {Monster}%}
{% type = "Monster" %}
{%end%}

{%if strength == {Master}%}
{% type = "Master" %}
{%end%}

{%if type == {Minion}%}{% y_traits = {1} %}{%end%}
{%if type == {Monster}%}{% y_traits = {2} %}{%end%}
{%if type == {Master}%}{% y_traits = {3} %}{%end%}

{# Assigns the apropriate number of yokai traits to the creature. #}
{%if y_traits >= {1}%}
Resolve: {{% darkvision = {ON} %}|{% immunity = {ON} %}|{% aquatic = {ON} %}|{% olfactory = {ON} %}|{% echolocation = {ON} %}|{% speedy = {ON} %}|{% flight = {ON} %}|{% texterior = {ON} %}|{%sticky = {ON} %}|{% longreach = {ON} %}|{% poisonous = {ON} %}|{% venomous = {ON} %}|{% regeneration = {ON} %}|{% toppler = {ON} %}|{% carnivorous = {ON} %}|{% floral = {ON} %}|{% pvocals = {ON} %}|{% rough = {ON} %}|{% fur = {ON} %}|{% frightening = {ON} %}|{% slimy = {ON} %}|{% charm = {ON} %}|{% skeletal = {ON} %}|{% adaptive = {ON} %}|{% breath = {ON} %}|{% vampirism = {ON} %}|{% phantom = {ON} %}|{% projectiles = {ON} %}}
{%end%}

{%if y_traits >= {2}%}
Resolve: {{% darkvision = {ON} %}|{% immunity = {ON} %}|{% aquatic = {ON} %}|{% olfactory = {ON} %}|{% echolocation = {ON} %}|{% speedy = {ON} %}|{% flight = {ON} %}|{% texterior = {ON} %}|{%sticky = {ON} %}|{% longreach = {ON} %}|{% poisonous = {ON} %}|{% venomous = {ON} %}|{% regeneration = {ON} %}|{% toppler = {ON} %}|{% carnivorous = {ON} %}|{% floral = {ON} %}|{% pvocals = {ON} %}|{% rough = {ON} %}|{% fur = {ON} %}|{% frightening = {ON} %}|{% slimy = {ON} %}|{% charm = {ON} %}|{% skeletal = {ON} %}|{% adaptive = {ON} %}|{% breath = {ON} %}|{% vampirism = {ON} %}|{% phantom = {ON} %}|{% projectiles = {ON} %}}
{%end%}

{%if y_traits >= {3}%}
Resolve: {{% darkvision = {ON} %}|{% immunity = {ON} %}|{% aquatic = {ON} %}|{% olfactory = {ON} %}|{% echolocation = {ON} %}|{% speedy = {ON} %}|{% flight = {ON} %}|{% texterior = {ON} %}|{%sticky = {ON} %}|{% longreach = {ON} %}|{% poisonous = {ON} %}|{% venomous = {ON} %}|{% regeneration = {ON} %}|{% toppler = {ON} %}|{% carnivorous = {ON} %}|{% floral = {ON} %}|{% pvocals = {ON} %}|{% rough = {ON} %}|{% fur = {ON} %}|{% frightening = {ON} %}|{% slimy = {ON} %}|{% charm = {ON} %}|{% skeletal = {ON} %}|{% adaptive = {ON} %}|{% breath = {ON} %}|{% vampirism = {ON} %}|{% phantom = {ON} %}|{% projectiles = {ON} %}}
{%end%}

Difficulty Class: {$type}

{%if type == {Minion}%}The humble denizens of the worlds we visit, occupying the lower rungs of the hierarchical ladder, yet posing a real threat to fresh adventures, and even veterans when encountered in great numbers.{%end%}

{%if type == {Monster}%}{% y_traits = {2} %}
Creatures of this difficulty class are, simply put, a threat. A menace to fresh adventurers, and although the seasoned individual learns to handle it, they never stop posing a serious threat.{%end%}

{%if type == {Master}%}
Masters encompass figures such as the lord of a dungeon, the alpha amongst a group of savage beasts, or lonesome entities that have endured for long.

They possess respectable power, profound wisdom, or wield significant influence over their surroundings and those within them.

