Creature Generator

Yu Yu Hakusho RPG

Used to generate creatures for the Yu Yu Hakusho tabletop RPG game.

Creatures tend to possess one to three main stats that are significantly better than the rest, stats which are exponentially higher in stronger creature classes.

Creatures benefit from one to three Yokai traits, a handful of techniques, and randomly assigned feats that ignore the prerequisites typically required for characters and NPCs, and unarmed attacks with special qualities.

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

Engaging creatures tends to be more straight forward than facing off against NPCs, but their unusually high stats require that the party work closely together to abuse their weaknesses.

This chart uses input variables
  • strength
Result

{# All 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%}

{# Assigns properties based on the creature's type. #}
{%if type == {Minion}%}{% stat_mod = {2} %}{% y_traits = {1} %}{% techs = {1} %}{% feats = {1} %}{% hp_mod = {0} %}{% energy_mod = {1} %}{%end%}
{%if type == {Monster}%}{% stat_mod = {8} %}{% y_traits = {2} %}{% techs = {2} %}{% feats = {2} %}{% hp_mod = {15} %}{% energy_mod = {5} %}{%end%}
{%if type == {Master}%}{% stat_mod = {14} %}{% y_traits = {3} %}{% techs = {3} %}{% feats = {3} %}{% hp_mod = {30} %}{% energy_mod = {10} %}{%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%}

{# Individual stat mods are 0 by default. #}
{% physique_mod = {0} %}
{% martial_mod = {0} %}
{% spiritlevel_mod = {0} %}
{% capacity_mod = {0} %}
{% constitution_mod = {0} %}
{% intellect_mod = {0} %}
{% sensory_mod = {0} %}

{# Assigns the creature's primary stats. #}
Resolve: {{% physique_mod = {$stat_mod} %}|{% martial_mod = {$stat_mod} %}|{% spiritlevel_mod = {$stat_mod} %}|{% capacity_mod = {$stat_mod} %}|{% constitution_mod = {$stat_mod} %}|{% intellect_mod = {$stat_mod} %}|{% sensory_mod = {$stat_mod} %}}
Resolve: {{% physique_mod = {$stat_mod} %}|{% martial_mod = {$stat_mod} %}|{% spiritlevel_mod = {$stat_mod} %}|{% capacity_mod = {$stat_mod} %}|{% constitution_mod = {$stat_mod} %}|{% intellect_mod = {$stat_mod} %}|{% sensory_mod = {$stat_mod} %}}
Resolve: {{% physique_mod = {$stat_mod} %}|{% martial_mod = {$stat_mod} %}|{% spiritlevel_mod = {$stat_mod} %}|{% capacity_mod = {$stat_mod} %}|{% constitution_mod = {$stat_mod} %}|{% intellect_mod = {$stat_mod} %}|{% sensory_mod = {$stat_mod} %}}

{# Assigns stats based on the creature's type. #}
{%if type == {Minion}%}
{% physique = {1d2 + {$physique_mod}} %}{% martial = {1d2 +{$martial_mod}} %}{% spiritlevel = {1d2 +{$spiritlevel_mod}} %}{% capacity = {1d2 +{$capacity_mod}} %}{% constitution = {1d2 + {$constitution_mod}} %}{% intellect = {1d2 + {$intellect_mod}} %}{% sensory = {1d2 + {$sensory_mod}} %}
{%end%}

{%if type == {Monster}%}
{% physique = {1d4 + {$physique_mod}}%}{% martial = {1d4 +{$martial_mod}} %}{% spiritlevel = {1d4 +{$spiritlevel_mod}} %}{% capacity = {1d4 +{$capacity_mod}} %}{% constitution = {1d4 + {$constitution_mod}} %}{% intellect = {1d4 + {$intellect_mod}} %}{% sensory = {1d4 + {$sensory_mod}} %}
{%end%}

{%if type == {Master}%}
{% physique = {1d6 + {$physique_mod}} %}{% martial = {1d6 +{$martial_mod}} %}{% spiritlevel = {1d6 +{$spiritlevel_mod}} %}{% capacity = {1d6 +{$capacity_mod}} %}{% constitution = {1d6 + {$constitution_mod}} %}{% intellect = {1d6 + {$intellect_mod}} %}{% sensory = {1d6 + {$sensory_mod}} %}
{%end%}

{# Speedy Yokai trait bonus. #}
{%if speedy == {ON}%}
{% yokai_speedy_boost = {40} %}
{%else%}
{% yokai_speedy_boost = {0} %}
{%end%}

{# Calculates Skills and Potency. #}
{% potency = {{$spiritlevel} + {$constitution}} %}
{% guard = {{$physique} + {$constitution}} %}
{% deflection = {{$physique} + {$martial}} %}
{% evasion = {{$physique} + {$sensory}} %}
{% cunning = {{$intellect} + {$sensory}} %}
{% deduce = {{$intellect} + {$sensory}} %}
{% resistance = {{$physique} + {$constitution}} %}
{% willpower = {{$spiritlevel} + {$sensory}} %}

{# Calculates unarmed damage output based on physique. #}
{%if physique == {0}%}{% damage_output = "d4" %}
{%elif physique == {1} or physique == {2} or physique == {3}%}{% damage_output = "d6" %}
{%elif physique == {4} or physique == {5} or physique == {6}%}{% damage_output = "d8" %}
{%elif physique == {7} or physique == {8} or physique == {9}%}{% damage_output = "d10" %}
{%else%}
{% damage_output = "d12" %}
{%end%}

{# Calculates Full Attack based on martial. #}
{%if martial == {0}%}{% full_attack = 1 %}
{%elif martial == {1} or martial == {2} or martial == {3}%}{% full_attack = 2 %}
{%elif martial == {4} or martial == {5} or martial == {6}%}{% full_attack = 3 %}
{%elif martial == {7} or martial == {8} or martial == {9}%}{% full_attack = 4 %}
{%else%}
{% full_attack = 5 %}
{%end%}

Creature Class: {$type}

Keywords: Roll on "The Megalist", Roll on "The Megalist", Roll on "The Megalist"

Base Attributes:

Physique {$physique}, Martial {$martial}, Spirit Level/Demonic Force {$spiritlevel} , Capacity {$capacity}, Constitution {$constitution}, Intellect {$intellect}, Sensory {$sensory}

HP Roll 10 + {$constitution} * 5 + {$hp_mod}, Energy Roll {$capacity} + {$energy_mod}, Sense Roll {$spiritlevel} + {$sensory} / Roll {$spiritlevel} + {$sensory}0ft., Potency {$potency}, Initiative Roll {$physique} + {$sensory}, Movement Resolve: {Roll 20 + 5 * {$physique} + {$yokai_speedy_boost}}ft.{%if flight == {ON}%}, Flight Roll 20 + 10 * {$physique}ft.{%end%}

Skills:

Guard {$guard}/Roll {$guard} + {$potency}, Deflection {$deflection}/Roll {$deflection} + {$potency}, Evasion {$evasion}/Roll {$evasion} + {$potency}, Cunning {$cunning}, Deduce {$deduce}, Resistance {$resistance}, Willpower {$willpower}

Combat:

Unarmed

Standard Attack Roll {$martial} + {$physique}, Energy Imbued Roll {$martial} + {$physique} + {$potency}, Damage Output {$damage_output}, Full Attack {$full_attack}{%if longreach == {ON}%}, Reach 10ft. {%end%}
Special Quality: Resolve: {75%?{[Bludgeoning](https://yu-yu-hakusho-rpg.tumblr.com/post/184117136470/bludgeoning-modification)|[Slashing](https://yu-yu-hakusho-rpg.tumblr.com/post/184117078390/slashing-modification)|[Piercing](https://yu-yu-hakusho-rpg.tumblr.com/post/184117174650/piercing-modification)}|20%?{[Fire](https://yu-yu-hakusho-rpg.tumblr.com/post/184141137950/fire-modification)|[Ice](https://yu-yu-hakusho-rpg.tumblr.com/post/184141331485/ice-modification)|[Electric](https://yu-yu-hakusho-rpg.tumblr.com/post/184141425635/electric-modification)}|5%?[Holy](https://yu-yu-hakusho-rpg.tumblr.com/post/190301636275/holy-modification)}

Feats:

{%if feats >= {1}%}
Roll on "Creature Feats"
{%end%}

{%if feats >= {2}%}
Roll on "Creature Feats"
{%end%}

{%if feats >= {3}%}
Roll on "Creature Feats"
{%end%}

Physical Traits

{%if darkvision == {ON}%}Dark Vision: You are able to see in extremely dark conditions.{%end%}

{%if immunity == {ON}%}Immunity: Complete immunity to Resolve: {Fire|Ice|Electricity|Poison}.{%end%}

{%if aquatic == {ON}%}Aquatic: Being an aquatic type of creature, you are an expert at swimming, moving up to a base speed equal to your ground speed. You are also, of course, able to breathe underwater considering the area is reasonably oxygenated. You also don’t suffer the typical penalties that come with being submerged.{%end%}

{%if olfactory == {ON}%}Olfactory: You are able to pinpoint someone or something’s location using your sense of smell, up to a range equal to your Sense’s, provided nothing is interfering with it. You are also able to discern who or what has either been or passed through a certain location within 24 hours. Being very sensitive to smells, you take a -10 penalty on Resistance checks pinned against scent effects.{%end%}

{%if echolocation == {ON}%}Echolocation: You are able to pinpoint someone or something’s location using your echolocation senses, up to a range equal to your Sense’s, provided nothing is interfering with it. Being very sensitive to sounds, you take a -10 penalty on Resistance checks pinned against sonar effects.{%end%}

{%if speedy == {ON}%}Speedy: You have an additional 40ft. of base Movement. Your speed seems oppresive to those that can't outrun you. {%end%}

{%if flight == {ON}%}Winged/Flight: Allows you to fly at a base speed of 20 + 10ft. per Physique.{%end%}

{%if texterior == {ON}%}Tough Exterior: Your unnaturally tough exterior reduces Slashing, Piercing, and Bludgeoning damage by 4.{%end%}

{%if sticky == {ON}%}Sticky Extremities: Having sticky palms and feet allow you to climb up walls and other tricky surfaces (at your base Movement), as well as granting your grapple attempts a +5 bonus on their rolls.{%end%}

{%if longreach == {ON}%}Long Reach: Your Melee Attacks’ Reach is 10ft. (2 squares/hexes away).{%end%}

{%if poisonous == {ON}%}Poisonous: Your blood is poisonous, posing a threat to those who might come in contact with it. Attacks that draw blood from you have a 20% chance to land on adjacent targets, prompting a Resistance saving throw against your Constitution + 10 and lasting 2d4 turns if not successfully resisted. Also, your skin is poisonous as well, prompting the same saving throw when coming into direct contact with it.{%end%}

{%if venomous == {ON}%}Venomous: Your attacks have a chance to poison the target if it is successful. The DC pinned against the target’s resistance is equal to that of the successful Attack Roll, a higher number representing a more successful transmission of the venom. The poison remains in the victim’s body for 2d4 turns.{%end%}

{%if toppler == {ON}%}Toppler: You possess physical parts that can be used to easily trip your targets, granting you +3 on all Trip attempts.{%end%}

{%if carnivorous == {ON}%}Carnivorous Recovery: You can recover 1d4 HP for every distinct corpse you consume from. You may do so no more than 2 times a day per Constitution.{%end%}

{%if floral == {ON}%}Floral: As a plant-based being you benefit from a +3 to your Potency while taking root in healthy or nutrient rich soil.{%end%}

{%if pvocals == {ON}%}Powerful Vocals: Roars, screeches, or howls are truly powerful when hailing from you. Your sonorous voice can be heard from quite afar when applied at max volume. Also, Techniques that use your vocals benefit from a +3 both on Attack Rolls and Saving Throw related matters.{%end%}

{%if rough == {ON}%}Rough Exterior: The surface of your body contains features which will damage those making direct, physical contact with it for 1d4 damage. The damage is counted as either Piercing or Slashing, chosen by player upon designing their creature.{%end%}

{%if fur == {ON}%}Thick Fur: Your real body’s thick fur provides thermoregulation advantages that keep you warm in colder environments and keeps solar heat from directly making contact with your skin in more sunny locations. Damage related to heat/fire or ice/cold is always reduced by 2 for each distinct source or attack that affects you. Additionally, you benefit from a +5 on all rolls performed to resist the consequences of thermal effects.{%end%}

{%if frightening == {ON}%}Frightening Appearance: Your true appearance is a thing of nightmares. Average humans and creatures flee or become paralyzed upon seeing you. Cunning checks used to intimidate or frighten others benefit from a +5 to their result.{%end%}

{%if slimy == {ON}%}Slimy Exterior: Your real body’s slimy exterior makes it difficult to grapple you, those attempting to do so suffering from a -5 penalty. The residue you produce can also cause others to trip easily, while being a convenient method of sliding around for you.{%end%}

{%if charm == {ON}%}Mystical Charm: You have an unusually alluring aura. Average humanoids feel compelled to listen to your words and often come to your aid. Cunning checks on those that might not be as inclined benefit from a +5 bonus.{%end%}

{%if skeletal == {ON}%}Morphing Skeletal System: You have domain over your skeletal structure. Aside from being able to alter said structure, and by consequence, your general form, you can also grow, and likewise, retract any of your bones by up to 3ft.{%end%}

{%if adaptive == {ON}%}Adaptive Skin: Your skin reacts to being afflicted by damage from different sources, granting you 3 damage resistance to threats that have the same damage type as the last one sustained.{%end%}

{%if vampirism == {ON}%}Vampirism: Your attacks restore your health by an amount equal to the damage dealt.{%end%}

{%if phantom == {ON}%}Phantom: Your Evasion consists of turning intangible for a moment, which allows it to be performed even when immobilized (but not Stunned), and it does not suffer the penalties of an Armor’s Weight Class. Likewise, you are able to escape any form of binds and grapples with the use of a Standard Action.{%end%}

{%if projectiles == {ON}%}Natural Projectiles: Your unarmed attacks are ranged, physical attacks rather than a melee strikes, utilizing Sensory rather than Physique for their attack formula. Your Yokai Special Attack, too, will be a projectile on top of benefiting from the a chosen physical damage type.{%end%}

Techniques

{%if type == {Minion}%}
Roll on "Minion Techniques"

{%end%}

{%if type == {Monster}%}Resolve: {{% mod_mon = {ON}%}|{% mod_mon = {OFF}%}}
Roll on "Monster Techniques"


Roll on "Monster Techniques"

{%if mod_mon == {ON}%}MODIFICATION

Roll on "Modifications" {%end%}

{%end%}

{%if type == {Master}%}Resolve: {{% mod_mas1 = {ON}%}|{% mod_mas1 = {OFF}%}}Resolve: {{% mod_mas2 = {ON}%}|{% mod_mas2 = {OFF}%}}

Roll on "Master Techniques"


Roll on "Master Techniques"

{%if mod_mas1 == {ON}%}MODIFICATION

Roll on "Modifications" {%end%}


Roll on "Master Techniques"

{%if mod_mas2 == {ON}%}MODIFICATION

Roll on "Modifications" {%end%}

{%end%}

Behavior

Roll on "Creature Behavior"


Subcharts

Creature Feats (d79)

d79 Result

1

Adaptive Resistance:
Resistance Saving Throws benefit from a +5 bonus if pinned against effects that have already successfully afflicted you during the same encounter.

2

Fast Food (creature variant):
You can consume from a corpse as a Free Action up to 3 times a day, recovering  1d6 HP from every distinct corpse you consume from.

3

Demolitions Expert:
You benefit from a +5 bonus on rolls performed when Attacking or using Physically Destructive Techniques on the environment and structures (for example, including walls). Additionally, said attacks and techniques deal roughly 50% additional points of damage to said targets.

4

Offering:
You may consume your Life Energy without having to run out of Energy first.

5

Ankle Hunter:
You are unaffected by the -5 penalty that comes from being in a Downed state.

6

Anti-Air:
You are an expert at fighting airborne foes, granting you a +5 bonus to your Attack and Technique attempts on such opponents.

7

Assassin:
Your Standard Attacks, Grapple attempts, and Techniques have a +10 bonus on their targeting rolls (not damage roll) when performed out of Stealth or on unsuspecting victims.

8

Ben’s Training:
Opponent’s engaging you have a -3 circumstantial penalty if you hold the high ground relative to their position.

9

Calculated Sacrifice:
Unlocks Calculated Sacrifice as a Defensive Action against a melee attack. This action allows you to take an attack on your terms, guaranteeing its success but preventing the bonuses of a critical roll and granting you a +5 bonus on your next set of Standard Attacks against the same target (all Standard Attacks attempted against the aggressor on your next turn).

10

Circling Offense:
Having completely circled your target before performing any attacks (with Movement or otherwise) grants you +4 on their attempts.

11

Combat Momentum:
Defeating an opponent (slaying them, having them reach 0HP and become unconscious, or defeating them in a duel) grants you a +5 bonus on all of your next round’s actions.

12

Crowd Control Expert:
Prerequisite: Martial 1, Sensory 4
Attacks and Techniques that target 3 or more targets have a +2 bonus on all of their rolls except for that of their Damage Output.

13

Improved Disarm:
You are able to disarm your opponent, following the rules for Grappling, without having to attempt the additional Opposed Unarmed Attack.

14

Relentless Assault:
Each Standard Attack you perform right after another on the same target (whether on the same turn or not) has a +1 bonus on its attack roll (not damage roll), an effect that stacks up to a maximum of +10, but is dismissed the instant a different action is taken (including defensive actions) or if the user is interrupted in any way (even if it doesn’t manifest itself as a loss of action).

15

Shark:
Fighting underwater grants your Standard Attacks and Techniques a +5 bonus on their attempts.

16

Sweeping Attack:
Unlocks the ability to perform a Sweeping Attack with the use of a Full Round Action. A Sweeping Attack is a melee only Standard Attack that threatens all targets within its reach.

A Sweeping Attack can also be used as a Trip attempt on multiple targets.

17

Ghost Buster:
Attacks peformed on specters, spirits, and currently ethereal Spirit Guides benefit from a +5 attack bonus. Techniques performed on them benefit from a +5 Potency bonus.

18

Impulse Strike:
The first attack performed after a standard energy-booster Movement gains a +5 attack bonus.

19

Double-Edged Strength:
You strike harder than perhaps you should, harming yourself in the process, granting your attack rolls and their damage rolls up to a +5 bonus in exchange for an equal amount of HP.

20

Flurry:
You may perform 1 extra Standard Attack with your Unarmed Full Attack (does not count for attacks being done with the Yokai’s True Form special attack).

21

Judo:
You may choose to Down your opponent after a successful Deflect on their Melee Attack.

22

Knockout King:
Boasting powerful unarmed blows, a Natural 20 on a successful Unarmed Attack roll knocks your target unconscious for 3 rounds.

23

Sandman:
You are proficient with the Sleeper Hold, being able to knock a target unconscious without harming them on a single successful choke attempt. The target remains Unconscious for 3 turns or until woken up by others with a Standard Action.

24

Split Kick:
Using a Standard Action, you may do a single Unarmed Attack, a Split Kick, which threatens 2 adjacent opponents. The targeted subjects pin their respective Defensive Actions against the attack’s singular result.

25

Tornado Kick:
Using a Standard Action, you may do a single Unarmed Attack, a Tornado Kick, which threatens all adjacent foes. All targeted subjects pin their respective Defensive Actions against the attack’s singular result.

A Tornado Kick can also be used as a Trip attempt on multiple targets.

26

Resshūken
Can immediately counter-attack with a single kick (as a Standard Attack, energy imbued or not) upon every successful Deflection on an incoming melee attack.

27

Sweeper:
Your Trip attempts benefit from a +3 bonus.

28

Tasker’s Lock:
As part of your grappling actions, with the success of an opposed unarmed attack (just as any other grappling action requires), you are now able to take an action with your free hand while still keeping maintaining your target grappled.

29

Powerful Grapple:
You may apply your Unarmed Damage Output (or a Yokai’s True Form Special Damage Output if available) on a successful grapple attempt. You may also choose to apply this damage as one of the grappling options, having to roll opposed unarmed attacks for it, just like with all other grappling actions.

30

Pressure Point, Pain:
Unlocks the ability to perform Pressure Point: Pain as a non-damaging Unarmed Standard Attack. With the success of this special attack, the target is considered Pained for 3 rounds.

31

Pressure Point, Vertigo:
Unlocks the ability to perform Pressure Point: Vertigo as a non-damaging Unarmed Standard Attack. With the success of this special attack, the target is considered Dizzy for 3 rounds.

32

Pressure Point, Paralysis:
Unlocks the ability to perform Pressure Point: Paralysis as a non-damaging Unarmed Standard Attack. With the success of this special attack, the target is considered Paralyzed for 1 round.

33

Rocksteady:
You get a +5 bonus on rolls done to prevent being Downed by trip attempts, the effects of weight, impact, shockwaves, and physical Techniques.

34

Rigid Defenses:
Allows the reroll of 1 Guard check per day.

35

Precision Parry:
Allows the reroll of 1 Deflection check per day.

36

Dodger:
Allows the reroll of 1 Evasion check per day.

37

Lightning Evasion:
After taking a standard energy-boosted Movement, all your Evasion attempts benefit from a +5 until your next turn.

38

Improved Guard:
On a successful Guard check, you block all damage.

39

Improved Deflection:
On a successful Deflection check, you have control over the direction the deflected threat is sent towards.

40

Improved Evasion:
On a success Evasion check, you may move up 10ft.

41

Savior:
You may use Defensive Actions, not only for yourself, but also in response to allies being targeted.

Guard and Deflect may now be used to to take on an attack or Technique targeting an ally adjacent to you.

Counterfire and Counterfield can be attempted to defend an ally from a Technique, as long as it crosses within your own Technique’s range.

42

Punching Bag:
You know how to take a hit. Using Guard as your Defensive Action guarantees a -2 on the damage taken (after all other calculations), even on a failed roll.

43

Leg Artist:
While you are grappled, pinned, or stuck, you are still able to Attack, Guard, and Deflect with your legs, so long as they’re not the body part being restrained.

44

Tough Guy:
You are unaffected by the Pained condition.

45

Drunkard’s Defense:
Whilst Dizzy, your Evasion gets a +5 bonus instead of being reduced by 5 like the rest of the Defensive Actions.
You may now also purposefully ‘Down’ yourself as an Evasion attempt that benefits from a +15 bonus.

46

Powerful Counterfire:
Counterfire that beats an incoming Technique will remain in play instead of canceling out with the aggressor’s own Technique.

For Melee on Melee Counterfire, the Counterfired Technique does not give the opponent time to react; i.e. the original aggressor may not take a Defensive Action if the Counterfire is successful. A Ranged Counterfire Technique used on a Melee Technique functions the same way.

For ranged projectile on ranged projectile Counterfire, the aggressor’s attack must come in a straight line from their own position to hit the original aggressor, unless the Counterfired Technique has homing capabilities, otherwise, the Counterfire does carry on after overpowering the incoming Technique, and either lands on a random target/obstacle or dissipates after running out of range.

47

Powerful Counterfield:
A Counterfield that beats the opposing Field Technique will remain active instead of cancelling out with the opponent’s own field.

48

Overwhelming Will:
Your overall energy is one that overwhelms any who attempt to affect your psyche (read mind, calm and fear effects, hypnosis, etc.), control and influence you, spy on you by means of Techniques, or form a malicious link to you of any kind, be it by use of a Technique or natural ability. On a successful Willpower save against such effects, the person attempting to affect you must roll Willpower themselves, pinned against a Potency roll of your own. On a failure, the affected is Overwhelmed for 2 rounds.

49

Combo Breaker:
A successful deflection on a group of melee attacks cancels the rest of the aggressor’s remaining Full Attack.

50

Miracle Step:
You may move at full speed through difficult terrain without incurring any form of movement penalties. Additionally, you receive a +5 bonus on any rolls performed to avoid or prevent triggering any ground-related obstacles and traps, whether they're natural or induced by any form of ability or technique.

51

Swimmer:
You’re a proficient swimmer, being able to swim a distance equal to your ground Movement. Additionally, your Defensive Actions benefit from a +3 bonus when in water.

52

Flash Movement:
You excel in movement so much so that you have the capacity to instantly move from one point to another, almost as if teleporting.

Performing it counts as your Movement option, and it grants you a +3 bonus on the first attack you perform on that round. It also grants the same bonus amount to other actions that would be enhanced by this type of movement, whether the benefit comes from the momentum itself or the lack of reaction time on the opponent’s part.

Flash Movement cannot be performed on difficult to traverse terrain (slippery, full of trip hazards, etc.) without consequences. In such cases, there is a 80% chance of suffering an unfavorable outcome (the percent is adjusted at the GM’s discretion depending on the terrain).

Flash Movement cannot be performed when affected by conditions that slow or hinder your movement, or when obstacles are present in between point A and point B.

53

Commander:
As your Standard Action, you can command a single ally to perform an action. If they perform said action, they gain a +5 bonus on its attempt.

54

Messenger:
Doubles the range and duration of all your communication Techniques.

55

Quick Enhancements:
Self-targeting Techniques (not class features) that take a Full Action now only require a Standard Action. Ones that required a Standard Action can now be done as a Free Action.

56

Reactionary Enhancements:
You can now activate Self Techniques as a Defensive Action, but only as long as the Technique being used does provide effects relevant to counteracting any incoming threats.

57

Interruptible Channeling:
Allows the user to halt and then continue their Channeled Techniques without losing the remaining duration of the current set. The user may not take a pause of more than 2 rounds or the duration is lost.

58

Chained Channeling:
The effects of single-target, Actively Channeled Techniques bleed into adjacent targets. Those standing within 5ft. of the primary target are affected until moving out of range.

59

Illusionist:
Your illusions, be them visual, sonar, or olfactory, are very convincing, adding +5 to the DC that must be overcome to see them for what they really are. This applies to all attempts at tricking individuals, despite not being a Technique’s primary use.

60

Summoner:
All your Conjuration Techniques start with an extra Customization Point for use on their Upgrades.

61

True Potency:
Critical Rolls do not count as auto-success for the purpose of overcoming/dispelling your Technique’s effects.

62

Calculated Opening:
Allows you to disregard Initiative and go last. You first action taken gets a +5 bonus on its attempt.

63

Reactionary Opening:
Allows you to disregard Initiative to go first, but you may only Prepare Action.

64

Positioning:
Allows you to disregard Initiative and go first, but you may only perform Movement (and it does not count as a full-round action, meaning it is not doubled).

65

Explosive Start:
Natural 20s on Initiative allow you to open up with a turn consisting of an additional Standard Action. All Actions during that initial first turn get a +5 bonus.

66

Reckless Start:
Allows you to disregard Initiative and go first. During this turn, you may only perform a single Standard Attack, and anyone targeting you that round has a +2 bonus on their attempts.

67

Final Effort:
Right after being damaged by an Attack, Technique, or affliction that will reduce your HP to 0 or less, you may take one last Standard Action out of turn before passing out.

68

Patient:
All of your Prepared Actions benefit from a +2 bonus to their attempts.

69

Approximate Damage:
Once a day, before performing a Defensive Action in response to an incoming threat, you may prompt the GM to tell you how many dice and of which type are about to be rolled for damage, as well as how much bonus damage (coming from Potency or otherwise) will be applied with it as well. When it comes to Lingering damage, it also reveals for how long the effects will potentially stay active.

This feat can be taken more than once to grant additional uses per day.

70

Know Thy Enemy:
After 5 rounds of engaging the same target or having recently studied them in an encounter for just as much (not more than 2 weeks ago), you develop an advantageous insight into them. All Attacks, Techniques, Defensive Options, Cunning checks and Deduce checks pinned against the subject benefit from a +3 bonus.

71

Masked Power:
Individuals sensing you get the impression that your Spirit Level/Demonic Level is half as strong of what is actually is.

72

Masked Presence:
You know how to manipulate your energy so that an individual’s sense must now be 5 points higher than your Spirit Level/Demonic Level to detect your presence or territory.

73

Deceptive Power:
You know how to manipulate your energy so that individuals sensing you get the impression that your Spirit Level/Demonic Level is twice as strong of what is actually is.

74

Disguise Energy:
Prerequisite: Spirit Level/Demonic Level 3, Intellect 4
You know how to manipulate your energy so that it comes across as that of a different species. If you are a Yokai, you can disguise your Demon Energy as Spirit Energy. If you are a Human or Spirit, you can disguise your Spirit Energy as Demon Energy.

75

Trackless:
You know how to manipulate your energy so that individuals that sense you cannot tell in which direction you reside in relation to them.

Additionally, Deduce checks performed to track you suffer a -5 penalty, and spying or tracking Techniques targeting you will always fail.

76

Defensive Instincts:
Allows the user to roll Defensive Actions against Attacks and Techniques that they do not see/sense coming.

77

Revealing Senses:
Your Senses instantly alert you when something is being concealed or masked/disguised within 20ft. of you, but reveal no further detailed information.

78

Prepared Support:
Preparing Defense on your turn allows you to perform a protective Support Technique as a reaction to any threats.

79

Commander:
As your Standard Action, you can command a single ally to perform an action. If they perform said action, they gain a +5 bonus on its attempt.

Creature Behavior (d25)

d25 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

Open 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 half 1/4 HP (its spirit energy cannot be sensed while it's doing so).

25

Feigns its death every time it loses 1/4th of its HP (its spirit energy cannot be sensed while it's doing so).

Minion Techniques (d104)

d104 Result

1

DAMAGING STRIKE/TOUCH (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Contact
Effect type: Instant
Damage: 1d12 + Potency

2

DAMAGING PROJECTILE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Projectile
Range: 60ft.
Effect type: Instant
Damage: 1d10 + Potency

It’s exact manifestation is up for customization as long as it is delivered as a projectile. Other than that, it simply causes damage upon being successful.

3

DAMAGING WAVE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Wave
Range: 15ft.
Effect type: Instant
Damage: 1d8 + Potency

It’s exact manifestation is up for customization as long as it is delivered through its cone-like range. As is with all Wave Techniques, a Damaging Wave cannot be Deflected
When applied to Active Channeling Techniques, it outputs its damage at the start of every cycle (the turn the user must expend an additional Energy to maintain the Technique active).

4

DAMAGING FIELD (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Field (Centered at the User)
Size: 15ft. radius
Effect type: Active Channeling
Duration Tier (DT): S
Duration: (3 rounds)
Damage: 1d4 + Potency

A field centered at the user deals damage on every round to all of those that find themselves in it at the end of the user’s turn. It’s exact manifestation is up for customization as long as it is delivered through its globe-like range.

Damaging Field is a strong Technique because its damage cannot be avoided with standard Defensive Actions, although it’s damage cannot be upgraded outside of increasing the user’s own Potency stat.

5

DAMAGE OVER TIME (TECHNIQUE)

This lingering affliction causes damage over a period of time.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: 20ft. (Selective)
Effect Type: Lingering
Duration Tier: S
Duration: 3 rounds
Damage: 1d4
Saving Throw: User’s [Potency] vs target’s [Resistance]

For as long as its duration, this Feature’s effect will cause damage at the start of the afflicted’s turn. Having a Selective Delivery, it can not be protected from using Defensive Actions or any type of physical damage reduction.

This Feature only prompts a Saving Throw once to confirm or deny the success of its affliction.

6

CHANNELED DAMAGE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Active Channeling
Duration Tier: S
Duration: 3 rounds
Damage: 1d6 + Potency
Saving Throw: User’s [Potency] vs target’s [Resistance]

This Feature’s effect causes damage during the user’s turn for as long as it is kept channeled. Having a Selective Delivery, its damage cannot be protected from using Defensive Actions. Instead, it prompts a Resistance check pinned against the user’s Potency on every turn of attempted application of damage. Successful Resistance does not interrupt the Technique, it simply prevents damage from being applied during that turn. The user of this Technique may choose to dedicate a Full Round Action instead of a Standard Action to add +5 to its Potency roll vs the target’s Resistance.

7

CONJURE ENERGY ARMOR (TECHNIQUE)

The user conjures an armor made of Spirit Energy for use in combat.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Self
Effect type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds
Damage Reduction: 4

Damage done to a character wearing Energy Armor is reduced by 4. The user wearing the armor has Potency factored into their Guard, and if they perform a successful Guard as their Defensive Action, all damage is reduced instead of just half.

Each distinct strike is applied against the Armor’s Damage Reduction. For example, a Full Attack composed of a total of 5 successful attacks, each of them outputting 3 damage each, would not do a single point of damage on a target wearing Energy Armor.

8

CONJURE BARRIER (TECHNIQUE)

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

BASE

Technique Type: Combat / Specialty / Support
Performance: Standard Action
Delivery: Conjuration
Range: 10ft.
Size: 5ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 (10 rounds)

A Barrier is conjured on the selected location, facing a designated way, blocking all physical matter and energy from crossing it. Upon creation, the barrier can be shaped in any form so long as it doesn’t exceed the Technique’s Size.

The barrier resists any physical matter or energy from crossing so long as the forces applied onto it do not exceed its Breaking Point in a single round. Anything that does, shatters it and continues onward.

Selective Techniques also fail to cross the barrier should it stand in between the point from where they're casted and their target, but only if the barrier is larger in size than both the caster and the target.

Breaking Point: 20

9

CHARGE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Full Round Action
Delivery: Contact
Range: Up to 30ft.
Effect Type: Instant
Damage: Energy Imbued Unarmed Attack (see description)

Charge propels the user forward with great force, plowing through obstacles in the way and potentially freeing them from any binds.

Charge prompts a single Energy Imbued Attack Roll against each individual in the threatened path, each failed Defensive Action leaving the targets Downed and applying the Damage Output of a single Energy Imbued Unarmed Attack. This same Attack Roll is the one pinned against the DC of whatever obstacles stand in their way or any binds that constrain them.

Charge may be modified by Features with a Requirement of 'Performance: Movement'.

10

RAGE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Full Round Action
Delivery: Self
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10rounds)

First and foremost, an individual in Rage has their Guard, Deflection, Evasion, and Resistance increased by 10, while their Deduce, Cunning and Willpower are decreased by just as much. Additionally, their melee Attack and Grapple attempts are also increased by 10, while the Damage Output of actions affected by the force of physical input (including Techniques) gains the benefit of a +1d4 bonus for every point on the raging user’s Physique.

Secondly, in their Rage, the individual is locked into performing destructive physical actions, whether they are Standard Actions or a Full Round Action. When it comes to Techniques, they may only perform Combat Techniques with a Delivery of [Contact], and which are clearly applying physical force (i.e, no Techniques such as Life Drain).

A Raging individual targets either those closest to them or those calling the most attention.

The effects of Rage can be cancelled out by Techniques such as Calm.

11

POWERED JUMP (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Movement
Delivery: Self
Range: 60ft.
Effect Type: Instant

Powered Jump is an action that can be used alongside standard Movement. Aside from the usual Energy consumed for performing a Technique, half of the user’s standard Movement is also consumed to perform it. The user leaps a distance of up to 60ft. (or its currently upgraded Range), and they can make use of the powerful force behind it by applying it to a follow-up melee attack.

This follow-up melee attack benefits from a Potency bonus on top of any Potency bonuses added by imbuing the attack itself with Energy (i.e, in such cases, double the user’s Potency is applied). This same bonus applies to momentum-based Techniques with a delivery of ‘Contact’. Only the first strike in a series of momentum-based physical attacks receives the added bonuses of Powerful Jump, and these bonuses are only applied upon jumping a minimum of 60ft.

12

TAUNT (TECHNIQUE)

Hostile targets within radius are compelled to target the Technique’s user over any other subjects.

BASE

Technique Type: Combat / Support
Performance: Standard Action
Delivery: Field
Size: 50ft. radius (emerging from user)
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour
Saving Throw: User’s Potency VS Target’s Willpower

For as long as this Technique is active, any hostile target within radius (with the user as its center point), must roll a Willpower check pinned against the user’s Potency on every turn, those failing becoming unable to target anyone else except the Technique user. This specifically applies when attempting to target foes, meaning they are still able to target their allies or themselves. Those affected aren’t forced to take any actions either; the Technique simply makes those in range unable to target the Technique user’s allies or other protected targets for as long as they remain taunting.

Taunt may not be modified by other Field Techniques unless its Size is reduced to 15ft. + any previously purchased Size Upgrades.

13

TARGET (TECHNIQUE)

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

BASE

Technique Type: Combat, Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Size: radius of 50ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User’s [Potency] VS Target’s [Willpower]

This Technique makes it so that any target selected for it attracts all Projectile Techniques towards them. If successful, all projectiles that are fired from within or that cross into the effect's radius (listed as 'Size') are treated as if under the effects of the Homing modification.

Aside from causing instances of friendly fire, Target can be used to ensure that all Projectile Techniques launched by the user of their allies cannot simply be evaded by the target.

Target can be used on any subject, but it cannot guarantee that Projectile Techniques will strike a particular part/area without the Precise Targeting Upgrade.

14

DRAIN HP (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Active Channeling
Duration Tier (DT): S
Duration: 3 turns
Damage: User's Potency
Saving Throw: User’s Potency VS Target’s Resistance

The effects of this Technique are pretty straightforward. If the target fails their Resistance check, which is pinned against the user’s Potency, HP is siphoned from them and transferred onto the user, healing them for the same amount.

15

SONIC BLAST (TECHNIQUE)

Sonic Blast is a Combat Technique that, aside from doing damage, Staggers and Deafens its targets.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Field
Range: 15ft.
Size: 15ft. radius
Effect Type: Instant
Damage: 1d4 + Potency

The user selects a location for the center point of the blast. Those within its radius (Size) receive its damage output, are Deafened for 1d4 rounds, and then must roll a Resistance check pinned against the Technique user’s Potency to determine if they are also Staggered for 1 round.

As a prepared action, Sonic Blast can be used to interrupt Attacks and Techniques the moment the target is channeling energy for their usage, stopping them before they’re executed, but nevertheless consuming their energy cost (given the target is successfully Staggered).

16

SHOCKWAVE (TECHNIQUE)

A Technique that staggers all of those who come in contact with its effects.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Wave
Range: 15ft.
Effect Type: Instant
Saving Throw: User’s Potency VS Target’s Resistance

Shockwave comes out in a cone-like manner, as all Wave Techniques do, and prompts a Resistance check on all targets within its range, be them friend or foe, a failure causing them to be Staggered for 1 round.

As a prepared action, Shockwave can be used to interrupt Attacks and Techniques the moment the target is channeling energy for their usage, stopping them before they’re executed, but nevertheless consuming their energy cost (this effect cancels the rest of a Full Attack or any other similar barrage of attacks, and does not require the target be Staggered successfully).

17

GALE (TECHNIQUE)

A strong burst of wind emanating from the user.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Wave
Range: 15ft.
Effect Type: Active Channeling
Duration Tier (DT): S
Duration: 3 rounds
Saving Throw: User’s [Potency] vs Target’s [Guard]

A strong wind is sent forward from the user, prompting Guard checks on all targets within the threatened range to avoid getting pushed back and becoming Downed. These Guard checks must be performed on every round that the effects are still active. A failed check knocks the subject down, and pushes them away a total of up to 5ft. per the user’s base Potency (not the roll result). A critical success doubles the knockback of this Technique.

Gale, of course, affects anything within its range just as any strong would typically would, being a useful Technique to push away gas, disturb the flight of winged subjects, among other things.

18

CONJURE ENERGY WEAPON (TECHNIQUE)

The user conjures a melee weapon made of Spirit/Demon Energy for use in combat.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Self
Reach: Adjacent
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds
Damage: 1d4 + Potency

Weapon: Resolve: {{Sword|Falchion|Cutlass|Scimitar|Sabre}|Axe|{Lance|Spear}|Katana|{Mace|Flail|Club|Hammer}|{Machete|Chains|Trident|Sai|Kama|Nunchuks|Whip|Cleaver|Tonfa|Quarterstaff|Scythe}}

When first acquiring this Technique, the player designates the type of melee weapon that will be summoned with it. Depending on what kind of weapon it is, it will have the bonuses and mechanics related to its typing (see Weapons under Items and Equipment).

Conjured Energy Weapons can primarily be used for Standard Attacks and Deflections, and they include the user's Potency for either without needing to expend the 1 Energy charge needed to do so.

Conjured Energy Weapons remain in the user's hand until the Technique stops being channeled. They cannot be disarmed, thrown (unless modified by Techniques that allow it to transform into a projectile), or given to others. A conjured Energy Weapon's reach can be adjusted by its user as a Free Action, but may only be increased up to its maximum reach.

19

GROWTH (TECHNIQUE)

A Technique Feature that allows the user to grow in size.

BASE

Technique Type: Combat / Specialty
Performance: Full Round Action
Delivery: Self
Size: Up to +5ft.
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

Upon using this Technique, the user approximately grows twice their size. On battle/encounter grids, the user grows from occupying a single 5ft. hex to occupying 2x2 5ft. hexes.

In their grown state, the user’s Movement is doubled, they receive a +5 bonus to their Guard and Melee Attack rolls, and their melee attack’s Damage Output is increased by 1 die tier (1d4 >> 1d6 >> 1d8 >> 1d10 >> 1d12).

20

SHRINK (TECHNIQUE)

A Technique Feature that allows the user to shrink in size.

BASE

Technique Type: Combat / Specialty
Performance: Full Round Action
Delivery: Self
Size: Halve in size.
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

Upon using this Technique, the user approximately shrinks to half their size.

In their shrunken state, the user’s Movement is halved, they suffer from a -5 bonus to their Guard in exchange for a +5 to their Evasion, and their melee attack’s Damage Output is decreased by 1 die tier (1d12 >> 1d10 >> 1d8 >> 1d6 >> 1d4).

21

ORBIT (TECHNIQUE)

A Technique that allows the user to circle a subject as if they were a celestial body.

BASE

Technique Type: Combat, Specialty, Support
Performance: Movement
Delivery: Selective
Size: Up to 15ft. (maximum distance they may maintain from their target)
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

Orbit can be commenced by using your turn’s Movement within range of the desired target. Once the target you will be orbiting is selected, be it friend, foe, or simply an object, you will begin hovering around them at a relative distance of your choosing, a maximum of no more than 15ft. or the Technique’s newly upgraded Size. Naturally, as the target moves, you move with them, keeping the same position relative to them.

Once orbiting a subject, you have 2 distinct Movement options you can perform as a Free Action.

1) You can narrow or widen the relative distance kept to the subject.
2) You can move from any one point of the orbit to another, keeping the same relative distance to the subject.

Orbit is useful for being able to move during a round despite taking a Full Round Action, as well as for keeping melee combatants from reaching you, your relative distance to them remaining the same should they try to approach you.

22

ASPHYXIATE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Active Channeling
Duration Tier (DT): S
Duration: 3 turns
Saving Throw: User’s [Potency] vs Target’s [Resistance]

The user of this technique selects a target within range to be the victim of asphyxiation. For each turn it is active, it prompts a Resistance check on the target, pinned against the user’s Potency check. After each successful turn on the Technique’s user part, the target becomes Dizzy for 2 turns. On 2 consecutive successful turns, the target becomes Paralyzed/Helpless. On 3 consecutive successful turns, the target is knocked unconscious for 1d6 turns. On a 4th and final consecutive choke, the target succumbs to death by asphyxiation.

23

POISON (TECHNIQUE)

A lethal Technique whose effects cripple the target over time.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Contact
Effect Type: Lingering
Duration Tier (DT): S
Duration: Resolve: {3|6} rounds
Damage: 1d4
Saving Throw: User’s Potency VS Target’s Resistance

As poison spreads through the target’s body, its effects become stronger. Aside from causing damage on every turn it remains active, poison begins to hinder not only the target’s movement and actions, but their senses as well.

The user of this Technique first rolls for Potency and writes the number down, setting up the DC to beat by the Target’s Resistance in order combat the effects. The Target’s first Resistance roll determines if the poison is successfully inflicted or not. If it is not resisted, on every turn thereafter, the target rolls for Resistance at the start of their turn to see if the additional effects other than damage take place on that round. A success on those latter rolls does not cure the target from the poison, it simply prevents all non-damaging effects from taking place on that round; the poison still remains in the target’s system for the Technique’s duration after it has been confirmed to successfully be inflicted.

The non-damaging effects that the poison causes are as follows:
-On every turn that the effects are not resisted, the target is considered Dizzy.
-On two consecutive turns that the effects are not resisted, the target is now also considered Pained, going away alongside Dizzy upon the next successful Resistance check or until the Poison’s duration has ended.
-On three consecutive turns that the effects are not resisted, the target is considered Paralyzed/Helpless in addition to being Pained and Dizzy, all effects going away upon the next successful Resistance check or until the Poison’s duration has ended.