A master doesn't have to be an all-powerful being; it can simply be the dominant figure in its domain.{%end%}

Physical Traits

{%if darkvision == {ON}%}Dark Vision: This creature possesses exceptional vision in exceedingly dark environments, a trait it frequently employs to its advantage.
When posessing this trait, the creature typically hesitates to engage threats outside of dimly lit areas, or actively seeks to entice potential foes into the darkness.{%end%}

{%if immunity == {ON}%}Immunity: This creature boasts immunity to Resolve: {flames|the cold|electricity|poison|the dark arts|mind-influencing effects, including hallucinations, sleep, and emotional alterations, among many others}.{%end%}

{%if aquatic == {ON}%}Aquatic: This creature boasts exceptional swimming abilities and is able to breathe underwater.{%end%}

{%if olfactory == {ON}%}Olfactory: The creature possesses a keen sense of smell, capable of pinpointing the location of individuals or objects, provided nothing is interfering with it. Additionally, the creature possesses the ability to identify individuals or objects that have been present in a specific location within the past 24 hours, should the scent be familiar. Sensitive to odors, the creature may be overwhelmed by particularly potent scents.{%end%}

{%if echolocation == {ON}%}Echolocation: The creature possesses the capability to locate individuals or objects using echolocation, as long as there is no interference.
It makes sure to use this advantage in encounters.{%end%}

{%if speedy == {ON}%}Speedy: This creature is impressively fast, something that instill feelings of oppression in those unable to match its pace.{%end%}

{%if flight == {ON}%}Winged/Flight: The creature has wings or is able to levitate or fly through whatever natural means are available to it.{%end%}

{%if texterior == {ON}%}Tough Exterior: This creature's unnaturally tough exterior tends to reduce physical damage, although bludgeoning damage could prove to be effective.{%end%}

{%if sticky == {ON}%}Sticky Extremities: Having sticky palms and feet allow this creature to climb up walls and other tricky surfaces, as well as granting it improved grapple attempts.{%end%}

{%if longreach == {ON}%}Long Reach: One of the prominent features of this creature boasts an extensive reach.{%end%}

{%if poisonous == {ON}%}Poisonous: This creature is poisonous, posing a threat to those who might come in contact with it. Attacks that draw blood are known to transfer fluids onto adjacent targets, prompting the relevant saving throws against the creature's poison.
This particular creature's poison Resolve: {is acidic, being capable of damaging flesh, as well as metal, stone, and bones|causes paralysis|starts to impair the afflicted's ability to use their limbs|begins a slow but deadly race against time}.{%end%}

{%if venomous == {ON}%}Venomous: One of this creature's attacks has a Resolve: {50%|100%} chance of poisoning their target if successful, prompting relevant saving throws.{%end%}

{%if toppler == {ON}%}Toppler: This creature possesses a feature that can be used to easily trip its foes, something it attempts to abuse endlessly.{%end%}

{%if carnivorous == {ON}%}Carnivorous Recovery: This creature can recover HP from the corpses it consumes from.{%end%}

{%if floral == {ON}%}Floral: As a plant-based being. It tends to thrive when rooted in healthy or nutrient rich soil.{%end%}

{%if pvocals == {ON}%}Powerful Vocals: Roars, screeches, or howls are truly powerful when hailing from it. Foes will often be forced to cover their ears or suffer permanent damage.{%end%}

{%if rough == {ON}%}Rough Exterior: The surface of this creature's body contains features which will damage those making physical contact with.
The features in this particular species deal Resolve: {Piercing|Slashing} damage.{%end%}

{%if fur == {ON}%}Thick Fur: This creature's thick fur provides thermoregulation advantages. Damage related to heat/fire or ice/cold is always is reduced by some appropriate amount.{%end%}

{%if frightening == {ON}%}Frightening Appearance: This creature's appearance is a thing of nightmares. Average humans and creatures flee or become paralyzed upon setting eyes on it, while typically braver individuals will succumb to the same effects should they fail the relevant rolls prompted from it.{%end%}

{%if slimy == {ON}%}Slimy Exterior: This creature's slimy exterior makes it difficult to grapple. The residues it can produce causes others to trip easily, but for the creature, it is nothing but a convenient tool to slided around.{%end%}

{%if charm == {ON}%}Mystical Charm: This creature has an unusually alluring aura. Average individuals feel compelled to listen to its alls, and will often come to its aid. A profound sense of guilt and even regret is known to wash over those who harm or slay it.{%end%}

{%if skeletal == {ON}%}Morphing Skeletal System: This creature has control over its skeletal structure. Aside from being able to alter said structure, and by consequence, its general form, it can also grow, and likewise, retract any of its bones by up to Resolve: {5|10}ft.{%end%}