24

PAIN (TECHNIQUE)

A Technique that inflicts severe pain on its target.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect type: Lingering
Duration Tier: S
Duration: 3 rounds
Saving Throw: User’s Potency vs Target’s Resistance

The target of this Technique must succeed in its Saving Throw, a failure afflicting them with pain for its duration (see Pained). This Technique causes pain on the target whether they have a corporeal form or not. The user of this Technique may designate exactly where the individual feels the pain, from a single location to their whole body.

25

SKATE (TECHNIQUE)

Allows the user to skate along a surface through the use of energy, protected from certain properties said surface might have.

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Range: User’s Movement
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 Minute (10 rounds)

A pretty straightforward Technique that allows the user to substitute their regular movement for a form of energy-enabled skating. Energy concentrated on the bottom of the user’s feet protects them from otherwise dangerous terrain, ignoring not only potential damage but also miscellaneous properties such as stickiness and slipperiness. This form of skating also allows them to traverse over non-solid surfaces such as water or quicksand.

As with regular movement, the user may double it by using a Full Round Action.

26

ENERGY MINE (TECHNIQUE)

Allows the user to place their Energy, compressed in select locations, for later detonation.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Conjuration
Range: 10ft.
Size: 5ft.
Effect Type: Lingering
Duration Tier (DT): D
Duration: 1 day
Damage: 1d20 + Potency
Saving Throw: Sense > User’s Spirit Level/Demonic Level detects mine.
Acquired Detonation Methods: Resolve: {Proximity|Timed}

When acquiring this Technique, the user must choose whether their mines will be detonated manually, by proximity, or after elapsed time. The conjured Energy Mine is placed on the selected location, within Range, and will behave according to its detonation type. If the user has purchased the option of more than one type of detonation, they must state which kind of mine they are placing upon its conjuration. A single mine can be made to have more than one kind of detonation trigger.

Manual Detonation Mines are triggered by the user as a Standard Action.

Proximity Detonation Mines trigger when their space becomes occupied.

Timed Detonation Mines trigger after their designated time, an amount declared by the user upon its conjuration.

The Energy from the Mines placed by this Technique is compressed in such a way that it is harder to detect than normal. To be able to sense them, your Sense must be higher than the Spirit Level/Demonic Level of the owner. Sensing the mines does not grant information on what exactly the Energy detected is (unless being the targets of Techniques such as Scan or True Sight); it only reveals Energy is concentrated at a specific point.

Feats that affect how the user's Energy is sensed (Masked Power, Masked Presence, Deceptive Power, Disguise Energy) are also applied to the sensing of these mines.

A Mine that expires without triggering dissipates.

27

NET (TECHNIQUE)

A Technique used to immobilize or capture its target.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Projectile
Range: 60ft.
Size: 5ft. radius
Effect Type: Lingering
Duration Tier (DT): H
Duration: 1 hour

The user of Net fires the Energy-powered web, goo, or other similar capture device/substance towards a location of their choice, the Technique prompting a Defensive Action from all within its radius, using said location as its center point, pinned against the user’s Ranged Attack Roll [1d20 + Sense + Martial], as is standard with all Projectile Techniques. Net may not be Guarded or Deflected, only Evaded or Counterfired, and can be difficult to distinguish from a regular Energy blast, causing many to become its victim by choosing the wrong Defensive Action.

A captured target is considered Helpless, but they may attempt to break free on their turn by using 1 Energy charge to prompt opposed Potency Rolls between them and Net’s user. Likewise, an ally could attempt the same to free their friend.

28

SMOKE SCREEN (TECHNIQUE)

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

BASE

Technique Type: Combat, Specialty, Support
Performance: Standard Action
Delivery: Field
Range: 15ft.
Size: 15ft. radius
Effect Type: Lingering
Duration Tier (DT): S
Duration: 3 turns

A Smoke Screen spawns with its center point on the exact location chosen by the Technique’s user. It’s primary usage is for blocking perception within and beyond the area it’s placed at. A Smoke Screen done by Energy Techniques hinders more than just visual perception though; it has properties that interfere with sensory perception. As so, it also blocks others from discerning the location of those within or beyond it through Sense.

Those standing within a smoke screen spawned from this technique cannot see threats coming at them unless they have perception-enhancing abilities or Techniques. Likewise, swift threats emerging from within or behind the smoke screen also surprise others on the outside/opposite side. As per normal rules, targets that cannot perceive incoming threats are treated as having their Guard, Deflection, and Evasion halved (rounded down), and may not perform Counterfire or Counterfield as defensive options. If a character does not become aware of any incoming threats in the first place (through sonar cues, etc.) they may not perform any Defensive Actions in response to them.

29

ABSORB AND RELEASE (TECHNIQUE)

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

BASE

Technique Type: Combat, Specialty, Support
Performance: Defensive Action (to absorb), Standard Action (to release)

When a Technique is about to make contact with the user, they may activate Absorb & Release as Defensive Action. Upon doing so, rather than undergoing the Technique’s effects, they store them within themselves. These stored effects can then be released by the user as at no energy cost by using a Standard Action.

Although effects do not have to be released in the same exact manner as they were first conjured up, they do nevertheless follow the same method of Delivery. Naturally, when expelled, the effects behave according to the same properties of the Technique they hail from.

By default, only 1 Technique can be absorbed at a time, an amount that can be increased through upgrades.

30

TORNADO SPIN (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Defensive Action
Effect Type: Instant

As a Defensive Action, Tornado Spin can be used to deflect threats hailing from Techniques and natural hazards alike. The Technique’s effect behaves as an automatically successful Deflection, but they do not benefit from any feats or advantages that specifically enhance said Deflection skill.

In addition to its primary effect, Tornado Spin can also be used to blow away any gas surrounding the user, and may also free the user from a grapple or any binds if the user’s [Potency + 1d20] is higher than that of their respective DC.

31

SUBSTITUTE (TECHNIQUE)

Famously used by shinobi, the substitute Technique makes it so that an object takes the punishment that was intended for the user.

BASE

Technique Type: Combat
Performance: Defensive Action
Delivery: Self
Effect Type: Conjuration

Substitute can be activated as a Defensive Action, appearing in front of the user and taking all punishment intended for them. Unlike the standard Defensive Actions, substitute can be made to take the effects of Selective Techniques. Punishment also does take each individual hit of a Full Attack. The punishment-absorbing object disappears after 2 rounds.

Substitute cannot be made to take the damage of self-induced effects, nor can it be made to take the punishment of effects already active on the user.

Substitute can be Modified by techniques such as Teleportation and Invisibility, allowing them to trigger as a Defensive Action alongside Substitute, causing not only the object to take the punishment intended for the user, but to immediately move the user either out of sight or out of range of any potential follow ups.

32

ENHANCE DEFENSES (TECHNIQUE)

Enhances the user’s defensive instincts.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

The affected target’s Guard, Deflect, and Evade are enhanced for the Technique’s duration. How is it, exactly, that the Technique is improving the target’s reflexes is left up to the player’s design, but the mechanics represent themselves as a +5 bonus to all three primary Defensive Actions.

33

REFLECT (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Defensive Action
Delivery: Contact (targets Techniques)
Effect Type: Instant

Like any other Technique Feature, the way this Technique is manifested is designed by the user upon acquisition, the only requirement being that, since it is a Contact Technique, the projectiles or waves that are being reflected are within reach of the user.

Reflected projectiles and waves have their traveled distance reset upon contact with the Technique, meaning that, unless affected by any other factors, they will always have enough distance left in them to return to their originator. The targets of any reflected Techniques may perform the usual Defensive Actions available.

Homing Techniques, upon being affected by Reflect, change their target to be their previous owner.

34

SCATTERGUARD (TECHNIQUE)

Deflected projectiles are sent back in a scattered fashion.

BASE

Technique Type: Combat
Performance: Deflection
Delivery: Wave
Range: 15ft.
Effect Type: Instant

Upon a successful Deflection, the user of Scatterguard instantly shatters the incoming Projectile into smaller bits, then fires them in a chosen direction. The scattered projectiles fire off as a Wave Technique, affecting all within the threatened space who fail their Defensive Action.

Scattered projectiles deal the same damage and apply the same effects they would have before being Deflected.

35

INTANGIBLE (TECHNIQUE)

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

BASE

Technique Type: Combat, Specialty
Performance: Defensive Action or Move Action
Delivery: Self
Effect Type: Instant

As a Move Action, it allows the user to pass through physical obstacles, while as a Defensive Action, it dodges any non-energy-imbued attack without fail. Any Prepared Attacks triggered as a Move Action are avoided as long as they are not energy imbued.

36

LIGHTNING ROD (TECHNIQUE)

All Projectile and Wave attacks performed within range of someone utilizing this technique, be them from Techniques or standard weapons, are instead drawn to the user while also having their effects completely nullified.

BASE

Technique Type: Combat / Support
Performance: Standard Action
Delivery: Self
Size: 15ft. radius
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

As its description states, while this technique is being channeled, all Projectiles and Waves within range of the user are drawn away from their intended target and directed at the user of Lightning Rod instead, where their effects are completely nullified, including damage. This includes projectiles and waves coming from standard weapons rather than techniques, such as bullet fired from a gun or the flame from a flamethrower.

The user may not selectively choose which Techniques are affected: all Projectiles and Waves are influenced. Although the radius of this Technique is 15ft, even if a technique is initiated outside of its influence, once it crosses into its boundary it is nonetheless attracted.

37

MALLEABLE BODY (TECHNIQUE)

The user’s body can twist and contort in all sorts of different ways while this technique is active.

BASE

Technique Type: Combat / Specialty
Performance: Standard Action
Delivery: Self
Reach: 5ft.
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

For every round it is active, the user of this technique benefits from a +5 on evasion and grapple-related actions. Additionally, their body can stretch in such a way that they are able to reach 5ft. further than usual, an amount that can be increased with upgrades. Last but not least, the user is able to squeeze themselves through all sorts of narrow and tight spaces that they would otherwise not be able to.

This technique does not allow the user to split in any way, shape, or form.

38

SHADOW WALK (TECHNIQUE)

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

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Effect Type: Lingering
Duration: 1 round

There being no popular general term for the type of super-speed that vampires typically employ in popular fiction, one in which they will move from one spot to another at an unusual speed despite sometimes seeming as if they were just walking, it has been deemed as Shadow Walk in this system.

Shadow Walk is performed by using the Movement part of one’s turn, which is doubled for this Technique. the elusive movement granting a +10 to the user’s Evasion during this round.

Shadow Walk can be employed alongside other Movement Techniques that are already being channeled.

39

SURFACE ADHESION (TECHNIQUE)

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

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Effect Type: Passive Channeling
Duration: 1 round

Surface Adhesion is a movement technique that expands the user’s available maneuvering options by allowing them to traverse across walls, ceilings, and other surfaces otherwise unavailable due to the nature of gravity.

Surface Adhesion is also used to maintain a solid balance/grip when traversing through slippery or uneven surfaces, through powerful winds, or when the current location is suffering from tremors or other forms of violent motion. It can also be used to prevent being knocked down by such forces as well as by any physical blows received, any attempts to resist so benefiting from a +5 bonus due to the strong bond between the user and the surface. Grapple attempts in general also benefit from just as much of a bonus to their rolls.

40

AFTERIMAGE (TECHNIQUE)

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, even when being sensed.

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Effect Type: Lingering
Duration: 1 round
Saving Throw: User’s Evasion VS Target’s Deduce

Upon using this Technique, the user moves almost instantaneously from point A to point B, leaving behind an image of themselves for a brief moment. For the time this image is there, it retains enough of the user’s energy signature that it is almost indistinguishable from the real deal, even when accounting for spiritual sensory.

Subjects must roll a Deduce check pinned against the user’s Evasion to catch the user’s movement, consequentially seeing through the Technique. Of course, the user must be able to move out of visual range for this illusion to function in the first place.

This Technique allows the user to move up to double their regular Movement and lasts until the start of their next turn. Naturally, it must be physically possible for the user to move to their target spot in the first place for the Technique to be possible.

41

MIRROR PAIN (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Defensive Action
Delivery: Self
Effect Type: Instant

Used as a Defensive Action, Mirror Pain accepts all incoming damage but also applies it to the aggressor. Unlike other Defensive Actions, Mirror Pain can be used on Techniques with any type of Delivery (such as Selective Techniques). Additionally, Mirror Pain can be used on Techniques with lingering damaging effects to also apply the same lingering damage on the aggressor, complete with its same duration. Likewise, a Passive or Actively Channeled Technique affected by Mirror Pain will continue to reflect damage on any consecutive turns linked to the initial application, without the user having to expend additional energy.

Mirror Pain only reflects back damage that is successfully applied to its user. Any damage ignored or avoided by the user due to natural resistances or the effects of other Techniques is not applied to the aggressor.

Damage reflected keeps its same typing, any resistances to it applying as usual.

42

FEIGN DEATH (TECHNIQUE)

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

BASE

Technique Type: Combat, Specialty
Performance: Free Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour

An individual Feigning Death through the use of this Technique manages to influence their body in a way that nearly identically simulates the state of being dead. For all intents and purposes, their body does shut down completely, only a feint and nearly undetectable sliver of energy keeping their body from suffering damage by the lack of necessary bodily functions.

Traditional sensory cannot detect the energy harbored in the user’s body; only the use of specialized energy-detecting Techniques such as True Sight being able to detect it (and that’s only if individuals even suspect about using them in the first place).

The individual Feigning Death can view all that is around them almost like a form of astral projection, an area of up to 100ft, however, their actual spirit is not considered severed from their body during this state, and thus may not be seen by other spirits nor may it move freely. Likewise, the user may not view the spirit body of other subjects.

43

RESIST DEATH (TECHNIQUE)

A Technique that keeps the user both alive and conscious regardless of their remaining HP.

BASE

Technique Type: Combat, Specialty
Performance: Standard Action, Defensive Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

Resist Death maintains its user conscious and alive for as long as it is kept channeled regardless of their remaining HP. Resist Death can be utilized as a Defensive Action.

A Spirit Guide whose HP hits -20 while in their spiritual form can utilize Resist Death to temporarily prevent the link to their physical body from being severed as per base rules.

Resist Death prevents the user from falling unconscious only due to a drop in HP. It cannot be used to remain conscious due to other factors.

44

SELF-REGENERATION (TECHNIQUE)

A Technique used to restore one’s own health.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 Round
Restored HP: User's Potency

Starting with the turn it was activated on, the user heals an amount of HP equal to their Potency at the start of each turn until its channeling ceases.

UPGRADES

Quick Activation: Self-Regeneration can now be initiated as a Free Action. If this Technique is Modified, all other effects it might have cannot be initiated in this way.

45

MIRROR TECHNIQUE EFFECTS (TECHNIQUE)

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

BASE

Technique Type: Combat / Support
Performance: Standard Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: Same as the Mirrored Technique.

While channeling this Technique, any number of effects being applied by to the user by a someone else’s Technique are also applied on their owner, be them helpful or harmful. That being said, the owner has an opportunity to resist such effects with a Saving Throw of their own where applicable.

Mirror Effects does not mirror physical consequences that are related to impact and momentum, even if they are caused by direct consequence of the technique (for example, any Knockdown or Pushback caused by physically-oriented Techniques). Territory effects are also excluded from interacting with this technique.

When it comes to Instant and Lingering effects, the incoming technique’s effects can be mirrored on the owner even if they were resisted by the target, but they do indeed need to have at least prompted a Saving Throw or an immunity check.

Channeled effects are cancelled on both the target and their owner the moment the latter ceases channeling them.

46

DISPLACED CONTACT (TECHNIQUE)

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.

BASE

Technique Type: Combat / Specialty
Performance: Standard Action
Delivery: Self (For Activation), Selective (for actions performed during it, not for activation)*
Reach: 20ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

While it is being channeled, Displaced Contact allows any form of contact to be performed remotely, be that a gentle touch, a standard or energy imbued melee attack, or any Contact (delivery) technique. This form of contact it enables is extended to anything the user wields, meaning that strikes with weapons and similar gear can also be delivered with it.

Displaced Contact treats the target as if they were doing direct contact with either the user or the gear being used, so it is capable of transferring any special effects that either would normally transfer with direct contact.

Targets for contact are chosen as a free action. The user of this technique does so by focusing on visible targets within range. As a base feature, this technique can extend such contact to a single target, a number that can be increased through upgrades.

47

POLYMORPH (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Selective
Range: 50ft.
Effect type: Lingering
Duration Tier: S
Duration: 3 rounds
Saving Throw: User’s Potency vs Target’s Willpower.

When first acquiring this as a Technique or Modification, the player must select which harmless animal it will turn the target into. When being performed, the Saving Throw is only triggered if the target attempts to resist its effects.

Aside from whatever physical limitations come with being transformed into the chosen animal, a character’s Attacks, Guard, Deflection, and Resistance are temporarily reduced by 10.

Polymorphic hex does not change the size of its target. A large individual turned into a frog would still be roughly the same size, just now in the shape of a frog.

The transformation does not alter the individual’s brain composition (thus, it does not affect their intelligence), but they do not have proper vocal cords to communicate verbally. The affected individual also does not loose the ability to use Spirit/Demon Energy, although they may not perform Techniques whose typical requirements involve components that are not available as a consequence of the transformation.

48

INVISIBILITY (TECHNIQUE)

A Technique that makes its user visually undetectable.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

The selected target becomes Invisible for an amount of time equal to this Technique’s duration. Specifically, only the target’s Physical Body becomes Invisible, meaning their energy could still be perceived. Attacks and Techniques coming from the invisible individual treat their target as if they were Blinded.

{%if t_upgrade_tier >= {2}%}

UPGRADES

Touch of Invisibility: The user may now make that which he touches invisible. Aside from being useful to make allies invisible as well as to hide objects and traps, it can be also be used to make stealthy takedowns by disappearing the victim’s body as you attack. The invisibility only lasts for as long as contact is being made with the subject.

{%end%}

49

FUSION (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Contact
Effect Type: Lingering
Duration: Until dismissed, dispelled, or knocked-out.

Fused individuals have some pretty interesting advantages. Fist off, each of the fusion’s Skills, Sense, Potency, and Movement are those of the highest of the two fused individuals. Additionally, their fused self has access to both individuals’ Techniques, Class features, and Feats. As for turn order, if both subjects had already rolled for Initiative by the time the fusion happens, they act on the turn of the one who initiated the Technique.

Fusing does come with its downsides. Any damage done to the compounded subject is applied to both characters separately (if their fused body was damaged for 5 HP, then 5 HP is subtracted from both characters). In addition to that, Energy works in the same way, any expenditure of energy by the fused individual being used up from both characters’ separate energy pool. After separating, individuals who were fused also remain with any adverse effects and wounds they had whilst fused together, however, the same applies to any favorable effects.

When it comes to fusing with objects, the user gains the more prominent physical aspects and features of the object, gaining full control over them. Any physical hardness typically needed to be surpassed to damage the object (i.e., Damage Reduction) is now required to damage the individual. Many Circumstantial Bonuses and Actions may be available depending on which object they have fused with (these can be suggested by the player, along with any reasoning as to why it makes sense, but whether they are applied or not is left to the GM). An individual may only fuse with an object of roughly their same size or smaller. This size limitation can be increased with upgrades.

Fusion cannot typically be Modified.

50

ANIMATE OBJECT (TECHNIQUE)

A Technique that temporarily brings an object to life at the user’s command.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Size: Object of up to 5ft. in size
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

Animated Objects are granted 10ft. of Movement, they only take simple instructions from the user, and are not proficient in combat, although they may attempt it with an Unarmed Attack of +1 per 5ft. in size, and a damage output of 1d4 per 5ft. in size for objects of a similar hardness to plastic, 1d6 per 5ft. in size  for wooden or dense rubber objects, 1d8 per 5ft. in size  for metals, and 1d10 per 5ft. in size for materials with a similar hardness to diamond.

Animate Object can be modified as if it were a Conjuration Technique, granting the object the unique effects typically only granted to Conjurations.

51

CALL WATER (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Full Round Action
Delivery: Self
Range: 100ft. (distance up to where water is summoned from) (not adapted by modifications)
Size: 25ft. radius (circulating supply kept around the user) (not adapted by modifications)
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration:1 minute (10 rounds)

When the user activates this technique, they attract any amount of water within 100ft. of them with great force. Large amounts of water pulled in from natural sources rush towards the user like waves to a shore. In urban environments, water is pulled from pipes, tanks, hydrants, bottled products, or any other sources that might be present, typically busting many open in the process.

Water that makes contact with anyone around the user prompts Guard Saving Throws pinned against the user’s Potency (roll) to prevent subjects from becoming Downed.

All the water summoned around the user remains within a radius of 25ft. around them, ignoring any openings that would otherwise cause it to spill out or leave the area, an effect that remains for as long as the user continues to channel this technique.

52

TELEPORTATION (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Movement
Range: 40ft.
Effect type: Instant

Teleportation is a Technique feature which uses a turn’s Movement to transport the user’s body, instantly, from their current location to a newly selected location. Upon acquisition of the Technique, the player must designate whether they want the act of teleporting with this Technique to always cancel out any momentum the user might have during its use or not.

The teleporting individual roughly has a 50% chance of teleporting into an occupied space when doing so into an area which is outside their vision. Teleporting into solid material, such as a wall, cancels out the distance traveled and damages the user for 1/5 of their health.

53

SWAP (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect type: Instant
Saving Throw: User’s [Potency] vs Target’s [Willpower]

The two targets selected by the user of this Technique will instantly swap places with each other. If either subject attempts to resist the effects, they roll for Willpower pinned against the user’s Potency, with either being successful causing the Technique to fail. When opposed by both targets, the user only rolls for Potency once, the result being pinned against both target’s Willpower separately. Both targets must be within range of this Technique to be Swapped.

54

DISPLACEMENT (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Size: 30ft radius.
Effect type: Instant
Saving Throw: User’s [Potency] vs Target’s [Willpower]

The selected target is instantly transported from their position within the Technique’s radius, which is centered on the user, to a newly selected position within it. The subject can resist these effects with a Willpower check pinned against the user’s Potency.

The act of Displacement can cancel out any momentum the target might have should the user wish to make it do so.

55

POCKET DIMENSION (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Selective
Range: 10ft.
Size: 5ft. radius
Effect Type: Lingering
Duration Tier (DT): H
Duration: 1 Hour

This Technique creates an opening to what’s called a pocket dimension, an amount of empty space that exists outside of traditional space.

The entrance to a pocket dimension can be put in thin air, but it can also be applied to objects with openings to transform that opening into its entrance. For example, in its base size, this can be used on a bag to create something akin to what is a bag of holding. If large enough, it can even function as a home or a base.