{%if adaptive == {ON}%}Adaptive Skin: This creature's skin reacts to damage incurred from different sources, granting it damage resistance to recent threats for up to 24 hours.
Those attempting to slay it cannot rely on the same tactic twice.{%end%}

{%if vampirism == {ON}%}Vampirism: This creature's preferred attack restores its health by an amount equal to the damage dealt.{%end%}

{%if phantom == {ON}%}Phantom: This creature is mostly intangible, although the elements and magic is capable of making some form of successful contact with.{%end%}

{%if projectiles == {ON}%}Natural Projectiles: This creature possesses a number of natural features it is capable of launching towards its foes at great speed if ever threatened.{%end%}

{%if projectiles == {ON}%}Unusually Dense: This creature is extremely heavy for its size.{%end%}

{%if type == {Monster}%}

Special Abilities

Roll on "Special Abilities"{%end%}

{%if type == {Master}%}

Special Abilities

Roll on "Special Abilities"

Roll on "Special Abilities"{%end%}

Behavior

Roll on "Creature Behavior"

Weakness

Roll on "Creature Weakness"


Subcharts

Creature Weakness (d92)

d92 Result

1

This creature uses a decoy body which is seemingly indestructible. It can be defeated by getting ahold of its real body.

2

This creature can only be defeated by producing sounds that surpass its tolerance level.

3

This creature can only be defeated by using silver.

4

This creature can only be defeated by using Resolve: {fire|electricity|ice|poison}.

5

This creature can only be defeated through potent bludgeoning strikes.

6

This creature is only defeated when immobilized.

7

This creature can only be defeated under sunlight.

8

This creature can only be defeated under moonlight.

9

This creature can only be defeated when struck by something of a particular color.

10

This creature can only be defeated by one of its own attacks or weapons.

11

This creature is only defeated when all of its limbs are disabled.

12

This creature is only defeated if it is captured.

13

This creature can only be defeated by exhausting it.

14

This creature can only be defeated by toppling it.

15

This creature is only defeated after being successfully struck a total of 10 times by sufficiently lethal attacks.

16

This creature is only defeated after being successfully struck with 10 attacks that hail from distinct sources.

17

This creature can only be defeated by disarming it.

18

The creature can only be defeated by luring or forcing it into a specific type of terrain or location near where it is found.

19

The creature can only be defeated when struck by a specific other creature typically found within the same area.

20

This creature can only be defeated by fully submerging it in water.

21

This creature can only be defeated by forcing it upside-down.

22

This creature can only be defeated when separated from its partner.

23

This creature is defeated in stages.

24

This creature can only be damaged by attacks from a mostly Resolve: {red|blue|green|yellow|black|white|purple|pink|orange|brown} weapon.

25

This creature can only be damaged by attacks coming from a weapon made from Resolve: {wood|crystal|precious gems|minerals|obsidian|bone}.

26

This creature can only be defeated by scaring it sufficiently.

27

This creature can only be defeated by one of its own kind.

28

This creature can only be defeated by making it so that it runs into Resolve: {a specific kind of material|one of the natural hazards found in its native location}.

29

This creature can only be defeated by dizzying it.

30

This creature can only be defeated by bringing it out of its territory.

31

This creature can only be defeated under rain, Resolve: {which is not uncommon where it lives|which is extremely rare where it lives}.

32

This creature can only be defeated when the Resolve: {2|3|4|5} minions that accompany it are defeated first.

33-42

This creature is only defeated by taking away its key item.

43-51

This creature can only be defeated by striking it in its weak spot, which is only exposed when it attacks.

52-56

This creature can only be defeated by striking it in its weak spot, which is very well camouflaged.

57-66

This creature can only be defeated by striking it in its weak spot, which it keeps out of harms way through evasion.

67-76

This creature can only be defeated by destroying the object it is carrying.

77-88

This creature can only be defeated by striking it in its weak spot, which it tries to protect with various other body parts.

89

This creature can only be defeated by striking it in its weak spot, which typically has a property that allows it to immediately counter attack/damage those who strike it there.

90

This creature can only be defeated by heating it up sufficiently.

91

This creature can only be defeated while it is enraged.

92

This creature is powered by some nearby structure, natural or otherwise, and is defeated Resolve: {when said structure is destroyed|when it is separated from it|when said source of energy is corrupted}.

Creature Behavior (d30)

d30 Result

1

Focuses fully on a single target, especially one it determines to be ill equipped to handle its strengths.

2

Always surrounded by its many minions.

3

Summons minions when it feels threatened.

4

Fights extremely cautiously.

5

Abuses its environment as much as it can, making it hard to engage with it in the first place.

6

Fights cautiously for most of the encounter, but goes wild the moment its HP drops too low.

7

Alternates often between fighting extremely wild and fighting extremely defensively.

8

Fights aggressively for most of the encounter, but becomes defensive at low HP.

9

Runs away when close to defeat.

10

This species of creature travels in a pairs.

11

Has an opportunistic fighting style, being quick to deal lethal strikes on anyone currently helpless to defend themselves.

12

If it has the tools to do so, it favors efficiently disabling its foes over killing them.

13

If it has the tools to do so, it favors indirect combat.

14

It allows other creatures to take the lead, supporting them as best it can.

15

Goes into a rage every time one of its allies is defeated.

16

Retreats upon defeating a foe.

17

Extremely reckless with its attacks, often catching even allies with it.

18

If it has the tools to do so, it avoids combat altogether.

19

Opens up with an extremely reckless set of actions.

20

Opens up with an extremely conservative turn.

21

Employs hit-and-run tactics.

22

Often attempts to collapse the environment on its foes.

23

Feigns its death at half HP (its spirit energy cannot be sensed while it's doing so).

24

Feigns its death at 1/4 HP.

25

Feigns its death every time it loses 1/4th of its HP.

26

Is extremely good at not telegraphing its attacks.

27

Is accompanied by a creature that acts as its antithesis.

28

Mutates into a Resolve: {grotesque|smaller|invisible|completely white|completely black|ghostly}, Resolve: {stronger|speedier|more violent} version of itself upon first being defeated.

29

Revels the violence it engages in.

30

Calls for reinforcements on a regular basis.

Special Abilities (d126)

d126 Result

1

Damaging Strike/Touch
A melee Technique that causes damage upon successful contact with a target; a straightforward yet lethal effect.

2

Damaging Projectile
A straightforward projectile Technique that causes damage on contact with a target.

3

Damaging Wave
A cone-like Technique that causes damage to all targets within its range.

4

Damaging Field
A field around the user damages all targets within its range, friend and foe alike, for as long as it’s kept active.

5

Damage Over Time
This lingering affliction causes damage over a period of time.

6

Channeled Damage
Damage channeled onto the Target by the Technique’s user.

7

Substitute
Famously used by shinobi, more often known as ninja, the substitute Technique makes it so that an object takes the punishment that was intended for the user.

8

Conjure Energy Armor
The user conjures an armor made of energy for use in combat.

9

Enhance Defenses
Enhances the user’s defensive instincts.

10

Reflect
A Technique that sends back Projectile and Wave Techniques back to their users.

11

Scatterguard
Deflected projectiles are sent back in a scattered fashion.

12

Conjure Barrier
Conjures up a barrier made of energy that prevents both physical matter and energy from crossing through.

13

Intangible
A technique that makes the user intangible, for a brief moment.

14

Absorb and Release
Absorbs the effects of one Melee, Projectile, or Wave Technique, allowing the user to later release them towards a target of their choosing.

15

Tornado Spin
With a powerful and rapid spin, the user is able to deflect incoming threats.

16

Lightning Rod
All projectile and beam-like attacks performed within range of someone utilizing this technique- whether they hail from magic, standard weapons, natural effects, or otherwise- are instead drawn to the user while also having their effects completely nullified.

17

Bargain
Cancel a particular harmful effect by sacrificing an amount of life equal to the strength of its source .

18

Halt Projectile
Halts any form of projectile in place, be it energy-based or physical, also granting some control over it.

19

Charge
A discharge of energy which allows the user to push forward with great force, useful for plowing through obstacles.

20

Rage
At the cost of the user’s self-control and mental prowess, their physical attributes are significantly increased.

21

Powered Jump
An energy-powered leap used to cross great distances and add momentum to melee attacks.

22

Restore HP
A Technique that allows the user to restore the target’s wounds.

23

Self-Regeneration
A Technique used to restore one’s own health.

24

Refresh
A Technique that revitalizes its target, removing most light afflictions such as exhaustion, pain, and dizziness.

25

Calm
Calms the target subject, removing conditions and effects such as being overwhelmed, fear, rage, and others, also making them immune to them for its duration. It can also be used to temporarily tame wild creatures.