A Pocket Dimension retains everything it has in it, even after the gateway to it closes (the Technique’s duration runs out).

The entrance to a Pocket Dimension can be collapsed by its owner as a Standard Action, but they must be within range.

56

GRAVITY WELL (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Size: 5ft. radius per Potency
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

The strength of the pull from Gravity Well scales with the user’s Potency. Those that find themselves within the radius of Gravity Well’s force at the start of their turn (or next available action) must succeed in a Guard check pinned against the user’s Potency to prevent from being pulled towards the center or target designated as its center. This roll can only be performed in the first place if grounded (i.e. not in the air, and not swimming, that is, unless holding onto something fixed, etc.), and it receives a +5 bonus if the subject is within holds onto anything fixed, or they are significantly heavy themselves.

A subject that fails on this roll begins to be pulled towards the object in a fashion that varies in accordance to the result, left up to the GMs discretion. Likewise, a success may constitute simply managing to stay in place or even being allowed to slowly move away from it, depending on the degree of success.

When used on a subject instead of a location, it makes them the center of the well, potentially causing physical damage when objects or subjects crash into them. If any such damage is caused, it is equal to the strength of the gravity well, or in other words, the technique user's Potency.

57

APERTURE (TECHNIQUE)

A Technique capable of creating temporary openings on surfaces.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Size: Resolve: {5|10}ft. (max height, width, and depth)
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

The user selects a specific point on a surface on which a temporary aperture will manifest itself. Simply, it can be used to cross through walls and other types of layers. The surface selected cannot be part of a living entity.

If the selected surface is part of another individual’s Technique or Territory, the user’s Potency it pinned against the surface owner’s Potency to determine if it is successful.

Without having to expend additional Energy, the user may collapse the opening as a Standard Action. Subjects crossing through the opening at the time of its closing can potentially become stuck. In such cases, the opening neither crushes nor goes through the subject, it simply closes up to the point it makes contact with them.

58

ALTERNATE SPACE (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Full Round Action
Delivery: Self
Effect Type: Instant

Upon casting this Technique, the individual shifts into another layer of reality, one that overlaps with what is known to mortals as the “real world”. In this alternate space, minerals, the soil, and similar earthly features exist as they do in the “real world”, including those that have been constructed into buildings and pathways. While these features can be touched, they cannot, however, be moved or influenced in any way.

Elements such as water, fire, ice, and energy do not exist in this alternate world (lakes, for example, appear simply as large craters), although they can be conjured up through abilities, techniques, etc. Just as their “real world” counterparts, these summoned elements do not manifest  themselves on the other side.

When it comes to life-forms, this slice of reality is mostly barren— although that is ultimately left up to the GM’s discretion— but the flora that exist in the “real world” also simultaneously exists in this realm as well. With that being said, just like with earthly materials, although it can be touched, it cannot be moved in any way.

Techniques performed in this alternate space appear solely in alternate space, and cannot target individuals in the “real world” (and vise versa).

Any other user with this same technique feature— whether it is its base feature or a modification— ends up in this same layer of reality upon using it.

The energy of individuals in this realm can be sensed from the “real world”.

To return to the “real world”, the player must perform this Technique again.

59

CHECKPOINT (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Full Round Action (to create checkpoint)
Delivery: Self
Effect Type: Instant (Special)

On the round the user activates this Technique, they write down their current amount of HP, the remaining amount of turns on any Lingering effects, and other miscellaneous details of their current state. Afterwards, they choose within how many turns (up to a maximum of 3) they will revert back to this ‘checkpoint’. At the start of said turn, the user will immediately return to the state they were in, all except their current position & their currently remaining Energy, which are unaffected by the effects of this Technique. Channeled Techniques are interrupted by the 'time leap’ of Checkpoint, and the user’s own are also not considered re-initiated were they active at the chosen point.

For the effects of this Technique to revert the user to a past state, they must both be alive and conscious. Multiple checkpoints can be in effect at the same time, but they cannot be set to trigger during the same turn.

60

MUTE (TECHNIQUE)

Mute completely silences the area within its field.

BASE

Technique Type: Specialty / Support
Performance: Full Round Action
Delivery: Field
Range: 15ft. (selection of field’s center)
Size: up to 100ft. radius
Effect Type: Lingering
Duration Tier (DT): H
Duration: 1 hour

The user selects a location to manifest a 100ft. field in which sounds are unable to occur. Not only are sounds unable to happen within this Field, but external sounds that reach the edge of the field do not cross into it, making it so that absolutely everything within the field is 100% silent.

Those within Mute’s field are treated as Deafened.

Mute may only be Modified after permanently restricting the Field’s Size to 15ft. + Upgrades.

61

BLIND (TECHNIQUE)

A Technique that blinds its target.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 3 rounds
Saving Throw: User’s Potency VS Target’s Willpower

Blind simply applies the Blinded condition to its target if it fails its Saving Throw, a Willpower check pinned against the user’s Potency.

62

VERTIGO (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 1 minute (10 rounds)
Saving Throw: User’s [Potency] vs Target’s [Willpower]

Targets successfully afflicted with Vertigo are treated as being under the ’Dizzy’ condition for its duration. While not lethal or awfully inhibiting, Vertigo’s effects along with its base duration can be a powerful tool to shut-down evasive and melee-oriented fighters.

63

SMOKE SCREEN (TECHNIQUE)

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

BASE

Technique Type: Combat / Support
Performance: Standard Action
Delivery: Field
Range: 15ft.
Size: 15ft. radius
Effect Type: Lingering
Duration Tier (DT): S
Duration: 3 turns

A Smoke Screen spawns with its center point on the exact location chosen by the Technique’s user. It’s primary usage is for blocking perception within and beyond the area it’s placed at. A Smoke Screen done by Energy Techniques hinders more than just visual perception though; it has properties that interfere with sensory perception. As so, it also blocks others from discerning the location of those within or beyond it through Sense.

Those standing within a smoke screen spawned from this technique cannot see threats coming at them unless they have perception-enhancing abilities or Techniques. Likewise, swift threats emerging from within or behind the smoke screen also surprise others on the outside/opposite side. As per normal rules, targets that cannot perceive incoming threats are treated as having their Guard, Deflection, and Evasion halved (rounded down), and may not perform Counterfire or Counterfield as defensive options. If a character does not become aware of any incoming threats in the first place (through sonar cues, etc.) they may not perform any Defensive Actions in response to them.

64

FEAR (TECHNIQUE)

A Technique that utilizes the user’s Willpower to conjure up an overwhelming sensation of doom on its target.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 3 rounds
Saving Throw: User’s Willpower VS Target’s Willpower

The target of Fear rolls a Willpower check pinned against the user’s own Cunning. Those who fail their Saving Throw become Overwhelmed for its duration. Those affected have a 50% chance of running in away in fear rather than simply remaining in place overwhelmed.

65

PETRIFY (TECHNIQUE)

A Technique that was popularized by yokai such as gorgons, Petrify immobilizes its target by transforming them into stone or any other similar, hard substance.

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Wave (single target, see description)
Range: 15ft. long cone
Effect Type: Lingering
Duration Tier (DT): H
Duration: 1 hour
Saving Throw: User’s [Potency] VS Target’s [Resistance]

Petrify’s user selects a single target within the threatened cone to transform into stone. The target must roll a Resistance check pinned against the user’s Potency, a failure to resist the effects beginning the transformation process. Because Shockwave uses Wave for targeting purposes, it is not reflected or interrupted in the same manner other Wave Techniques would, although it can be Evaded.

The petrification process spans over several rounds, and starts from the bottom of their body moving upwards, on its first turn making it difficult to move due to solidifying feet, cutting that turn’s Movement in half. On its second turn, the process has reached the upper legs, preventing Movement (and thus Evasion as well) altogether, but still allowing actions performed by the upper body, although they may not easily target those behind them. On its third turn, petrification has reached the upper body, preventing the use of the torso and thus making many actions difficult to perform in the process. At this stage, most actions that can be performed take a -5 bonus on their rolls. On the afflicted’s 4th turn, their arms now become petrified, preventing all actions from being performed aside from those that can be done through the user’s head. On the 5th and final turn, the petrification process finishes transforming its target rock-solid.

Upon acquisition of this Technique, the user must select a fairly accessible substance that secretly reverses its effects, such as fire or salt. Additionally, Petrification can be reversed by Techniques such as Release, or by concentrating a total of 3 Energy charges on the afflicted over a span of 3 turns (the information that such an action would work is only available to those who succeed in a Deduce check with a DC of 20). Energy can typically be concentrated on a subject through the helper’s body, such as by laying their hands on the afflicted, without needing any special abilities or Techniques. That being said, any Technique or Special ability that extends the reach of one’s Energy can be used to perform the action from further away.

66

SLOW (TECHNIQUE)

A Technique Feature that slows down the general movement of those caught in it.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Field
Range: 15ft.
Size: 15ft. radius
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

The Slow Technique Feature forms a bubble in which all things inside are slowed down. This Slowing effect does not prompt a Saving Throw (unless it is applied as a Modification with a Delivery of Contact, Projectile, or Selective).

While under its effects, a subject’s Free Actions now require Standard Actions, Standard Actions require a Full Round actions, and Full Round Actions require 2 Full Round Actions.

An individual trying to cross it has their remaining Movement cut in half at the moment they step in the bubble. Likewise, Projectiles crossing it have their remaining distance cut in half, and suffer from a -5 on their result.

It would seem at first like Defensive Actions would be penalized, but despite being slower, they remain the same speed relative to incoming threats, which are slowed down just as much upon entering the bubble.

67

DARKNESS (TECHNIQUE)

A Technique that prevents nearly all light from travelling within a certain area, leaving nothing visible but darkness.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field
Range: 20ft.
Size: 15ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

When performing this technique, the user may choose themselves as the center of its area of effect, causing it to move along with them. Otherwise, they choose a specific point within range, creating a field of static darkness that prevents most from seeing within it.

Subjects within the field of darkness are considered Blinded, even when typically being able to see in darkness.

68

JINX (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User’s [Potency] VS Target’s [Willpower]

For its duration, the Fortune Technique simply counts all of the target’s perfect rolls (the highest possible number for any dice being rolled) as a 1 instead.

69

BIND (TECHNIQUE)

A Technique that binds two targets in a way that prevents them from moving away from each other past a certain distance.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 20ft. (to cast)
Size: No less than Resolve: {15ft.|10ft.|5ft.|0ft.} (distance targets may be away from each other)
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 10 rounds
Saving Throw: User’s Potency VS Target’s Willpower

This Technique binds two chosen targets within range of the target to each other, preventing them from being more than a certain distance away from each other. This distance is chosen by the Technique’s user, but can be no less than 15ft. unless upgraded. The bound targets must be either living or animated subjects, although objects can be targeted after acquiring the corresponding Upgrade.

Techniques such as Teleport and Swap fail if the bound subjects would be moved out of range of each other, but otherwise continue to function.

Subjects bound to each other feel they are pulled in by some invisible source when attempting to stay away from each other, an effect that otherwise takes whatever flavor the player designs for it. Subjects do not get pulled by this force in either direction, no matter the strength or force may be behind the other.

A falling subject may be suspended in place (mid-air) if continuing to fall would place them out of range.

70

LAUGHTER (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 3 rounds
Saving Throw: User’s Potency VS Target’s Will.

The user of this Technique first rolls for Potency and writes the number down, setting up the DC to beat by the Target’s Resistance in order combat the effects. The Target’s first Resistance roll determines if the Technique is successfully or not. If the Technique is not resisted, on every turn thereafter during which the Technique’s lingering effects are still active, the target rolls for Resistance at the start of their turn to see if they resist the individual effects from taking place. A success on those latter rolls does not cure the target from Laughter, it simply prevents the effects from taking place during that round.

The effects of Laughter are as follows:

1. On every turn that the effects are not resisted (which includes the turn it is induced), the subject cannot help but begin to laugh uncontrollably. Although they can still perform most of their usual actions, they do so with a penalty of -5.

2. On two consecutive turns under the effects, the subject is too busy laughing to be able to take any actions until their next turn other than Movement and Defensive Options.

3. On a third (and further) consecutive turn(s), the target can’t help but drop any held items, become Downed (see Conditions), and consume the entirety of their turn doing nothing but laughing.

71

FLIGHT (TECHNIQUE)

Allows the user to remain in flight for as long as they continue to maintain it with Energy.

BASE

Technique Type: Specialty / Support
Performance: Movement
Delivery: Self
Range: 30ft. (movement)
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 Minute

A pretty straightforward Technique, it allows the user to substitute their regular movement for flight. As with regular movement, the user may double it by using a Full Round Action.

72

LIGHT (TECHNIQUE)

A Technique primarily used to light up the area around the user.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field
Size: 30ft. radius.
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour

The user lights up the area within the Technique’s radius, its color predetermined upon acquisition.

Subjects that look directly at the light source from within 5ft., whether they are caught by surprise by it or not, have a 70% to become Blinded for 1 round.

73

SWIPE (TECHNIQUE)

An ability used to quickly and stealthily snatch possessions off of others.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Contact
Reach: 5ft.
Effect Type: Instant

For this Technique to work, the user must have an idea of what it is that they’re attempting to swipe off of their target. The more information they have on the item, the more accurate the Technique is.

The moment they perform the Technique, the GM asks for the mental image the character has of the target item (color, size, shape, texture, etc). They then assign a percentile to the accuracy of the description, and roll the appropriate die to see if it is successful (typically a d10). A completely accurate description guarantees success.

Whether the Technique is successful or not is a separate matter from whether the targeted individual becomes aware of what’s happened or not. To determine so, the user rolls as if having performed an Energy Imbued Unarmed Attack (which represents the Technique’s execution). If it is lower than the target's Sense, they have become aware of what transpired. If it is higher, they remain unaware.

74

HALLUCINATION (TECHNIQUE)

While its effects are similar to illusion, Techniques with the hallucinatory feature have their visuals generated in the targets mind instead.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User’s [Potency] vs Target’s [Willpower]

The user of this Technique selects a target to bestow hallucinations on. The user’s Potency is pitted against the Target’s Willpower to determine if it applies its effects. Taking place within the target’s mind, the visuals and sounds conjured up by this Technique are crafted by the user upon performing it, with no limitations to its size and movement. The visuals feed off of the target’s own mind to remain animated and reactive, with no further action required by the Technique’s user to remain credible. The user of this Technique may not, however, exert any sort of manual control or change to the hallucinations after they have been bestowed.

75

ILLUSION (TECHNIQUE)

A Technique that conjures up visuals, for all to see.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Conjuration
Range: 30ft.
Size: 5ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User’s [Cunning] vs Target’s [Deduce]

The user of this Technique selects a location within range where a static illusion of their design will be conjured up. After it is conjured up, the user may move the illusion from its location by using a Standard Action.

When first spotted, the illusions prompt Deduce checks with a DC equal to the caster’s Cunning check. Those successful in their Deduce checks can see the illusions for what they are. Otherwise they are fooled until closer examination (which prompts another Cunning VS Deduce, the latter of which is now granted a +4 bonus), or until any interaction that clearly exposes them occurs.

76

MANIFEST SOUND (TECHNIQUE)

Conjures up a custom sound on the select location.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field (Special)
Range: 15ft. (Conjuration Distance)
Size: 5ft. per Potency (Maximum distance traveled by sound)
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 Minute (10 rounds)

As a Base Technique Manifest Sounds conjures up sound which can be heard by those within range. The sound, crafted by the user, can be made to either play once or remain on loop.

When using this Technique to fool others, Manifest Sound prompts a Deduce roll pinned against the user’s Cunning to determine whether the target discerns its nature.

Manifest Sound can be modified by other Technique Features to make it apply effects on the subjects that listen to it, after prompting the appropriate Saving Throws. In this case, it behaves like a Field Technique, in the sense that those within range are affected by it. That being said, those who are within range but do not hear it are safe from the Modification’s effects (ex. those naturally incapable of hearing, Deafened subjects, those who successfully cover their hearing organs, etc). Any physical effects, however, cannot be avoided this way.

UPGRADES

Resolve: {Control Sound: If still within range of the location chosen for the sound, you may manually control it as a Standard Action rather than having it loop.|Sharp: The sound may now be made to resonate in such a way that it shatters glass. A Potency roll from the user is pinned against the DC required to shatter the glass.}

77

DISGUISE (TECHNIQUE)

A Technique that changes the appearance of the user.

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour

Disguise allows the user to temporarily alter their look, from their attire to their bodily features. This all happens visually, not physically, the Energy around the user forming the disguise around them as a sort of illusion.

When performing this Technique to craft a disguise, the user rolls for Cunning. The result, which represents how well they crafted the disguise, is jotted down, and becomes the number pinned against all Deduce checks when attempting to fool others, avoid attention, intimidation attempts, etc.

UPGRADES

Vocal: The user can now alter their voice along with their disguise, including the mimicry of a specific individual’s voice, adding an additional +3 to the total of the Cunning roll done to craft the disguise.

78

TELEKINESIS (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Free Action
Delivery: Self
Reach: 15ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

Telekinesis simply allows the user to perform any of the typical physical actions available with a force equal to their Spirit Level/Demonic Force instead of their Physique. This includes, but is not limited to Guard, Deflections, Grapple attempts and Attacks. These actions, of course, continue to require the same parts of a turn that they always have, and like their standard counterparts, they may be given Energy to add Potency to their result.

On the Technique’s Notes box, this technique’s owner should pre-calculate the total of these actions’ formulas, with Spirit Level/Demonic Force being swapped in for Physique.

79

MIND READING (TECHNIQUE)

Simply, the user of this Technique can read the thoughts of those affected.

BASE

Technique Type: Specialty, Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

As a Selective technique, the user picks a target whose thoughts they want to spy on. For as long as it is kept channeled, they can hear the thoughts that cross their target's mind as well as get a sense for the individual's current intentions.

Anyone who has somehow become aware of the Technique's effects can attempt to hide their thoughts through meditation; while silencing their own thoughts proves to be simple, hiding one's intentions requires a successful Willpower roll with a DC of 24 for each distinct train of thought or intended action.

While Mind Reading is active on a subject, Defensive Actions or Prepared Actions pinned against any avoidable actions incoming from said subject benefit from a +5 bonus, negated if the subject is successful on their Willpower roll to conceal their thoughts, if they get such a roll in the first place.

80

SIMPLE COMMAND (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Special (Audible Voice)
Range: Special (Audible)
Effect Type: Instant
Saving Throw: User’s Potency vs Target’s Willpower.

Simply, a single target commanded to perform an action will follow it should they not resist it through a Saving Throw. This command can include harmful things done to either their allies or themselves, although only a single action with a clear beginning and end can be commanded, not a series of actions nor the adoption of a stance nor an attitude.

An individual commanded to perform an action gets to reroll the technique’s Saving Throw for every additional turn the action has taken to complete, and as such, simpler and shorter commands tend to be more fruitful, especially on those of stronger will.

81

RAISE DEAD (TECHNIQUE)

A Technique that raises the dead and makes them follow the user’s orders.

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Selective
Range: 10ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

Raise Dead is a Technique that targets the body of the deceased, using the user’s Energy to animate them temporarily, its actions being at the will of the Technique’s user. On their owner’s turn, they can be commanded as a Free Action.

A fresh corpse has the same Base Attributes it had while it belonged to a living being, except that its max HP is replenished only by half, and its Spirit Level/Demonic Level it adopts from the Technique’s user instead. Any corpse that has decayed significantly has half its original stats (Spirit Level/Demonic Level remains the same). As for Skills, it cannot use Cunning or Deduce, and its Willpower is equal to its master’s. An animated corpse does not have its own Energy, and cannot use any of the Technique’s that belonged to its owner (the corpses owner, not its current master), as those are tied to the individual’s spirit instead of their body. That being said, it may use any special qualities its body has, and it may also imbue its Attacks and Defensive Actions with Energy by using its master’s Energy (but to do so they must be within 50ft from them).

Raise Dead has a special Energy cost; instead of a single Energy charge, the Technique’s user pays an amount of Energy depending on the level of the character the corpse belonged to:

  • Lvl. 1-5: 1 Energy Charge
  • Lvl. 6-10: 2 Energy Charges
  • Lvl. 11-15: 3 Energy Charges
  • Lvl. 16-20: 4 Energy Charges
  • Lvl. 20+: 5 Energy Charges

Raise Dead can be used as if it were Steal Control (a Technique that changes the ownership of a conjuration, animated undead, and anyone who is being controlled against their will) when performed on undead being controlled by others. When doing so, the user attempting to do so must pay the same amount of Energy Charges in accordance to the level of the character the corpse belonged to, and they must roll for Willpower pinned against the current owner’s own Willpower roll, the victor keeping/stealing control of the targeted body. As with Steal Control, the Technique’s Duration is refreshed upon success.

When it comes to Modifications, this Technique is treated as if it were a Conjuration Technique, meaning the unique effects available to to conjurations are applied to the risen.

82

DARKNESS (TECHNIQUE)

A Technique that prevents nearly all light from travelling within a certain area, leaving nothing visible but darkness.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field
Range: 20ft.
Size: 15ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

When performing this technique, the user may choose themselves as the center of its area of effect, causing it to move along with them. Otherwise, they choose a specific point within range, creating a field of static darkness that prevents most from seeing within it.

Subjects within the field of darkness are considered Blinded, even when typically being able to see in darkness.

83

SEAL ACTION (TECHNIQUE)

Prevents the a target from using a specific action or Technique.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 3 rounds
Saving Throw: User’s [Potency] vs target’s [Resistance]

The user of this technique can prevent a target from using a specific type of action by successfully triumphing against their Saving Throw.

The actions the user may Seal are the following:

  • Unarmed fighting.
  • Attacking with a specific weapon.
  • Use of any of the following Skills: Guard, Deflection, Evasion, Cunning, Deduce
  • A specific technique. (The user must already have knowledge behind its nature, or have already witnessed one instance of it. Channeled techniques are interrupted upon being sealed, but lingering effects remain.)
  • The use of a special feature (such as one of the Yokai’s physical traits, or the Spirit Guide’s ethereal shift).
  • A Territory Master’s Territory.

More than one action can be sealed, but it must be done so individually.

84

TAG IN (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect type: Instant

The user of this technique switches positions and effects with the targeted ally. Any momentum either of the affected individuals had at the moment of a swap is preserved, allowing swap to be used creatively alongside combat options and other maneuvers that would benefit it or vise versa.