26

Release
Releases the target from binds, grapples, mind control, and any other bonds, as well as severing any connections to them, be them physical, spiritual, or otherwise.

27

Purify
Purify cleanses its target from a wide variety of potentially harmful things, including common adventuring threats such as poison.

28

Taunt
Hostile targets within radius are compelled to target the user over any other subjects.

29

Sacrifice
Allows the user to receive all punishment intended for another target.

30

Mark
A marked target is made more susceptible a variety of effects.

31

Target
Those affected by the Technique become the target to all projectiles launched within the area.

32

Share Ability
Allows the user to temporarily share one of their abilities with their target.

33

Reduce Presence
This Technique modifies the user’s life force in a way that makes potential aggressors de-prioritize them as a target.

34

Share Perspective
A Technique that allows its user to share their current visual perspective with allies or any subject of their choosing.

35

Fortune
A Technique that alters the target’s fortune, specifically granting them good luck.

36

Drain HP
The user of this Technique recovers HP by stealing it from their target.

37

Transfer Effect
Lingering effects can be transferred from one subject to another, be them favorable or unfavorable.

38

Copy Technique
A power that allows the user to temporarily make use of another individual's powers.

39

Transfer Energy
Allows the user to transfer the target some of their own energy.

40

Swipe
Quickly and stealthily snatch possessions off of others.

41

Burn Energy
The user consumes some of their energy to rid their target of its own.

42

Scribble
Allows the user to leave a subtle scribble of energy, only visible to allies, in a specified location, useful for leaving secret clues or messages. Creatures utilize this to better organize their efforts and leave information about their enemies.

43

Telepathic Link
Allows all linked subjects to communicate with each other through thought.

44

Whirlpool
Conjures up a whirlpool on the selected location within a body of liquid.

45

Gale
A strong burst of wind emanating from the user.

46

Call Water
Summons any amount of nearby water towards the user, with tremendous force.

47

Shockwave
Staggers those who come in contact with it.

48

Sonic Blast
Aside from doing damage, it staggers and deafens its targets.

49

Manipulate Plant Life
Grants domain over plant life in general, allowing it to behave in ways it typically cannot, and even bestowing some of the user’s strength onto them.

50

Conjure Energy Weapon
The user conjures a melee weapon made of energy for use in combat.

51

Conjure Creature
Summons living beings or entities to be commanded by the user. Subjects summoned are based on one or more of this creature's keywords.

52

Conjure Object
Summons a custom object capable of all sorts of peculiar effects. Objects and structures summoned are based on one or more of this creature's keywords.

53

Steal Control
Changes the ownership of conjurations, animated undead, and anyone who is being controlled against their will.

54

Banish
Banishes creatures, objects, or entities conjured by others.

55

Store
Allows the user to summon or dismiss an item.

56

Animate Object
Temporarily brings an object to life at the user’s command.

57

Fusion
Allows the user the fuse with either an ally or a physical object.

58

Revert
Reverts a target to its original, unmodified form.

59

Growth
Allows the user to grow in size.

60

Invisibility
Makes its user visually undetectable.

61

Shrink
Allows the user to shrink in size.

62

Polymorph
An affliction that changes the form of its target into that of a harmless animal, usually to a disadvantage.

63

Malleable Body
The user’s body can twist and contort in all sorts of different ways.

64

Alter Surface
Allows the user to temporarily modify the properties of a surface.

65

Teleportation
The ability to transfer one’s own body from one point in space to another, instantly.

66

Swap
The ability to swap the position of two individuals or objects, instantly.

67

Displacement
The ability to transfer someone or something from one point in space to another, instantly.

68

Tag In
A technique that instantly switches the position of the user with one of their allies.

69

Portal/Gateway
The conjuration of a dimensional tunnel which can be used to cross from one location to another.

70

Pocket Dimension
Creates a dimensional space that can be utilized however the user sees fit.

71

Gravity Well
A Technique which modifies the gravitational qualities of its target so as to make it pull matter towards it, regardless of its mass.

72

Orbit
Allows the user to circle a subject as if they were a celestial body.

73

Aperture
A ability capable of creating temporary openings on surfaces.

74

Alternate Space
Allows the user to cross into a dimension of reality that overlaps with our own, specifically one that shares the same environment.

75

Checkpoint
A temporal ability that reverts the user to a state they were in a previous point in time.

76

Displaced Contact
A technique that allows the user to make contact with a distant target as if it were direct contact, allowing them to transfer melee strikes or perhaps physical assistance.

77

Asphyxiate
Asphyxiate is an ability that deprives its target of air, regardless of what kind of respiration their body performs.

78

Mute
Mute completely silences the area within its field.

79

Blind
An ability that blinds its target.

80

Vertigo
Subjects its targets with the false sense that their surroundings are spinning or moving, impeding on their balance and movements.

81

Obfuscate
Used to cloud the effects of other abilities, making what was once certain and clear become obscure or confusing.

82

Pain
Inflicts severe pain on its target.

83

Fear
Conjures up an overwhelming sensation of doom on its target.

84

Petrify
Popularized by gorgons, an ability that immobilizes its target by transforming them into stone or any other similar, hard substance.

85

Slow
Slows down the general movement of those caught in it.

86

Venom
A lethal strike whose effects cripple their target over time.

87

Jinx
An ability that alters the target’s fortune, specifically granting them bad luck.

88

Bind
An ability that binds two targets in a way that prevents them from moving away from each other past a certain distance.

89

Laughter
Those affected by this technique cannot help but burst into laughter.

90

Seal Action
Prevents the a target from using a specific action or ability.

91

Shadow Walk
An elusive and hasty way of moving, typical of vampires and other dark beings.

92

Hasten
The target of this Technique is supernaturally sped up.

93

Surface Adhesion
A technique that opens up the option of using walls, ceilings, and other surfaces to traverse and perform maneuvers.

94

Afterimage
The user moves almost instantaneously from point A to point B, leaving behind an image of themselves that is almost indistinguishable from the real deal.

95

Skate
Allows the user to skate along a surface.

96

Light
Primarily used to either light up the area around the user, or blind those who come to harm it.

97

Scan
Allows the user to inspect something with exceptional insight.

98

True Sight
Enhances the user’s perception, allowing them to see the invisible, the hidden effects of abilities, the true extent of an individual’s strength, among many other things.

99

Guide
The user’s energy guides select subjects to their location. Creatures utilize this to call for backup.

100

Spy
Allows the user to view the area around a subject or location they have already encountered in person.

101

Lie Detection
The user can sense deception almost supernaturally.

102

Unlock
Used to unlock seemingly anything.

103

Track
The user’s energy forms a route to its target.

104

Supernatural Conversation
A technique that bestows the ability to talk to that which is typically incapable of holding a conversation.

105

Psychometry
A form of extrasensory perception characterized by the ability to make relevant associations from an object of unknown history by making physical contact with said object. Creatures utilize this to learn a lot about their foes before encountering them.

106

Smoke Screen
A smoke screen is used to mask the movement or location of those within or beyond it.

107

Net
Used to immobilize or capture its target.

108

Energy Mine
The user to places a natural substance or their energy, compressed in select locations, for later detonation.

109

Mirror Pain
A defensive technique which makes it so that any damage done to the user is also inflicted on the aggressor.

110

Disguise
The user can change their appearance effortlessly and convincingly.

111

Illusion
Conjures up custom visuals, for all to see.

112

Alarm
A designated alert triggers in response to a specified condition.

113

Hallucination
While its effects are similar to illusion, the visuals are generated solely in the targets mind.

114

Manifest Sound
Conjures up a custom sound on the select location.

115

Insert Memory
A fake memory is bestowed upon the target, lying in wait until recalled.

116

Feign Death
A technique capable of feigning the death of the user to such an extent that it even fools the sensing of spirit energy.

117

Mirror Technique Effects
While being channeled, any non-damaging effects bestowed on its user are also bestowed on the person that caused them.

118

Darkness
An ability that prevents nearly all light from travelling within a certain area, leaving nothing visible but darkness.

119

Rust
An ability used to quickly rust metals, primarily used for rendering traditional armaments futile, as well as for opening alternate paths.

120

Telekinesis
Telekinesis is the ability to influence the physical without physical interaction.

121

Mind Reading
Simply, the user of this ability can read the thoughts of those affected. It's hard to assail those that posses it.

122

Simple Command
A command issued to a creature or individual is performed by them without question.

123

Premonition
The user of this technique senses a distant, yet sure to come threat…

124

Displaced Contact
A technique that allows the user to make contact with a distant target as if it were direct contact, allowing them to transfer melee strikes or perhaps physical assistance.

125

Raise Dead
Raises the dead and makes them follow the user’s orders.

126

Resist Death
An ability that, for its duration, keeps the user both alive and conscious regardless of their remaining HP.