The transfer of effects is simple. All active effects, whether they are negative or positive are switched between the user and their target.

85

RESTORE HP (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Contact
Effect Type: Instant
Restored HP: Resolve: {1|2|3}d8 + Potency
Saving Throw: User’s Potency VS Target’s Willpower (If target resists)

As with any other Technique, the player gets to customize the exact science behind its effect, but mechanically, it accelerates the natural healing of one’s body. This means that Restore HP does indeed close up wounds, but it leaves scars, does not regrow any limbs that have been torn off (but does mend them back onto the body if held in place properly), and requires bones and other similar things to be adjusted in order to avoid deformation.

86

TRANSFER ENERGY (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Selective
Range: 20ft.
Effect Type: Instant
Saving Throw: User’s Potency vs Target’s Willpower (if resisted)

The user expends 1 Energy charge to transfer any amount of Energy from themselves to their target.

87

SACRIFICE (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

The user selects a target within range to protect from incoming damage. All damage that is confirmed to be applied to the target is dealt to the user instead, so long as the Technique continues to be channeled.

88

MARK (TECHNIQUE)

A marked target is made more susceptible to a variety of specific actions.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

This Technique’s user marks a target with their Energy, which visually manifests itself in whichever way this Technique’s owner designates it as, making the target more susceptible to various actions performed by the Technique’s user and and their allies.

Attacks as well as Contact, Projectile, and Wave Techniques performed on a Marked target have a +3 bonus on their execution rolls (not their damage rolls nor rolls pinned against Saving Throws, etc). Deduce checks and Sense as well as other similar actions used to track Marked individuals also benefit from the +3 bonus.

UPGRADES

Trail: The Marked target leaves a trail of Energy which can be followed.

89

TARGET (TECHNIQUE)

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

BASE

Technique Type: Combat, Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Size: radius of 50ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User’s [Potency] VS Target’s [Willpower]

This Technique makes it so that any target selected for it attracts all Projectile Techniques towards them. If successful, all projectiles that are fired from within or that cross into the effect's radius (listed as 'Size') are treated as if under the effects of the Homing modification.

Aside from causing instances of friendly fire, Target can be used to ensure that all Projectile Techniques launched by the user of their allies cannot simply be evaded by the target.

Target can be used on any subject, but it cannot guarantee that Projectile Techniques will strike a particular part/area without the Precise Targeting Upgrade.

90

REDUCE PRESENCE (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User’s Potency vs Target’s Willpower

Individuals, creatures, or automatons attempting to target the user must instead target any other of the user’s allies or conjurations unless they success in a Willpower roll pinned against the user’s Potency roll. If no alternate target is visibly present, they may instead target the user as intended.

If more than one individual from the same faction is being affected by Reduce Presence and both are the only remaining targets, an aggressor may choose from either one.

The user of Reduce Presence may still be targeted in creative ways, such as by Techniques that bounce from one target to another nearby target, or Wave and Field Techniques being used on adjacent targets.

91

FORTUNE (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

For its duration, the Fortune Technique simply counts any 1’s rolled by the target as perfect rolls instead (the highest possible number for any dice being rolled).

92

TRANSFER EFFECT (TECHNIQUE)

The lingering effects of a Technique can be transferred from one character to another, be them favorable or unfavorable.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Saving Throw: User’s [Potency] vs Target’s [Willpower]

This Technique’s user targets one subject, transferring a single Lingering effect from them to another target. A subject attempting to resist the transfer, be them friend or foe, prompts this Technique’s Saving Throw. If both attempt to resist it, the User rolls for Potency once, pinning the same result against each of the targets’ Willpower rolls separately. An unsuccessful transfer maintains the lingering effects on its original target.

An effect’s duration remains unaffected after the transfer.

93

STEAL CONTROL (TECHNIQUE)

A Technique that changes the ownership of conjurations, animated undead, and anyone who is being controlled against their will.

BASE

Technique Type: Specialty / Support
Performance: Full Round Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

Steal control allows you to target conjurations, risen undead, or any subjects who are under the control or ownership of another individual. It prompts opposed Willpower checks between the user and the current owner of the target, the victor keeping control of the subject.

A successful Steal Control refreshes any remaining time the original Technique had with its own.

94

BANISH (TECHNIQUE)

Banishes creatures, objects, or entities conjured by others.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Instant
Saving Throw: User’s [Willpower] VS Conjuration Owner’s [Willpower]

This Technique targets any subject that has been conjured up by a Technique, prompting opposed Willpower rolls between the user and the targeted conjuration’s owner. A successful banishment immediately removes the conjuration from play. A banishment does not trigger the effects of a conjuration set to go off upon the conjuration’s defeat (for example, a fiery explosion set to go off upon the defeat of a conjured fire elemental).

UPGRADES

Sealed Banishment: The owner of the banished entity or object may not conjure up an object/entity of the same exact kind for 1 day.

95

REVERT (TECHNIQUE)

Reverts the target to its original, unmodified form.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Instant
Saving Throw: User’s Potency VS Target’s Potency

Used against the effects of transformative Techniques, Revert returns its target back to their original state. Revert can be used both as a way to remove unfavorable, form-altering effects, or to disarm the opponent of their newly advantageous modifications. When pinned against those who attempt to resist their effects, as well as objects modified by foes, opposed Potency rolls are prompted, a success on the user’s part allowing the effects to take place.

When revert is used on fused targets, it separates them. When performed on Yokai disguised in their human form, it reverts them to their original selves. It can also revert a Yokai from their True Form (or Second Form) back into their regular self.

96

PORTAL/GATEWAY (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Conjuration
Range: 10ft.
Size: 10ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 Minute (10 rounds)

The user conjures up two portals which are linked to each other through a dimensional tunnel, anything coming in from one exiting through the other. The location of conjuration is designated by performing a pre-designated gesture in two locations, and it is only when the location for the second portal has been selected that both are conjured up. Once active, the gateway remains up for as long as long as the user continues to channel it (they do not need to be within range of the portals to keep them active).

Traveling from one end to the other is a 2 turn process, requiring the use of Movement to enter the tunnel in one’s turn, and exiting through the other end of the tunnel at the start of the following turn, ready to act. The subject crossing the tunnel floats through it at a constant speed, regardless of any momentum they had coming in. While an individual is crossing through the tunnel, it is not collapsible/removable by Techniques, but any attempts to do so cause the target within them 2d10 damage.

This Technique can be modified by other features to affect how both entrances to the connecting tunnel or the tunnel itself behaves. For example, adding Password as a Modification to it can be used to make it so that the Portal only opens up to those who state the password, while adding Fear as a Modification can make it so that the journey though the tunnel is terrifying and applies Fear’s effects.

As with most other Techniques, the visual aspects are designed by the user upon acquisition, in this Feature’s case, the two portals and tunnel being the visually customizable aspects.

97

HASTEN (TECHNIQUE)

The target of this Technique is supernaturally sped up.

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 3 rounds

Haste is a Technique that does several things depending on its target.

While it remains active on individuals, its primary effects are the following:
-The target’s Movement is doubled.
-The target may perform 1 extra attack with their Full Attack.
-The target’s Defensive Actions benefit from a +2 bonus.
-For each round, the duration of any Conditions, Techniques, or other effects affecting the target are treated as if 2 rounds had elapsed instead (not counting those of Hasten itself).
-The effects of any Conditions or Techniques that are applied on the target are treated as if 2 rounds had elapsed instead (i.e. the target is affected by 2 rounds worth of effects).
-Effects that would last for 1 round are resolved almost immediately, being advantageous in some cases (hindering effects, etc.) and disadvantageous in others (protective effects, etc.)
-The effects of any Channeled Techniques being performed by the target can be applied at double its rate (i.e. the user has the option to apply 2 rounds worth of Channeled effects. Naturally, the duration is reduced by the same amount).

While it remains active on objects or surfaces it’s primary effects are the following:
-For each round, the duration of any effects affecting the target are treated as if 2 rounds had elapsed instead.
-The speed at which the target carries out any of its processes is doubled.

98

TRUE SIGHT (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Free Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute

When True Sight is active, anything hidden or distorted by Spiritual/Demonic abilities or Techniques (such as InvisibilityEnergy Mine, or Smoke Screen) can be perceived by the user. Techniques which project visuals only meant for only specific subjects (such as Guide or Scribble) can also be perceived by the user.

When it comes to the sensing of Energy, it allows the perception of an individual’s Energy despite not having the required Sense, and it gives insight into the true level of an individual’s Spirit Level/Demonic Force, despite it being limited, masked, or faked by any Feat or Technique. When perceiving the Energy of a Technique whose specific effects aren’t evident, the user of True Sight gets a general feeling for what type of Technique it is.

True Sight also gives insight into a Yokai’s natural form, can see past disguises, and reveals the original state of anything that has been modified, has shapeshifted, or has been deformed.

Last but not least, True Sight allows the user to see despite being affected by conditions such as Blinded.

99

SPY (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Self
Range: 100km.
Size: 25ft. radius
Effect Type: Active Channeling
Duration Tier (DT): S
Duration: Aprox. 20 seconds (3 rounds)

For as long as it’s kept channeled, the user may look around the area as if they were present in it, being able to move their point of perception freely within a 25ft. radius area. If the target is an individual rather than a location, the central point of said area is the individual, and as so, it moves along with the target.

100

TRACK (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): M
Duration: 1 month

When within range, a target can be secretly marked by this Technique, allowing its user to manifest a path of Energy that leads to the target at any time. This path can only be perceived by the user of this Technique, and it typically forms a straight line to its target.

If affected by Techniques such as Obfuscate, the path typically distorts in such a way that it can’t be followed back to the user or it leads them into the wrong direction.

101

MANIPULATE PLANT LIFE (TECHNIQUE)

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.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field
Size: 15ft. radius
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds
Saving Throw: User’s Potency VS Target’s Willpower*

Nearly all plant life within this technique’s radius obey the subconscious commands of this Technique’s user. Mechanically, an individual command is issued through a Standard Action, the first of which is performed alongside the activation of the Technique. Said command can be used on multiple of the same plant-life within range, but separate kinds of flora require additional commands.

Which actions can be performed by plant life are based on what type of plant it is (for example, roots and vines are primarily used for grapple and trip attempts), contested actions pinning a 1d20 roll that includes the user’s Potency vs the target’s relevant Saving Throw.

*Plant life based NPCs and creatures can also be commanded by this Technique, consuming their own turn. Said subjects are able to resist the effects on a turn by turn basis with a successful Willpower Saving Throw.

102

BURN ENERGY (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Instant
Saving Throw: User’s [Potency] VS Target’s [Willpower]

The user of this Technique may choose to apply up to 3 of their own Energy to perform it, ridding their targets of an equal amount of Energy charges.

The targeted subject, however, may roll a Willpower Saving Throw pinned against the user’s Potency to resist the effects. If resisted, this Technique feature only consumes 1 Energy from the user.

103

RUST (TECHNIQUE FEATURE)

A Technique used to quickly rust metals, primarily used for rendering traditional armaments futile, as well as for opening alternate paths.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Contact
Size: 5ft. per turn (area corroded)
Effect Type: Active Channeling
Damage: Special *
Saving Throw: User’s Potency VS Target’s Resistance *

Rust corrodes approximately 5ft. of metal per turn channeled. Any corroded metal can be easily shattered with sufficient force, and may often even break down on its own.

*Organisms composed of metal suffer a base of [1d12 + the user’s potency] damage for every turn they fail a Saving Throw against its effects.

104

ALTER SURFACE (TECHNIQUE)

A Technique that allows the user to temporarily modify the properties of a surface.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Size: 15ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Surface Attribute: Resolve: {Hard|Soft|Slippery|Bouncy|Sticky|[Fire](https://yu-yu-hakusho-rpg.tumblr.com/post/184141137950/fire-modification)|[Ice](https://yu-yu-hakusho-rpg.tumblr.com/post/184141331485/ice-modification)|[Electric](https://yu-yu-hakusho-rpg.tumblr.com/post/184141425635/electric-modification)|[Holy](https://yu-yu-hakusho-rpg.tumblr.com/post/190301636275/holy-modification)|[Corrosive](https://yu-yu-hakusho-rpg.tumblr.com/post/679100197012439040/corrosive-modification)|[Jinx](https://yu-yu-hakusho-rpg.tumblr.com/post/184329604855/jinx-technique)|[Light](https://yu-yu-hakusho-rpg.tumblr.com/post/184102434695/light-technique)|[Hasten](https://yu-yu-hakusho-rpg.tumblr.com/post/184140514955/hasten-technique)|[Laughter](https://yu-yu-hakusho-rpg.tumblr.com/post/653841087437406208/laughter-technique)|[Slow](https://yu-yu-hakusho-rpg.tumblr.com/post/184138718660/slow-technique)|[Fear](https://yu-yu-hakusho-rpg.tumblr.com/post/184117869530/fear-technique)|[Pain](https://yu-yu-hakusho-rpg.tumblr.com/post/184103086310/pain-technique)|[Vertigo](https://yu-yu-hakusho-rpg.tumblr.com/post/184118773625/vertigo-technique)|[Blind](https://yu-yu-hakusho-rpg.tumblr.com/post/184119050525/blind-technique)|[Asphyxiate](https://yu-yu-hakusho-rpg.tumblr.com/post/184137727155/asphyxiate)|[Invisibility](https://yu-yu-hakusho-rpg.tumblr.com/post/184090675070/invisibility-technique)|[Fortune](https://yu-yu-hakusho-rpg.tumblr.com/post/184329418705/fortune)}

Alter Surface, upon acquisition, either grants a free Modification that consists of the properties that will be applied to the surface altered by the user (a chosen feature that must have a Duration, reducing Alter Surface’s base duration if of a shorter Duration Tier), or the user may choose a single property from the following list: Hard, Soft, Slippery, Bouncy, or Sticky.

Making contact with a surface under the Technique’s effects has varying effects depending on the chosen property, but the user’s Potency will always be a part of the roll to beat by any Saving Throw triggered by it, (i.e, the user’s potency is affecting exactly how slippery, sticky, bouncy a surface actually becomes). The negative effects bestowed by the surface prompt a Saving Throw on every turn  that the subject is making contact with it, only applying their effects during the rounds the subject fails to resist or avoid said them.

Monster Techniques (d108)

d108 Result

1

DAMAGING STRIKE/TOUCH (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Contact
Effect type: Instant
Damage: 4d12 + Potency

2

DAMAGING PROJECTILE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Projectile
Range: 60ft.
Effect type: Instant
Damage: 4d10 + Potency

It’s exact manifestation is up for customization as long as it is delivered as a projectile. Other than that, it simply causes damage upon being successful.

3

DAMAGING WAVE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Wave
Range: 15ft.
Effect type: Instant
Damage: 4d8 + Potency

It’s exact manifestation is up for customization as long as it is delivered through its cone-like range. As is with all Wave Techniques, a Damaging Wave cannot be Deflected
When applied to Active Channeling Techniques, it outputs its damage at the start of every cycle (the turn the user must expend an additional Energy to maintain the Technique active).

4

DAMAGING FIELD (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Field (Centered at the User)
Size: 15ft. radius
Effect type: Active Channeling
Duration Tier (DT): S
Duration: (3 rounds)
Damage: 4d4 + Potency

A field centered at the user deals damage on every round to all of those that find themselves in it at the end of the user’s turn. It’s exact manifestation is up for customization as long as it is delivered through its globe-like range.

Damaging Field is a strong Technique because its damage cannot be avoided with standard Defensive Actions, although it’s damage cannot be upgraded outside of increasing the user’s own Potency stat.

5

DAMAGE OVER TIME (TECHNIQUE)

This lingering affliction causes damage over a period of time.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: 20ft. (Selective)
Effect Type: Lingering
Duration Tier: S
Duration: 3 rounds
Damage: 4d4
Saving Throw: User’s [Potency] vs target’s [Resistance]

For as long as its duration, this Feature’s effect will cause damage at the start of the afflicted’s turn. Having a Selective Delivery, it can not be protected from using Defensive Actions or any type of physical damage reduction.

This Feature only prompts a Saving Throw once to confirm or deny the success of its affliction.

6

CHANNELED DAMAGE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Active Channeling
Duration Tier: S
Duration: 3 rounds
Damage: 4d6 + Potency
Saving Throw: User’s [Potency] vs target’s [Resistance]

This Feature’s effect causes damage during the user’s turn for as long as it is kept channeled. Having a Selective Delivery, its damage cannot be protected from using Defensive Actions. Instead, it prompts a Resistance check pinned against the user’s Potency on every turn of attempted application of damage. Successful Resistance does not interrupt the Technique, it simply prevents damage from being applied during that turn. The user of this Technique may choose to dedicate a Full Round Action instead of a Standard Action to add +5 to its Potency roll vs the target’s Resistance.

7

CONJURE ENERGY ARMOR (TECHNIQUE)

The user conjures an armor made of Spirit Energy for use in combat.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Self
Effect type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds
Damage Reduction: 20

Damage done to a character wearing Energy Armor is reduced by 4. The user wearing the armor has Potency factored into their Guard, and if they perform a successful Guard as their Defensive Action, all damage is reduced instead of just half.

Each distinct strike is applied against the Armor’s Damage Reduction. For example, a Full Attack composed of a total of 5 successful attacks, each of them outputting 3 damage each, would not do a single point of damage on a target wearing Energy Armor.

8

CONJURE BARRIER (TECHNIQUE)

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

BASE

Technique Type: Combat / Specialty / Support
Performance: Standard Action
Delivery: Conjuration
Range: 30ft.
Size: 15ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

A Barrier is conjured on the selected location, facing a designated way, blocking all physical matter and energy from crossing it. Upon creation, the barrier can be shaped in any form so long as it doesn’t exceed the Technique’s Size.

The barrier resists any physical matter or energy from crossing so long as the forces applied onto it do not exceed its Breaking Point in a single round. Anything that does, shatters it and continues onward.

Selective Techniques also fail to cross the barrier should it stand in between the point from where they're casted and their target, but only if the barrier is larger in size than both the caster and the target.

Breaking Point: 30

9

CHARGE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Full Round Action
Delivery: Contact
Range: Up to 80ft.
Effect Type: Instant
Damage: Energy Imbued Unarmed Attack (see description)

Charge propels the user forward with great force, plowing through obstacles in the way and potentially freeing them from any binds.

Charge prompts a single Energy Imbued Attack Roll against each individual in the threatened path, each failed Defensive Action leaving the targets Downed and applying the Damage Output of a single Energy Imbued Unarmed Attack. This same Attack Roll is the one pinned against the DC of whatever obstacles stand in their way or any binds that constrain them.

Charge may be modified by Features with a Requirement of 'Performance: Movement'.

10

RAGE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Full Round Action
Delivery: Self
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

First and foremost, an individual in Rage has their Guard, Deflection, Evasion, and Resistance increased by 10, while their Deduce, Cunning and Willpower are decreased by just as much. Additionally, their melee Attack and Grapple attempts are also increased by 10, while the Damage Output of actions affected by the force of physical input (including Techniques) gains the benefit of a +1d4 bonus for every point of Physique the user has.

Secondly, in their Rage, the individual is locked into performing destructive physical actions, whether they are Standard Actions or a Full Round Action. When it comes to Techniques, they may only perform Combat Techniques with a Delivery of [Contact], and which are clearly applying physical force (i.e, no Techniques such as Life Drain).

A Raging individual targets either those closest to them or those calling the most attention.

The effects of Rage can be cancelled out by Techniques such as Calm.

11

POWERED JUMP (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Movement
Delivery: Self
Range: 120ft.
Effect Type: Instant

Powered Jump is an action that can be used alongside standard Movement. Aside from the usual Energy consumed for performing a Technique, half of the user’s standard Movement is also consumed to perform it. The user leaps a distance of up to 60ft. (or its currently upgraded Range), and they can make use of the powerful force behind it by applying it to a follow-up melee attack.

This follow-up melee attack benefits from a Potency bonus on top of any Potency bonuses added by imbuing the attack itself with Energy (i.e, in such cases, double the user’s Potency is applied). This same bonus applies to momentum-based Techniques with a delivery of ‘Contact’. Only the first strike in a series of momentum-based physical attacks receives the added bonuses of Powerful Jump, and these bonuses are only applied upon jumping a minimum of 60ft.

12

TAUNT (TECHNIQUE)

Hostile targets within radius are compelled to target the Technique’s user over any other subjects.

BASE

Technique Type: Combat / Support
Performance: Standard Action
Delivery: Field
Size: 80ft. radius (emerging from user)
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour
Saving Throw: User’s Potency VS Target’s Willpower

For as long as this Technique is active, any hostile target within radius (with the user as its center point), must roll a Willpower check pinned against the user’s Potency on every turn, those failing becoming unable to target anyone else except the Technique user. This specifically applies when attempting to target foes, meaning they are still able to target their allies or themselves. Those affected aren’t forced to take any actions either; the Technique simply makes those in range unable to target the Technique user’s allies or other protected targets for as long as they remain taunting.

Taunt may not be modified by other Field Techniques unless its Size is reduced to 15ft. + any previously purchased Size Upgrades.

13

TARGET (TECHNIQUE)

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

BASE

Technique Type: Combat, Support
Performance: Standard Action
Delivery: Selective
Range: 30ft.
Size: radius of 80ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User’s [Potency] VS Target’s [Willpower]

This Technique makes it so that any target selected for it attracts all Projectile Techniques towards them. If successful, all projectiles that are fired from within or that cross into the effect's radius (listed as 'Size') are treated as if under the effects of the Homing modification.

Aside from causing instances of friendly fire, Target can be used to ensure that all Projectile Techniques launched by the user of their allies cannot simply be evaded by the target.

Target can be used on any subject, but it cannot guarantee that Projectile Techniques will strike a particular part/area without the Precise Targeting Upgrade.

14

DRAIN HP (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Active Channeling
Duration Tier (DT): S
Duration: 3 turns
Damage: User's Potency
Saving Throw: User’s Potency VS Target’s Resistance

The effects of this Technique are pretty straightforward. If the target fails their Resistance check, which is pinned against the user’s Potency, HP is siphoned from them and transferred onto the user, healing them for the same amount.

15

SONIC BLAST (TECHNIQUE)

Sonic Blast is a Combat Technique that, aside from doing damage, Staggers and Deafens its targets.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Field
Range: 15ft.
Size: 15ft. radius
Effect Type: Instant
Damage: 4d4 + Potency

The user selects a location for the center point of the blast. Those within its radius (Size) receive its damage output, are Deafened for 1d4 rounds, and then must roll a Resistance check pinned against the Technique user’s Potency to determine if they are also Staggered for 1 round.

As a prepared action, Sonic Blast can be used to interrupt Attacks and Techniques the moment the target is channeling energy for their usage, stopping them before they’re executed, but nevertheless consuming their energy cost (given the target is successfully Staggered).

16

SHOCKWAVE (TECHNIQUE)

A Technique that staggers all of those who come in contact with its effects.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Wave
Range: 40ft.
Effect Type: Instant
Saving Throw: User’s Potency VS Target’s Resistance

Shockwave comes out in a cone-like manner, as all Wave Techniques do, and prompts a Resistance check on all targets within its range, be them friend or foe, a failure causing them to be Staggered for 1 round.

As a prepared action, Shockwave can be used to interrupt Attacks and Techniques the moment the target is channeling energy for their usage, stopping them before they’re executed, but nevertheless consuming their energy cost (this effect cancels the rest of a Full Attack or any other similar barrage of attacks, and does not require the target be Staggered successfully).

UPGRADES

Resolve: {Heavy Wave: Shockwave now Downs any targets who failed their Resistance check, also knocking them away a distance of up to 5ft. per the user’s Potency.|Deflector Wave: Shockwave can now be used to reflect Projectiles and Wave techniques as a Prepared Action, adding the user’s Potency to its damage formula.}

17

GALE (TECHNIQUE)

A strong burst of wind emanating from the user.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Wave
Range: 40ft.
Effect Type: Active Channeling
Duration Tier (DT): S
Duration: 3 rounds
Saving Throw: User’s [Potency] vs Target’s [Guard]

A strong wind is sent forward from the user, prompting Guard checks on all targets within the threatened range to avoid getting pushed back and becoming Downed. These Guard checks must be performed on every round that the effects are still active. A failed check knocks the subject down, and pushes them away a total of up to 5ft. per the user’s base Potency (not the roll result). A critical success doubles the knockback of this Technique.

Gale, of course, affects anything within its range just as any strong would typically would, being a useful Technique to push away gas, disturb the flight of winged subjects, among other things.

UPGRADES

Violent Changes: The direction that the wind blows can be suddenly shifted in such a way that those resisting it can be caught off guard. Acquiring this upgrade grants an +5 bonus to the Potency roll of this Technique’s user for every round it has remained active.

18

CONJURE ENERGY WEAPON (TECHNIQUE)

The user conjures a melee weapon made of Spirit/Demon Energy for use in combat.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Self
Reach: Adjacent
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds
Damage: {%if martial == {0}%}1d4{%elif martial == {1} or martial == {2}%}1d6{%elif martial == {3} or martial == {4} or martial == {5}%}1d8{%elif martial == {6} or martial == {7} or martial == {8}%}1d10{%elif martial >= {9}%}1d12{%end%} + Potency

Weapon: Resolve: {{Sword|Falchion|Cutlass|Scimitar|Sabre}|Axe|{Lance|Spear}|Katana|{Mace|Flail|Club|Hammer}|{Machete|Chains|Trident|Sai|Kama|Nunchuks|Whip|Cleaver|Tonfa|Quarterstaff|Scythe}}

When first acquiring this Technique, the player designates the type of melee weapon that will be summoned with it. Depending on what kind of weapon it is, it will have the bonuses and mechanics related to its typing (see Weapons under Items and Equipment).

Conjured Energy Weapons can primarily be used for Standard Attacks and Deflections, and they include the user's Potency for either without needing to expend the 1 Energy charge needed to do so.

Conjured Energy Weapons remain in the user's hand until the Technique stops being channeled. They cannot be disarmed, thrown (unless modified by Techniques that allow it to transform into a projectile), or given to others. A conjured Energy Weapon's reach can be adjusted by its user as a Free Action, but may only be increased up to its maximum reach.

19

GROWTH (TECHNIQUE)

A Technique Feature that allows the user to grow in size.

BASE

Technique Type: Combat / Specialty
Performance: Full Round Action
Delivery: Self
Size: Up to +5ft.
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

Upon using this Technique, the user approximately grows twice their size. On battle/encounter grids, the user grows from occupying a single 5ft. hex to occupying 2x2 5ft. hexes.

In their grown state, the user’s Movement is doubled, they receive a +5 bonus to their Guard and Melee Attack rolls, and their melee attack’s Damage Output is increased by 1 die tier (1d4 >> 1d6 >> 1d8 >> 1d10 >> 1d12).

UPGRADES

Additional Growth(2): +5ft. (Size), +3 additional bonus (Melee Attacks, Guard), Damage Output increased by 1 additional die tier (1d4 >> 1d6 >> 1d8 >> 1d10 >> 1d12 >> 2d8 >> 2d10 >> 2d12 >> 3d10)

20

SHRINK (TECHNIQUE)

A Technique Feature that allows the user to shrink in size.

BASE

Technique Type: Combat / Specialty
Performance: Full Round Action
Delivery: Self
Size: Halve in size.
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

Upon using this Technique, the user approximately shrinks to half their size.

In their shrunken state, the user’s Movement is halved, they suffer from a -5 bonus to their Guard in exchange for a +5 to their Evasion, and their melee attack’s Damage Output is decreased by 1 die tier (1d12 >> 1d10 >> 1d8 >> 1d6 >> 1d4).

UPGRADES

Shrink Further(2): +3 additional bonus (Evasion), -3 additional penalty (Guard), Damage Output reduced by 1 additional die tier (1d12 >> 1d10 >> 1d8 >> 1d6 >> 1d4 >> 1d2).

21

ORBIT (TECHNIQUE)

A Technique that allows the user to circle a subject as if they were a celestial body.

BASE

Technique Type: Combat, Specialty, Support
Performance: Movement
Delivery: Selective
Size: Up to 40ft. (maximum distance they may maintain from their target)
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

Orbit can be commenced by using your turn’s Movement within range of the desired target. Once the target you will be orbiting is selected, be it friend, foe, or simply an object, you will begin hovering around them at a relative distance of your choosing, a maximum of no more than 15ft. or the Technique’s newly upgraded Size. Naturally, as the target moves, you move with them, keeping the same position relative to them.

Once orbiting a subject, you have 2 distinct Movement options you can perform as a Free Action.

1) You can narrow or widen the relative distance kept to the subject.
2) You can move from any one point of the orbit to another, keeping the same relative distance to the subject.

Orbit is useful for being able to move during a round despite taking a Full Round Action, as well as for keeping melee combatants from reaching you, your relative distance to them remaining the same should they try to approach you.

UPGRADES

Slingshot: Allows you to perform a special action called Slingshot, which utilizes the user’s Movement to go around their subject and then release them with the acquired momentum, sending them towards the desired direction, a maximum distance of up to 50ft., and allowing any Standard Attacks performed on that turn to be treated as if they were Energy Imbued. This action ends the Technique’s effects.

22

ASPHYXIATE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Active Channeling
Duration Tier (DT): S
Duration: 3 turns
Saving Throw: User’s [Potency] vs Target’s [Resistance]

The user of this technique selects a target within range to be the victim of asphyxiation. For each turn it is active, it prompts a Resistance check on the target, pinned against the user’s Potency check. After each successful turn on the Technique’s user part, the target becomes Dizzy for 2 turns. On 2 consecutive successful turns, the target becomes Paralyzed/Helpless. On 3 consecutive successful turns, the target is knocked unconscious for 1d6 turns. On a 4th and final consecutive choke, the target succumbs to death by asphyxiation.

23

POISON (TECHNIQUE)

A lethal Technique whose effects cripple the target over time.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Contact
Effect Type: Lingering
Duration Tier (DT): S
Duration: 9 rounds
Damage: 1d4
Saving Throw: User’s Potency VS Target’s Resistance

As poison spreads through the target’s body, its effects become stronger. Aside from causing damage on every turn it remains active, poison begins to hinder not only the target’s movement and actions, but their senses as well.

The user of this Technique first rolls for Potency and writes the number down, setting up the DC to beat by the Target’s Resistance in order combat the effects. The Target’s first Resistance roll determines if the poison is successfully inflicted or not. If it is not resisted, on every turn thereafter, the target rolls for Resistance at the start of their turn to see if the additional effects other than damage take place on that round. A success on those latter rolls does not cure the target from the poison, it simply prevents all non-damaging effects from taking place on that round; the poison still remains in the target’s system for the Technique’s duration after it has been confirmed to successfully be inflicted.

The non-damaging effects that the poison causes are as follows:
-On every turn that the effects are not resisted, the target is considered Dizzy.
-On two consecutive turns that the effects are not resisted, the target is now also considered Pained, going away alongside Dizzy upon the next successful Resistance check or until the Poison’s duration has ended.
-On three consecutive turns that the effects are not resisted, the target is considered Paralyzed/Helpless in addition to being Pained and Dizzy, all effects going away upon the next successful Resistance check or until the Poison’s duration has ended.

24

PAIN (TECHNIQUE)

A Technique that inflicts severe pain on its target.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: 60ft.
Effect type: Lingering
Duration Tier: S
Duration: 9 rounds
Saving Throw: User’s [Potency] vs Target’s [Resistance]

The target of this Technique must succeed in its Saving Throw, a failure afflicting them with pain for its duration (see Pained). This Technique causes pain on the target whether they have a corporeal form or not. The user of this Technique may designate exactly where the individual feels the pain, from a single location to their whole body.

25

SKATE (TECHNIQUE)

Allows the user to skate along a surface through the use of energy, protected from certain properties said surface might have.

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Range: User’s Movement
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 Minute (10 rounds)

A pretty straightforward Technique that allows the user to substitute their regular movement for a form of energy-enabled skating. Energy concentrated on the bottom of the user’s feet protects them from otherwise dangerous terrain, ignoring not only potential damage but also miscellaneous properties such as stickiness and slipperiness. This form of skating also allows them to traverse over non-solid surfaces such as water or quicksand.

As with regular movement, the user may double it by using a Full Round Action.

26

ENERGY MINE (TECHNIQUE)

Allows the user to place their Energy, compressed in select locations, for later detonation.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Conjuration
Range: 10ft.
Size: 30ft.
Effect Type: Lingering
Duration Tier (DT): D
Duration: 1 day
Damage: 4d20 + Potency
Saving Throw: Sense > User’s Spirit Level/Demonic Level detects mine.
Acquired Detonation Methods: Proximity

When acquiring this Technique, the user must choose whether their mines will be detonated manually, by proximity, or after elapsed time. The conjured Energy Mine is placed on the selected location, within Range, and will behave according to its detonation type. If the user has purchased the option of more than one type of detonation, they must state which kind of mine they are placing upon its conjuration. A single mine can be made to have more than one kind of detonation trigger.

Manual Detonation Mines are triggered by the user as a Standard Action.

Proximity Detonation Mines trigger when their space becomes occupied.

Timed Detonation Mines trigger after their designated time, an amount declared by the user upon its conjuration.

The Energy from the Mines placed by this Technique is compressed in such a way that it is harder to detect than normal. To be able to sense them, your Sense must be higher than the Spirit Level/Demonic Level of the owner. Sensing the mines does not grant information on what exactly the Energy detected is (unless being the targets of Techniques such as Scan or True Sight); it only reveals Energy is concentrated at a specific point.

Feats that affect how the user's Energy is sensed (Masked Power, Masked Presence, Deceptive Power, Disguise Energy) are also applied to the sensing of these mines.

A Mine that expires without triggering dissipates.

27

NET (TECHNIQUE)

A Technique used to immobilize or capture its target.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Projectile
Range: 40ft.
Size: 15ft. radius
Effect Type: Lingering
Duration Tier (DT): H
Duration: 1 hour

The user of Net fires the Energy-powered web, goo, or other similar capture device/substance towards a location of their choice, the Technique prompting a Defensive Action from all within its radius, using said location as its center point, pinned against the user’s Ranged Attack Roll [1d20 + Sense + Martial], as is standard with all Projectile Techniques. Net may not be Guarded or Deflected, only Evaded or Counterfired, and can be difficult to distinguish from a regular Energy blast, causing many to become its victim by choosing the wrong Defensive Action.

A captured target is considered Helpless, but they may attempt to break free on their turn by using 1 Energy charge to prompt opposed Potency Rolls between them and Net’s user. Likewise, an ally could attempt the same to free their friend.

28

SMOKE SCREEN (TECHNIQUE)

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

BASE

Technique Type: Combat, Specialty, Support
Performance: Standard Action
Delivery: Field
Range: 20ft.
Size: 30ft. radius
Effect Type: Lingering
Duration Tier (DT): S
Duration: 3 turns

A Smoke Screen spawns with its center point on the exact location chosen by the Technique’s user. It’s primary usage is for blocking perception within and beyond the area it’s placed at. A Smoke Screen done by Energy Techniques hinders more than just visual perception though; it has properties that interfere with sensory perception. As so, it also blocks others from discerning the location of those within or beyond it through Sense.

Those standing within a smoke screen spawned from this technique cannot see threats coming at them unless they have perception-enhancing abilities or Techniques. Likewise, swift threats emerging from within or behind the smoke screen also surprise others on the outside/opposite side. As per normal rules, targets that cannot perceive incoming threats are treated as having their Guard, Deflection, and Evasion halved (rounded down), and may not perform Counterfire or Counterfield as defensive options. If a character does not become aware of any incoming threats in the first place (through sonar cues, etc.) they may not perform any Defensive Actions in response to them.

29

ABSORB AND RELEASE (TECHNIQUE)

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

BASE

Technique Type: Combat, Specialty, Support
Performance: Defensive Action (to absorb), Standard Action (to release)

When a Technique is about to make contact with the user, they may activate Absorb & Release as Defensive Action. Upon doing so, rather than undergoing the Technique’s effects, they store them within themselves. These stored effects can then be released by the user as at no energy cost by using a Standard Action.

Although effects do not have to be released in the same exact manner as they were first conjured up, they do nevertheless follow the same method of Delivery. Naturally, when expelled, the effects behave according to the same properties of the Technique they hail from.

By default, only 1 Technique can be absorbed at a time, an amount that can be increased through upgrades.

UPGRADES

Absorption Slots: +2

30

TORNADO SPIN (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Defensive Action
Effect Type: Instant

As a Defensive Action, Tornado Spin can be used to deflect threats hailing from Techniques and natural hazards alike. The Technique’s effect behaves as an automatically successful Deflection, but they do not benefit from any feats or advantages that specifically enhance said Deflection skill.

In addition to its primary effect, Tornado Spin can also be used to blow away any gas surrounding the user, and may also free the user from a grapple or any binds if the user’s [Potency + 1d20] is higher than that of their respective DC.

UPGRADES

Resolve: {Knockdown: Those adjacent to the user must roll for Guard as a saving throw pinned against the user’s Potency to prevent from being Downed by the spin’s powerful force. If the user is performing a Prolonged Spin (see other upgrades), those that pass adjacent to the user also prompt this Saving Throw.|Prolonged Spin: When performed, the user of Tornado Spin may choose to continue spinning until the start of their next turn, automatically applying a successful Deflect to any incoming threats.}

31

SUBSTITUTE (TECHNIQUE)

Famously used by shinobi, the substitute Technique makes it so that an object takes the punishment that was intended for the user.

BASE

Technique Type: Combat
Performance: Defensive Action
Delivery: Self
Effect Type: Conjuration

Substitute can be activated as a Defensive Action, appearing in front of the user and taking all punishment intended for them. Unlike the standard Defensive Actions, substitute can be made to take the effects of Selective Techniques. Punishment also does take each individual hit of a Full Attack. The punishment-absorbing object disappears after 2 rounds.

Substitute cannot be made to take the damage of self-induced effects, nor can it be made to take the punishment of effects already active on the user.

Substitute can be Modified by techniques such as Teleportation and Invisibility, allowing them to trigger as a Defensive Action alongside Substitute, causing not only the object to take the punishment intended for the user, but to immediately move the user either out of sight or out of range of any potential follow ups.

32

ENHANCE DEFENSES (TECHNIQUE)

Enhances the user’s defensive instincts.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

The affected target’s Guard, Deflect, and Evade are enhanced for the Technique’s duration. How is it, exactly, that the Technique is improving the target’s reflexes is left up to the player’s design, but the mechanics represent themselves as a +5 bonus to all three primary Defensive Actions.

33

REFLECT (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Defensive Action
Delivery: Contact (targets Techniques)
Effect Type: Instant

Like any other Technique Feature, the way this Technique is manifested is designed by the user upon acquisition, the only requirement being that, since it is a Contact Technique, the projectiles or waves that are being reflected are within reach of the user.

Reflected projectiles and waves have their traveled distance reset upon contact with the Technique, meaning that, unless affected by any other factors, they will always have enough distance left in them to return to their originator. The targets of any reflected Techniques may perform the usual Defensive Actions available.

Homing Techniques, upon being affected by Reflect, change their target to be their previous owner.

34

SCATTERGUARD (TECHNIQUE)

Deflected projectiles are sent back in a scattered fashion.

BASE

Technique Type: Combat
Performance: Deflection
Delivery: Wave
Range: 25ft.
Effect Type: Instant

Upon a successful Deflection, the user of Scatterguard instantly shatters the incoming Projectile into smaller bits, then fires them in a chosen direction. The scattered projectiles fire off as a Wave Technique, affecting all within the threatened space who fail their Defensive Action.

Scattered projectiles deal the same damage and apply the same effects they would have before being Deflected.

35

INTANGIBLE (TECHNIQUE)

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

BASE

Technique Type: Combat, Specialty
Performance: Defensive Action or Move Action
Delivery: Self
Effect Type: Instant

As a Move Action, it allows the user to pass through physical obstacles, while as a Defensive Action, it dodges any non-energy-imbued attack without fail. Any Prepared Attacks triggered as a Move Action are avoided as long as they are not energy imbued.

36

LIGHTNING ROD (TECHNIQUE)

All Projectile and Wave attacks performed within range of someone utilizing this technique, be them from Techniques or standard weapons, are instead drawn to the user while also having their effects completely nullified.

BASE

Technique Type: Combat / Support
Performance: Standard Action
Delivery: Self
Size: 25ft. radius
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

As its description states, while this technique is being channeled, all Projectiles and Waves within range of the user are drawn away from their intended target and directed at the user of Lightning Rod instead, where their effects are completely nullified, including damage. This includes projectiles and waves coming from standard weapons rather than techniques, such as bullet fired from a gun or the flame from a flamethrower.

The user may not selectively choose which Techniques are affected: all Projectiles and Waves are influenced. Although the radius of this Technique is 15ft, even if a technique is initiated outside of its influence, once it crosses into its boundary it is nonetheless attracted.

37

MALLEABLE BODY (TECHNIQUE)

The user’s body can twist and contort in all sorts of different ways while this technique is active.

BASE

Technique Type: Combat / Specialty
Performance: Standard Action
Delivery: Self
Reach: 15ft.
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

For every round it is active, the user of this technique benefits from a +5 on evasion and grapple-related actions. Additionally, their body can stretch in such a way that they are able to reach 5ft. further than usual, an amount that can be increased with upgrades. Last but not least, the user is able to squeeze themselves through all sorts of narrow and tight spaces that they would otherwise not be able to.

This technique does not allow the user to split in any way, shape, or form.

UPGRADES

Snap Back: You have learned to implement your elasticity into your attacks, benefiting from a +5 bonus while under the effects of this technique.

38

SHADOW WALK (TECHNIQUE)

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

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Effect Type: Lingering
Duration: 1 round

There being no popular general term for the type of super-speed that vampires typically employ in popular fiction, one in which they will move from one spot to another at an unusual speed despite sometimes seeming as if they were just walking, it has been deemed as Shadow Walk in this system.

Shadow Walk is performed by using the Movement part of one’s turn, which is doubled for this Technique. the elusive movement granting a +10 to the user’s Evasion during this round.

Shadow Walk can be employed alongside other Movement Techniques that are already being channeled.

UPGRADES

Movement Upgrade: Movement is now tripled instead of doubled.

39

SURFACE ADHESION (TECHNIQUE)

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

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Effect Type: Passive Channeling
Duration: 1 round

Surface Adhesion is a movement technique that expands the user’s available maneuvering options by allowing them to traverse across walls, ceilings, and other surfaces otherwise unavailable due to the nature of gravity.

Surface Adhesion is also used to maintain a solid balance/grip when traversing through slippery or uneven surfaces, through powerful winds, or when the current location is suffering from tremors or other forms of violent motion. It can also be used to prevent being knocked down by such forces as well as by any physical blows received, any attempts to resist so benefiting from a +5 bonus due to the strong bond between the user and the surface. Grapple attempts in general also benefit from just as much of a bonus to their rolls. Last but not least, successful Deflections on melee attacks lead to a free Grapple attempt when successful, but only if they are performed with the user’s hands, feet, or other designated organ designated for Surface Adhesion.

UPGRADES

Improved Grip: +5 bonus is increased to +10

40

AFTERIMAGE (TECHNIQUE)

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, even when being sensed.

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Effect Type: Lingering
Duration: 1 round
Saving Throw: User’s Evasion VS Target’s Deduce

Upon using this Technique, the user moves almost instantaneously from point A to point B, leaving behind an image of themselves for a brief moment. For the time this image is there, it retains enough of the user’s energy signature that it is almost indistinguishable from the real deal, even when accounting for spiritual sensory.

Subjects must roll a Deduce check pinned against the user’s Evasion to catch the user’s movement, consequentially seeing through the Technique. Of course, the user must be able to move out of visual range for this illusion to function in the first place.

This Technique allows the user to move up to double their regular Movement and lasts until the start of their next turn. Naturally, it must be physically possible for the user to move to their target spot in the first place for the Technique to be possible.

UPGRADES

Movement Upgrade: Movement is now tripled instead of doubled.

41

MIRROR PAIN (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Defensive Action
Delivery: Self
Effect Type: Instant

Used as a Defensive Action, Mirror Pain accepts all incoming damage but also applies it to the aggressor. Unlike other Defensive Actions, Mirror Pain can be used on Techniques with any type of Delivery (such as Selective Techniques). Additionally, Mirror Pain can be used on Techniques with lingering damaging effects to also apply the same lingering damage on the aggressor, complete with its same duration. Likewise, a Passive or Actively Channeled Technique affected by Mirror Pain will continue to reflect damage on any consecutive turns linked to the initial application, without the user having to expend additional energy.

Mirror Pain only reflects back damage that is successfully applied to its user. Any damage ignored or avoided by the user due to natural resistances or the effects of other Techniques is not applied to the aggressor.

Damage reflected keeps its same typing, any resistances to it applying as usual.

42

FEIGN DEATH (TECHNIQUE)

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

BASE

Technique Type: Combat, Specialty
Performance: Free Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour

An individual Feigning Death through the use of this Technique manages to influence their body in a way that nearly identically simulates the state of being dead. For all intents and purposes, their body does shut down completely, only a feint and nearly undetectable sliver of energy keeping their body from suffering damage by the lack of necessary bodily functions.

Traditional sensory cannot detect the energy harbored in the user’s body; only the use of specialized energy-detecting Techniques such as True Sight being able to detect it (and that’s only if individuals even suspect about using them in the first place).

The individual Feigning Death can view all that is around them almost like a form of astral projection, an area of up to 100ft, however, their actual spirit is not considered severed from their body during this state, and thus may not be seen by other spirits nor may it move freely. Likewise, the user may not view the spirit body of other subjects.

43

RESIST DEATH (TECHNIQUE)

A Technique that keeps the user both alive and conscious regardless of their remaining HP.

BASE

Technique Type: Combat, Specialty
Performance: Standard Action, Defensive Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

Resist Death maintains its user conscious and alive for as long as it is kept channeled regardless of their remaining HP. Resist Death can be utilized as a Defensive Action.

A Spirit Guide whose HP hits -20 while in their spiritual form can utilize Resist Death to temporarily prevent the link to their physical body from being severed as per base rules.

Resist Death prevents the user from falling unconscious only due to a drop in HP. It cannot be used to remain conscious due to other factors.

44

SELF-REGENERATION (TECHNIQUE)

A Technique used to restore one’s own health.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 Round
Restored HP: User's Potency

Starting with the turn it was activated on, the user heals an amount of HP equal to their Potency at the start of each turn until its channeling ceases.

UPGRADES

Quick Activation: Self-Regeneration can now be initiated as a Free Action. If this Technique is Modified, all other effects it might have cannot be initiated in this way.

45

MIRROR TECHNIQUE EFFECTS (TECHNIQUE)

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

BASE

Technique Type: Combat / Support
Performance: Standard Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: Same as the Mirrored Technique.

While channeling this Technique, any number of effects being applied by to the user by a someone else’s Technique are also applied on their owner, be them helpful or harmful. That being said, the owner has an opportunity to resist such effects with a Saving Throw of their own where applicable.

Mirror Effects does not mirror physical consequences that are related to impact and momentum, even if they are caused by direct consequence of the technique (for example, any Knockdown or Pushback caused by physically-oriented Techniques). Territory effects are also excluded from interacting with this technique.

When it comes to Instant and Lingering effects, the incoming technique’s effects can be mirrored on the owner even if they were resisted by the target, but they do indeed need to have at least prompted a Saving Throw or an immunity check.

Channeled effects are cancelled on both the target and their owner the moment the latter ceases channeling them.

46

DISPLACED CONTACT (TECHNIQUE)

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.

BASE

Technique Type: Combat / Specialty
Performance: Standard Action
Delivery: Self (For Activation), Selective (for actions performed during it, not for activation)*
Reach: 30ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

While it is being channeled, Displaced Contact allows any form of contact to be performed remotely, be that a gentle touch, a standard or energy imbued melee attack, or any Contact (delivery) technique. This form of contact it enables is extended to anything the user wields, meaning that strikes with weapons and similar gear can also be delivered with it.

Displaced Contact treats the target as if they were doing direct contact with either the user or the gear being used, so it is capable of transferring any special effects that either would normally transfer with direct contact.

Targets for contact are chosen as a free action. The user of this technique does so by focusing on visible targets within range. As a base feature, this technique can extend such contact to a single target, a number that can be increased through upgrades.

47

POLYMORPH (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Selective
Range: 30ft.
Effect type: Lingering
Duration Tier: S
Duration: 3 rounds
Saving Throw: User’s Potency vs Target’s Willpower.

When first acquiring this as a Technique or Modification, the player must select which harmless animal it will turn the target into. When being performed, the Saving Throw is only triggered if the target attempts to resist its effects.

Aside from whatever physical limitations come with being transformed into the chosen animal, a character’s Attacks, Guard, Deflection, and Resistance are temporarily reduced by 10.

Polymorphic hex does not change the size of its target. A large individual turned into a frog would still be roughly the same size, just now in the shape of a frog.

The transformation does not alter the individual’s brain composition (thus, it does not affect their intelligence), but they do not have proper vocal cords to communicate verbally. The affected individual also does not loose the ability to use Spirit/Demon Energy, although they may not perform Techniques whose typical requirements involve components that are not available as a consequence of the transformation.

48

INVISIBILITY (TECHNIQUE)

A Technique that makes its user visually undetectable.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

The selected target becomes Invisible for an amount of time equal to this Technique’s duration. Specifically, only the target’s Physical Body becomes Invisible, meaning their energy could still be perceived. Attacks and Techniques coming from the invisible individual treat their target as if they were Blinded.

UPGRADES

Touch of Invisibility: The user may now make that which he touches invisible. Aside from being useful to make allies invisible as well as to hide objects and traps, it can be also be used to make stealthy takedowns by disappearing the victim’s body as you attack. The invisibility only lasts for as long as contact is being made with the subject.

49

FUSION (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Contact
Effect Type: Lingering
Duration: Until dismissed, dispelled, or knocked-out.

Fused individuals have some pretty interesting advantages. Fist off, each of the fusion’s Skills, Sense, Potency, and Movement are those of the highest of the two fused individuals. Additionally, their fused self has access to both individuals’ Techniques, Class features, and Feats. As for turn order, if both subjects had already rolled for Initiative by the time the fusion happens, they act on the turn of the one who initiated the Technique.

Fusing does come with its downsides. Any damage done to the compounded subject is applied to both characters separately (if their fused body was damaged for 5 HP, then 5 HP is subtracted from both characters). In addition to that, Energy works in the same way, any expenditure of energy by the fused individual being used up from both characters’ separate energy pool. After separating, individuals who were fused also remain with any adverse effects and wounds they had whilst fused together, however, the same applies to any favorable effects.

When it comes to fusing with objects, the user gains the more prominent physical aspects and features of the object, gaining full control over them. Any physical hardness typically needed to be surpassed to damage the object (i.e., Damage Reduction) is now required to damage the individual. Many Circumstantial Bonuses and Actions may be available depending on which object they have fused with (these can be suggested by the player, along with any reasoning as to why it makes sense, but whether they are applied or not is left to the GM). An individual may only fuse with an object of roughly their same size or smaller. This size limitation can be increased with upgrades.

Fusion cannot typically be Modified.

UPGRADES

Object Size Upgrade: Increases the limit of how big an object the user may fuse with by 5ft. (Current: +15ft.)

50

ANIMATE OBJECT (TECHNIQUE)

A Technique that temporarily brings an object to life at the user’s command.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Size: Object of up to 10ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

Animated Objects are granted 10ft. of Movement, they only take simple instructions from the user, and are not proficient in combat, although they may attempt it with an Unarmed Attack of +1 per 5ft. in size, and a damage output of 1d4 per 5ft. in size for objects of a similar hardness to plastic, 1d6 per 5ft. in size  for wooden or dense rubber objects, 1d8 per 5ft. in size  for metals, and 1d10 per 5ft. in size for materials with a similar hardness to diamond.

Animate Object can be modified as if it were a Conjuration Technique, granting the object the unique effects typically only granted to Conjurations.

51

CALL WATER (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Full Round Action
Delivery: Self
Range: 50ft. (distance up to where water is summoned from) (not adapted by modifications)
Size: 100ft. radius (circulating supply kept around the user) (not adapted by modifications)
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

When the user activates this technique, they attract any amount of water within 100ft. of them with great force. Large amounts of water pulled in from natural sources rush towards the user like waves to a shore. In urban environments, water is pulled from pipes, tanks, hydrants, bottled products, or any other sources that might be present, typically busting many open in the process.

Water that makes contact with anyone around the user prompts Guard Saving Throws pinned against the user’s Potency (roll) to prevent subjects from becoming Downed.

All the water summoned around the user remains within a radius of 25ft. around them, ignoring any openings that would otherwise cause it to spill out or leave the area, an effect that remains for as long as the user continues to channel this technique.

52

TELEPORTATION (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Movement
Range: 80ft.
Effect type: Instant

Teleportation is a Technique feature which uses a turn’s Movement to transport the user’s body, instantly, from their current location to a newly selected location. Upon acquisition of the Technique, the player must designate whether they want the act of teleporting with this Technique to always cancel out any momentum the user might have during its use or not.

The teleporting individual roughly has a 50% chance of teleporting into an occupied space when doing so into an area which is outside their vision. Teleporting into solid material, such as a wall, cancels out the distance traveled and damages the user for 1/5 of their health.

53

SWAP (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 40ft.
Effect type: Instant
Saving Throw: User’s [Potency] vs Target’s [Willpower]

The two targets selected by the user of this Technique will instantly swap places with each other. If either subject attempts to resist the effects, they roll for Willpower pinned against the user’s Potency, with either being successful causing the Technique to fail. When opposed by both targets, the user only rolls for Potency once, the result being pinned against both target’s Willpower separately. Both targets must be within range of this Technique to be Swapped.

54

DISPLACEMENT (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Size: 60ft. radius.
Effect type: Instant
Saving Throw: User’s [Potency] vs Target’s [Willpower]

The selected target is instantly transported from their position within the Technique’s radius, which is centered on the user, to a newly selected position within it. The subject can resist these effects with a Willpower check pinned against the user’s Potency.

The act of Displacement can cancel out any momentum the target might have should the user wish to make it do so.

55

POCKET DIMENSION (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Selective
Range: 10ft.
Size: 15ft. radius
Effect Type: Lingering
Duration Tier (DT): H
Duration: 1 Hour

This Technique creates an opening to what’s called a pocket dimension, an amount of empty space that exists outside of traditional space.

The entrance to a pocket dimension can be put in thin air, but it can also be applied to objects with openings to transform that opening into its entrance. For example, in its base size, this can be used on a bag to create something akin to what is a bag of holding. If large enough, it can even function as a home or a base.

A Pocket Dimension retains everything it has in it, even after the gateway to it closes (the Technique’s duration runs out).

The entrance to a Pocket Dimension can be collapsed by its owner as a Standard Action, but they must be within range.

56

GRAVITY WELL (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 40ft.
Size: 5ft. radius per Potency
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

The strength of the pull from Gravity Well scales with the user’s Potency. Those that find themselves within the radius of Gravity Well’s force at the start of their turn (or next available action) must succeed in a Guard check pinned against the user’s Potency to prevent from being pulled towards the center or target designated as its center. This roll can only be performed in the first place if grounded (i.e. not in the air, and not swimming, that is, unless holding onto something fixed, etc.), and it receives a +5 bonus if the subject is within holds onto anything fixed, or they are significantly heavy themselves.

A subject that fails on this roll begins to be pulled towards the object in a fashion that varies in accordance to the result, left up to the GMs discretion. Likewise, a success may constitute simply managing to stay in place or even being allowed to slowly move away from it, depending on the degree of success.

When used on a subject instead of a location, it makes them the center of the well, potentially causing physical damage when objects or subjects crash into them. If any such damage is caused, it is equal to the strength of the gravity well, or in other words, the technique user's Potency.

57

APERTURE (TECHNIQUE)

A Technique capable of creating temporary openings on surfaces.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Size: Resolve: {5|10}ft. (max height, width, and depth)
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

The user selects a specific point on a surface on which a temporary aperture will manifest itself. Simply, it can be used to cross through walls and other types of layers. The surface selected cannot be part of a living entity.

If the selected surface is part of another individual’s Technique or Territory, the user’s Potency it pinned against the surface owner’s Potency to determine if it is successful.

Without having to expend additional Energy, the user may collapse the opening as a Standard Action. Subjects crossing through the opening at the time of its closing can potentially become stuck. In such cases, the opening neither crushes nor goes through the subject, it simply closes up to the point it makes contact with them.

58

ALTERNATE SPACE (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Full Round Action
Delivery: Self
Effect Type: Instant

Upon casting this Technique, the individual shifts into another layer of reality, one that overlaps with what is known to mortals as the “real world”. In this alternate space, minerals, the soil, and similar earthly features exist as they do in the “real world”, including those that have been constructed into buildings and pathways. While these features can be touched, they cannot, however, be moved or influenced in any way.

Elements such as water, fire, ice, and energy do not exist in this alternate world (lakes, for example, appear simply as large craters), although they can be conjured up through abilities, techniques, etc. Just as their “real world” counterparts, these summoned elements do not manifest  themselves on the other side.

When it comes to life-forms, this slice of reality is mostly barren— although that is ultimately left up to the GM’s discretion— but the flora that exist in the “real world” also simultaneously exists in this realm as well. With that being said, just like with earthly materials, although it can be touched, it cannot be moved in any way.

Techniques performed in this alternate space appear solely in alternate space, and cannot target individuals in the “real world” (and vise versa).

Any other user with this same technique feature— whether it is its base feature or a modification— ends up in this same layer of reality upon using it.

The energy of individuals in this realm can be sensed from the “real world”.

To return to the “real world”, the player must perform this Technique again.

59

CHECKPOINT (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Full Round Action (to create checkpoint)
Delivery: Self
Effect Type: Instant (Special)

On the round the user activates this Technique, they write down their current amount of HP, the remaining amount of turns on any Lingering effects, and other miscellaneous details of their current state. Afterwards, they choose within how many turns (up to a maximum of 3) they will revert back to this ‘checkpoint’. At the start of said turn, the user will immediately return to the state they were in, all except their current position & their currently remaining Energy, which are unaffected by the effects of this Technique. Channeled Techniques are interrupted by the 'time leap’ of Checkpoint, and the user’s own are also not considered re-initiated were they active at the chosen point.

For the effects of this Technique to revert the user to a past state, they must both be alive and conscious. Multiple checkpoints can be in effect at the same time, but they cannot be set to trigger during the same turn.

60

MUTE (TECHNIQUE)

Mute completely silences the area within its field.

BASE

Technique Type: Specialty / Support
Performance: Full Round Action
Delivery: Field
Range: 15ft. (selection of field’s center)
Size: up to 100ft. radius
Effect Type: Lingering
Duration Tier (DT): H
Duration: 1 hour

The user selects a location to manifest a 100ft. field in which sounds are unable to occur. Not only are sounds unable to happen within this Field, but external sounds that reach the edge of the field do not cross into it, making it so that absolutely everything within the field is 100% silent.

Those within Mute’s field are treated as Deafened.

Mute may only be Modified after permanently restricting the Field’s Size to 15ft. + Upgrades.

61

BLIND (TECHNIQUE)

A Technique that blinds its target.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 40ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 6 rounds
Saving Throw: User’s Potency VS Target’s Willpower

Blind simply applies the Blinded condition to its target if it fails its Saving Throw, a Willpower check pinned against the user’s Potency.

62

VERTIGO (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 40ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 2 minutes (20 rounds)
Saving Throw: User’s [Potency] vs Target’s [Willpower]

Targets successfully afflicted with Vertigo are treated as being under the ’Dizzy’ condition for its duration. While not lethal or awfully inhibiting, Vertigo’s effects along with its base duration can be a powerful tool to shut-down evasive and melee-oriented fighters.

63

FEAR (TECHNIQUE)

A Technique that utilizes the user’s Willpower to conjure up an overwhelming sensation of doom on its target.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 30ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 6 rounds
Saving Throw: User’s Willpower VS Target’s Willpower

The target of Fear rolls a Willpower check pinned against the user’s own Cunning. Those who fail their Saving Throw become Overwhelmed for its duration. Those affected have a 50% chance of running in away in fear rather than simply remaining in place overwhelmed.

64

PETRIFY (TECHNIQUE)

A Technique that was popularized by yokai such as gorgons, Petrify immobilizes its target by transforming them into stone or any other similar, hard substance.

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Wave (single target, see description)
Range: 20ft. long cone
Effect Type: Lingering
Duration Tier (DT): H
Duration: 1 hour
Saving Throw: User’s [Potency] VS Target’s [Resistance]

Petrify’s user selects a single target within the threatened cone to transform into stone. The target must roll a Resistance check pinned against the user’s Potency, a failure to resist the effects beginning the transformation process. Because Shockwave uses Wave for targeting purposes, it is not reflected or interrupted in the same manner other Wave Techniques would, although it can be Evaded.

The petrification process spans over several rounds, and starts from the bottom of their body moving upwards, on its first turn making it difficult to move due to solidifying feet, cutting that turn’s Movement in half. On its second turn, the process has reached the upper legs, preventing Movement (and thus Evasion as well) altogether, but still allowing actions performed by the upper body, although they may not easily target those behind them. On its third turn, petrification has reached the upper body, preventing the use of the torso and thus making many actions difficult to perform in the process. At this stage, most actions that can be performed take a -5 bonus on their rolls. On the afflicted’s 4th turn, their arms now become petrified, preventing all actions from being performed aside from those that can be done through the user’s head. On the 5th and final turn, the petrification process finishes transforming its target rock-solid.

Upon acquisition of this Technique, the user must select a fairly accessible substance that secretly reverses its effects, such as fire or salt. Additionally, Petrification can be reversed by Techniques such as Release, or by concentrating a total of 3 Energy charges on the afflicted over a span of 3 turns (the information that such an action would work is only available to those who succeed in a Deduce check with a DC of 20). Energy can typically be concentrated on a subject through the helper’s body, such as by laying their hands on the afflicted, without needing any special abilities or Techniques. That being said, any Technique or Special ability that extends the reach of one’s Energy can be used to perform the action from further away.

UPGRADE

Additional Target: 5

65

SLOW (TECHNIQUE)

A Technique Feature that slows down the general movement of those caught in it.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Field
Range: 30ft.
Size: 30ft. radius
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

The Slow Technique Feature forms a bubble in which all things inside are slowed down. This Slowing effect does not prompt a Saving Throw (unless it is applied as a Modification with a Delivery of Contact, Projectile, or Selective).

While under its effects, a subject’s Free Actions now require Standard Actions, Standard Actions require a Full Round actions, and Full Round Actions require 2 Full Round Actions.

An individual trying to cross it has their remaining Movement cut in half at the moment they step in the bubble. Likewise, Projectiles crossing it have their remaining distance cut in half, and suffer from a -5 on their result.

It would seem at first like Defensive Actions would be penalized, but despite being slower, they remain the same speed relative to incoming threats, which are slowed down just as much upon entering the bubble.

66

DARKNESS (TECHNIQUE)

A Technique that prevents nearly all light from travelling within a certain area, leaving nothing visible but darkness.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field
Range: 20ft.
Size: 50ft. radius
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 3 minutes (30 rounds)

When performing this technique, the user may choose themselves as the center of its area of effect, causing it to move along with them. Otherwise, they choose a specific point within range, creating a field of static darkness that prevents most from seeing within it.

Subjects within the field of darkness are considered Blinded, even when typically being able to see in darkness.

67

JINX (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 40ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 5 minutes (50 rounds)
Saving Throw: User’s [Potency] VS Target’s [Willpower]

For its duration, the Fortune Technique simply counts all of the target’s perfect rolls (the highest possible number for any dice being rolled) as a 1 instead.

68

BIND (TECHNIQUE)

A Technique that binds two targets in a way that prevents them from moving away from each other past a certain distance.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 30ft. (to cast)
Size: No more than 0ft. (distance targets may be away from each other)
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 10 rounds
Saving Throw: User’s Potency VS Target’s Willpower

This Technique binds two chosen targets within range of the target to each other, preventing them from being more than a certain distance away from each other. This distance is chosen by the Technique’s user, but can be no less than 15ft. unless upgraded. The bound targets must be either living or animated subjects, although objects can be targeted after acquiring the corresponding Upgrade.

Techniques such as Teleport and Swap fail if the bound subjects would be moved out of range of each other, but otherwise continue to function.

Subjects bound to each other feel they are pulled in by some invisible source when attempting to stay away from each other, an effect that otherwise takes whatever flavor the player designs for it. Subjects do not get pulled by this force in either direction, no matter the strength or force may be behind the other.

A falling subject may be suspended in place (mid-air) if continuing to fall would place them out of range.

UPGRADES

Bind to Object: The Technique can now be used on non-living or animated subjects.

69

LAUGHTER (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 30ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 6 rounds
Saving Throw: User’s Potency VS Target’s Will.

The user of this Technique first rolls for Potency and writes the number down, setting up the DC to beat by the Target’s Resistance in order combat the effects. The Target’s first Resistance roll determines if the Technique is successfully or not. If the Technique is not resisted, on every turn thereafter during which the Technique’s lingering effects are still active, the target rolls for Resistance at the start of their turn to see if they resist the individual effects from taking place. A success on those latter rolls does not cure the target from Laughter, it simply prevents the effects from taking place during that round.

The effects of Laughter are as follows:

1. On every turn that the effects are not resisted (which includes the turn it is induced), the subject cannot help but begin to laugh uncontrollably. Although they can still perform most of their usual actions, they do so with a penalty of -5.

2. On two consecutive turns under the effects, the subject is too busy laughing to be able to take any actions until their next turn other than Movement and Defensive Options.

3. On a third (and further) consecutive turn(s), the target can’t help but drop any held items, become Downed (see Conditions), and consume the entirety of their turn doing nothing but laughing.

70

FLIGHT (TECHNIQUE)

Allows the user to remain in flight for as long as they continue to maintain it with Energy.

BASE

Technique Type: Specialty / Support
Performance: Movement
Delivery: Self
Range: 120ft. (movement)
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 Minute

A pretty straightforward Technique, it allows the user to substitute their regular movement for flight. As with regular movement, the user may double it by using a Full Round Action.

UPGRADE

Graceful Flight: Evasion attempts performed during flight benefit from a +3 bonus.

71

LIGHT (TECHNIQUE)

A Technique primarily used to light up the area around the user.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field
Size: 45ft. radius.
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour

The user lights up the area within the Technique’s radius, its color predetermined upon acquisition.

Subjects that look directly at the light source from within 5ft., whether they are caught by surprise by it or not, have a 70% to become Blinded for 1 round.

72

SWIPE (TECHNIQUE)

An ability used to quickly and stealthily snatch possessions off of others.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Contact
Reach: +15ft
Effect Type: Instant

For this Technique to work, the user must have an idea of what it is that they’re attempting to swipe off of their target. The more information they have on the item, the more accurate the Technique is.

The moment they perform the Technique, the GM asks for the mental image the character has of the target item (color, size, shape, texture, etc). They then assign a percentile to the accuracy of the description, and roll the appropriate die to see if it is successful (typically a d10). A completely accurate description guarantees success.

Whether the Technique is successful or not is a separate matter from whether the targeted individual becomes aware of what’s happened or not. To determine so, the user rolls as if having performed an Energy Imbued Unarmed Attack (which represents the Technique’s execution). If it is lower than the target's Sense, they have become aware of what transpired. If it is higher, they remain unaware.

73

HALLUCINATION (TECHNIQUE)

While its effects are similar to illusion, Techniques with the hallucinatory feature have their visuals generated in the targets mind instead.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 2 minutes (20 rounds)
Saving Throw: User’s [Potency] vs Target’s [Willpower]

The user of this Technique selects a target to bestow hallucinations on. The user’s Potency is pitted against the Target’s Willpower to determine if it applies its effects. Taking place within the target’s mind, the visuals and sounds conjured up by this Technique are crafted by the user upon performing it, with no limitations to its size and movement. The visuals feed off of the target’s own mind to remain animated and reactive, with no further action required by the Technique’s user to remain credible. The user of this Technique may not, however, exert any sort of manual control or change to the hallucinations after they have been bestowed.

74

ILLUSION (TECHNIQUE)

A Technique that conjures up visuals, for all to see.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Conjuration
Range: 50ft.
Size: 20ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User’s [Cunning] vs Target’s [Deduce]

The user of this Technique selects a location within range where a static illusion of their design will be conjured up. After it is conjured up, the user may move the illusion from its location by using a Standard Action.

When first spotted, the illusions prompt Deduce checks with a DC equal to the caster’s Cunning check. Those successful in their Deduce checks can see the illusions for what they are. Otherwise they are fooled until closer examination (which prompts another Cunning VS Deduce, the latter of which is now granted a +4 bonus), or until any interaction that clearly exposes them occurs.

UPGRADES

Animated: The illusions conjured up are now animated, granting a +4 bonus to the user’s Cunning check. The user may also control the sequence manually as a Standard Action, granting an additional +4 bonus to the Cunning check.

75

MANIFEST SOUND (TECHNIQUE)

Conjures up a custom sound on the select location.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field (Special)
Range: 30ft. (Conjuration Distance)
Size: 5ft. per Potency (Maximum distance traveled by sound)
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 Minute (10 rounds)

As a Base Technique Manifest Sounds conjures up sound which can be heard by those within range. The sound, crafted by the user, can be made to either play once or remain on loop.

When using this Technique to fool others, Manifest Sound prompts a Deduce roll pinned against the user’s Cunning to determine whether the target discerns its nature.

Manifest Sound can be modified by other Technique Features to make it apply effects on the subjects that listen to it, after prompting the appropriate Saving Throws. In this case, it behaves like a Field Technique, in the sense that those within range are affected by it. That being said, those who are within range but do not hear it are safe from the Modification’s effects (ex. those naturally incapable of hearing, Deafened subjects, those who successfully cover their hearing organs, etc). Any physical effects, however, cannot be avoided this way.

UPGRADES

Sharp: The sound may now be made to resonate in such a way that it shatters glass. A Potency roll from the user is pinned against the DC required to shatter the glass.

76

DISGUISE (TECHNIQUE)

A Technique that changes the appearance of the user.

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour

Disguise allows the user to temporarily alter their look, from their attire to their bodily features. This all happens visually, not physically, the Energy around the user forming the disguise around them as a sort of illusion.

When performing this Technique to craft a disguise, the user rolls for Cunning. The result, which represents how well they crafted the disguise, is jotted down, and becomes the number pinned against all Deduce checks when attempting to fool others, avoid attention, intimidation attempts, etc.

UPGRADES

Resolve: {Touch of Physicality: The Energy around the user now hardens just enough to be able to interact with things physically, not being strong enough to for use in situations that require a strong amount of force, such as combat or sports, but enough to be able to grasp objects, shake hands, and such other minor things. This grants the user a +3 to the Cunning roll done to craft the disguise, and gives the user a larger variety of options when it comes to disguises, as they may now feign larger physical parts or ones not available to their species without the risk of them phasing through anything.|Vocal: The user can now alter their voice along with their disguise, including the mimicry of a specific individual’s voice, adding an additional +3 to the total of the Cunning roll done to craft the disguise.}

77

TELEKINESIS (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Free Action
Delivery: Self
Reach: 50ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

Telekinesis simply allows the user to perform any of the typical physical actions available with a force equal to their Spirit Level/Demonic Force instead of their Physique. This includes, but is not limited to Guard, Deflections, Grapple attempts and Attacks. These actions, of course, continue to require the same parts of a turn that they always have, and like their standard counterparts, they may be given Energy to add Potency to their result.

On the Technique’s Notes box, this technique’s owner should pre-calculate the total of these actions’ formulas, with Spirit Level/Demonic Force being swapped in for Physique.

78

MIND READING (TECHNIQUE)

Simply, the user of this Technique can read the thoughts of those affected.

BASE

Technique Type: Specialty, Support
Performance: Standard Action
Delivery: Selective
Range: 50ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

As a Selective technique, the user picks a target whose thoughts they want to spy on. For as long as it is kept channeled, they can hear the thoughts that cross their target's mind as well as get a sense for the individual's current intentions.

Anyone who has somehow become aware of the Technique's effects can attempt to hide their thoughts through meditation; while silencing their own thoughts proves to be simple, hiding one's intentions requires a successful Willpower roll with a DC of 24 for each distinct train of thought or intended action.

While Mind Reading is active on a subject, Defensive Actions or Prepared Actions pinned against any avoidable actions incoming from said subject benefit from a +5 bonus, negated if the subject is successful on their Willpower roll to conceal their thoughts, if they get such a roll in the first place.

79

SIMPLE COMMAND (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Special (Audible Voice)
Range: Special (Audible)
Effect Type: Instant
Saving Throw: User’s Potency vs Target’s Willpower.

Simply, a single target commanded to perform an action will follow it should they not resist it through a Saving Throw. This command can include harmful things done to either their allies or themselves, although only a single action with a clear beginning and end can be commanded, not a series of actions nor the adoption of a stance nor an attitude.

An individual commanded to perform an action gets to reroll the technique’s Saving Throw for every additional turn the action has taken to complete, and as such, simpler and shorter commands tend to be more fruitful, especially on those of stronger will.

Multiple additional subjects can be made to follow a single command given by upgrading this technique.

80

RAISE DEAD (TECHNIQUE)

A Technique that raises the dead and makes them follow the user’s orders.

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Selective
Range: 10ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 3 minutes (30 rounds)

Raise Dead is a Technique that targets the body of the deceased, using the user’s Energy to animate them temporarily, its actions being at the will of the Technique’s user. On their owner’s turn, they can be commanded as a Free Action.

A fresh corpse has the same Base Attributes it had while it belonged to a living being, except that its max HP is replenished only by half, and its Spirit Level/Demonic Level it adopts from the Technique’s user instead. Any corpse that has decayed significantly has half its original stats (Spirit Level/Demonic Level remains the same). As for Skills, it cannot use Cunning or Deduce, and its Willpower is equal to its master’s. An animated corpse does not have its own Energy, and cannot use any of the Technique’s that belonged to its owner (the corpses owner, not its current master), as those are tied to the individual’s spirit instead of their body. That being said, it may use any special qualities its body has, and it may also imbue its Attacks and Defensive Actions with Energy by using its master’s Energy (but to do so they must be within 50ft from them).

Raise Dead has a special Energy cost; instead of a single Energy charge, the Technique’s user pays an amount of Energy depending on the level of the character the corpse belonged to:

  • Lvl. 1-5: 1 Energy Charge
  • Lvl. 6-10: 2 Energy Charges
  • Lvl. 11-15: 3 Energy Charges
  • Lvl. 16-20: 4 Energy Charges
  • Lvl. 20+: 5 Energy Charges

Raise Dead can be used as if it were Steal Control (a Technique that changes the ownership of a conjuration, animated undead, and anyone who is being controlled against their will) when performed on undead being controlled by others. When doing so, the user attempting to do so must pay the same amount of Energy Charges in accordance to the level of the character the corpse belonged to, and they must roll for Willpower pinned against the current owner’s own Willpower roll, the victor keeping/stealing control of the targeted body. As with Steal Control, the Technique’s Duration is refreshed upon success.

When it comes to Modifications, this Technique is treated as if it were a Conjuration Technique, meaning the unique effects available to to conjurations are applied to the risen.

UPGRADES

HP Upgrade: +10 bonus HP on the risen corpse.

81

SEAL ACTION (TECHNIQUE)

Prevents the a target from using a specific action or Technique.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 40ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 9 rounds
Saving Throw: User’s [Potency] vs target’s [Resistance]

The user of this technique can prevent a target from using a specific type of action by successfully triumphing against their Saving Throw.

The actions the user may Seal are the following:

  • Unarmed fighting.
  • Attacking with a specific weapon.
  • Use of any of the following Skills: Guard, Deflection, Evasion, Cunning, Deduce
  • A specific technique. (The user must already have knowledge behind its nature, or have already witnessed one instance of it. Channeled techniques are interrupted upon being sealed, but lingering effects remain.)
  • The use of a special feature (such as one of the Yokai’s physical traits, or the Spirit Guide’s ethereal shift).
  • A Territory Master’s Territory.

More than one action can be sealed, but it must be done so individually.

82

TAG IN (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 40ft.
Effect type: Instant

The user of this technique switches positions and effects with the targeted ally. Any momentum either of the affected individuals had at the moment of a swap is preserved, allowing swap to be used creatively alongside combat options and other maneuvers that would benefit it or vise versa.

The transfer of effects is simple. All active effects, whether they are negative or positive are switched between the user and their target.

83

RESTORE HP (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Contact
Effect Type: Instant
Restored HP: 4d8 + Potency
Saving Throw: User’s Potency VS Target’s Willpower (If target resists)

As with any other Technique, the player gets to customize the exact science behind its effect, but mechanically, it accelerates the natural healing of one’s body. This means that Restore HP does indeed close up wounds, but it leaves scars, does not regrow any limbs that have been torn off (but does mend them back onto the body if held in place properly), and requires bones and other similar things to be adjusted in order to avoid deformation.

84

TRANSFER ENERGY (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Selective
Range: 20ft.
Effect Type: Instant
Saving Throw: User’s Potency vs Target’s Willpower (if resisted)

The user expends 1 Energy charge to transfer any amount of Energy from themselves to their target.

85

SACRIFICE (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 50ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 3 minutes (30 rounds)

The user selects a target within range to protect from incoming damage. All damage that is confirmed to be applied to the target is dealt to the user instead, so long as the Technique continues to be channeled.

UPGRADES

Improved Sacrifice: The user now also takes on the effects of afflictions or Techniques done to the person being protected. Saving Throws apply as usual.

86

MARK (TECHNIQUE)

A marked target is made more susceptible to a variety of specific actions.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 100ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

This Technique’s user marks a target with their Energy, which visually manifests itself in whichever way this Technique’s owner designates it as, making the target more susceptible to various actions performed by the Technique’s user and and their allies.

Attacks as well as Contact, Projectile, and Wave Techniques performed on a Marked target have a +3 bonus on their execution rolls (not their damage rolls nor rolls pinned against Saving Throws, etc). Deduce checks and Sense as well as other similar actions used to track Marked individuals also benefit from the +3 bonus.

87

TARGET (TECHNIQUE)

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

BASE

Technique Type: Combat, Support
Performance: Standard Action
Delivery: Selective
Range: 40ft.
Size: radius of 60ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User’s [Potency] VS Target’s [Willpower]

This Technique makes it so that any target selected for it attracts all Projectile Techniques towards them. If successful, all projectiles that are fired from within or that cross into the effect's radius (listed as 'Size') are treated as if under the effects of the Homing modification.

Aside from causing instances of friendly fire, Target can be used to ensure that all Projectile Techniques launched by the user of their allies cannot simply be evaded by the target.

Target can be used on any subject, but it cannot guarantee that Projectile Techniques will strike a particular part/area without the Precise Targeting Upgrade.

88

REDUCE PRESENCE (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User’s Potency vs Target’s Willpower

Individuals, creatures, or automatons attempting to target the user must instead target any other of the user’s allies or conjurations unless they success in a Willpower roll pinned against the user’s Potency roll. If no alternate target is visibly present, they may instead target the user as intended.

If more than one individual from the same faction is being affected by Reduce Presence and both are the only remaining targets, an aggressor may choose from either one.

The user of Reduce Presence may still be targeted in creative ways, such as by Techniques that bounce from one target to another nearby target, or Wave and Field Techniques being used on adjacent targets.

89

FORTUNE (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

For its duration, the Fortune Technique simply counts any 1’s rolled by the target as perfect rolls instead (the highest possible number for any dice being rolled).

90

TRANSFER EFFECT (TECHNIQUE)

The lingering effects of a Technique can be transferred from one character to another, be them favorable or unfavorable.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Saving Throw: User’s [Potency] vs Target’s [Willpower]

This Technique’s user targets one subject, transferring a single Lingering effect from them to another target. A subject attempting to resist the transfer, be them friend or foe, prompts this Technique’s Saving Throw. If both attempt to resist it, the User rolls for Potency once, pinning the same result against each of the targets’ Willpower rolls separately. An unsuccessful transfer maintains the lingering effects on its original target.

An effect’s duration remains unaffected after the transfer.

UPGRADES

Exchange: This upgrade allows the transferred effect to be exchanged for one affecting the receiving target.

91

STEAL CONTROL (TECHNIQUE)

A Technique that changes the ownership of conjurations, animated undead, and anyone who is being controlled against their will.

BASE

Technique Type: Specialty / Support
Performance: Full Round Action
Delivery: Selective
Range: 40ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 2 minutes (20 rounds)

Steal control allows you to target conjurations, risen undead, or any subjects who are under the control or ownership of another individual. It prompts opposed Willpower checks between the user and the current owner of the target, the victor keeping control of the subject.

A successful Steal Control refreshes any remaining time the original Technique had with its own.

92

BANISH (TECHNIQUE)

Banishes creatures, objects, or entities conjured by others.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 40ft.
Effect Type: Instant
Saving Throw: User’s [Willpower] VS Conjuration Owner’s [Willpower]

This Technique targets any subject that has been conjured up by a Technique, prompting opposed Willpower rolls between the user and the targeted conjuration’s owner. A successful banishment immediately removes the conjuration from play. A banishment does not trigger the effects of a conjuration set to go off upon the conjuration’s defeat (for example, a fiery explosion set to go off upon the defeat of a conjured fire elemental).

93

REVERT (TECHNIQUE)

Reverts the target to its original, unmodified form.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 50ft.
Effect Type: Instant
Saving Throw: User’s Potency VS Target’s Potency

Used against the effects of transformative Techniques, Revert returns its target back to their original state. Revert can be used both as a way to remove unfavorable, form-altering effects, or to disarm the opponent of their newly advantageous modifications. When pinned against those who attempt to resist their effects, as well as objects modified by foes, opposed Potency rolls are prompted, a success on the user’s part allowing the effects to take place.

When revert is used on fused targets, it separates them. When performed on Yokai disguised in their human form, it reverts them to their original selves. It can also revert a Yokai from their True Form (or Second Form) back into their regular self.

94

PORTAL/GATEWAY (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Conjuration
Range: 10ft.
Size: 10ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 Minute (10 rounds)

The user conjures up two portals which are linked to each other through a dimensional tunnel, anything coming in from one exiting through the other. The location of conjuration is designated by performing a pre-designated gesture in two locations, and it is only when the location for the second portal has been selected that both are conjured up. Once active, the gateway remains up for as long as long as the user continues to channel it (they do not need to be within range of the portals to keep them active).

Traveling from one end to the other is a 2 turn process, requiring the use of Movement to enter the tunnel in one’s turn, and exiting through the other end of the tunnel at the start of the following turn, ready to act. The subject crossing the tunnel floats through it at a constant speed, regardless of any momentum they had coming in. While an individual is crossing through the tunnel, it is not collapsible/removable by Techniques, but any attempts to do so cause the target within them 2d10 damage.

This Technique can be modified by other features to affect how both entrances to the connecting tunnel or the tunnel itself behaves. For example, adding Password as a Modification to it can be used to make it so that the Portal only opens up to those who state the password, while adding Fear as a Modification can make it so that the journey though the tunnel is terrifying and applies Fear’s effects.

As with most other Techniques, the visual aspects are designed by the user upon acquisition, in this Feature’s case, the two portals and tunnel being the visually customizable aspects.

UPGRADES

No tunnel: anything going through one end of the gateway exits through the other immediately, requiring only the Movement of a single turn to cross through. Furthermore, the momentum of any subject going through them is preserved.

95

HASTEN (TECHNIQUE)

The target of this Technique is supernaturally sped up.

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Selective
Range: 40ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 9 rounds

Haste is a Technique that does several things depending on its target.

While it remains active on individuals, its primary effects are the following:
-The target’s Movement is doubled.
-The target may perform 1 extra attack with their Full Attack.
-The target’s Defensive Actions benefit from a +2 bonus.
-For each round, the duration of any Conditions, Techniques, or other effects affecting the target are treated as if 2 rounds had elapsed instead (not counting those of Hasten itself).
-The effects of any Conditions or Techniques that are applied on the target are treated as if 2 rounds had elapsed instead (i.e. the target is affected by 2 rounds worth of effects).
-Effects that would last for 1 round are resolved almost immediately, being advantageous in some cases (hindering effects, etc.) and disadvantageous in others (protective effects, etc.)
-The effects of any Channeled Techniques being performed by the target can be applied at double its rate (i.e. the user has the option to apply 2 rounds worth of Channeled effects. Naturally, the duration is reduced by the same amount).

While it remains active on objects or surfaces it’s primary effects are the following:
-For each round, the duration of any effects affecting the target are treated as if 2 rounds had elapsed instead.
-The speed at which the target carries out any of its processes is doubled.

96

TRUE SIGHT (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Free Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute

When True Sight is active, anything hidden or distorted by Spiritual/Demonic abilities or Techniques (such as InvisibilityEnergy Mine, or Smoke Screen) can be perceived by the user. Techniques which project visuals only meant for only specific subjects (such as Guide or Scribble) can also be perceived by the user.

When it comes to the sensing of Energy, it allows the perception of an individual’s Energy despite not having the required Sense, and it gives insight into the true level of an individual’s Spirit Level/Demonic Force, despite it being limited, masked, or faked by any Feat or Technique. When perceiving the Energy of a Technique whose specific effects aren’t evident, the user of True Sight gets a general feeling for what type of Technique it is.

True Sight also gives insight into a Yokai’s natural form, can see past disguises, and reveals the original state of anything that has been modified, has shapeshifted, or has been deformed.

Last but not least, True Sight allows the user to see despite being affected by conditions such as Blinded.

97

SPY (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Self
Range: 50km.
Size: 25ft. radius
Effect Type: Active Channeling
Duration Tier (DT): S
Duration: Aprox. 20 seconds (3 rounds)

For as long as it’s kept channeled, the user may look around the area as if they were present in it, being able to move their point of perception freely within a 25ft. radius area. If the target is an individual rather than a location, the central point of said area is the individual, and as so, it moves along with the target.

UPGRADES

Audio: The user may now also hear the surroundings, the central point of perception now also being the central point of auditory input.

98

TRACK (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft. (targeting purposes)
Effect Type: Lingering
Duration Tier (DT): M
Duration: 1 month

When within range, a target can be secretly marked by this Technique, allowing its user to manifest a path of Energy that leads to the target at any time. This path can only be perceived by the user of this Technique, and it typically forms a straight line to its target.

If affected by Techniques such as Obfuscate, the path typically distorts in such a way that it can’t be followed back to the user or it leads them into the wrong direction.

99

BURN ENERGY (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Instant
Saving Throw: User’s [Potency] VS Target’s [Willpower]

The user of this Technique may choose to apply up to 3 of their own Energy to perform it, ridding their targets of an equal amount of Energy charges.

The targeted subject, however, may roll a Willpower Saving Throw pinned against the user’s Potency to resist the effects. If resisted, this Technique feature only consumes 1 Energy from the user.

UPGRADE

Current Max Energy Consumption: +5 Energy

100

MANIPULATE PLANT LIFE (TECHNIQUE)

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.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field
Size: 50ft. radius
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds
Saving Throw: User’s Potency VS Target’s Willpower*

Nearly all plant life within this technique’s radius obey the subconscious commands of this Technique’s user. Mechanically, an individual command is issued through a Standard Action, the first of which is performed alongside the activation of the Technique. Said command can be used on multiple of the same plant-life within range, but separate kinds of flora require additional commands.

Which actions can be performed by plant life are based on what type of plant it is (for example, roots and vines are primarily used for grapple and trip attempts), contested actions pinning a 1d20 roll that includes the user’s Potency vs the target’s relevant Saving Throw.

*Plant life based NPCs and creatures can also be commanded by this Technique, consuming their own turn. Said subjects are able to resist the effects on a turn by turn basis with a successful Willpower Saving Throw.

101

RUST (TECHNIQUE FEATURE)

A Technique used to quickly rust metals, primarily used for rendering traditional armaments futile, as well as for opening alternate paths.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Contact
Size: 5ft. per turn (area corroded)
Effect Type: Active Channeling
Damage: Special *
Saving Throw: User’s Potency VS Target’s Resistance *

Rust corrodes approximately 5ft. of metal per turn channeled. Any corroded metal can be easily shattered with sufficient force, and may often even break down on its own.

*Organisms composed of metal suffer a base of [1d12 + the user’s potency] damage for every turn they fail a Saving Throw against its effects.

102

ALTER SURFACE (TECHNIQUE)

A Technique that allows the user to temporarily modify the properties of a surface.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 40ft.
Size: 40ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Surface Attribute: Resolve: {Hard|Soft|Slippery|Bouncy|Sticky|[Fire](https://yu-yu-hakusho-rpg.tumblr.com/post/184141137950/fire-modification)|[Ice](https://yu-yu-hakusho-rpg.tumblr.com/post/184141331485/ice-modification)|[Electric](https://yu-yu-hakusho-rpg.tumblr.com/post/184141425635/electric-modification)|[Holy](https://yu-yu-hakusho-rpg.tumblr.com/post/190301636275/holy-modification)|[Corrosive](https://yu-yu-hakusho-rpg.tumblr.com/post/679100197012439040/corrosive-modification)|[Jinx](https://yu-yu-hakusho-rpg.tumblr.com/post/184329604855/jinx-technique)|[Light](https://yu-yu-hakusho-rpg.tumblr.com/post/184102434695/light-technique)|[Hasten](https://yu-yu-hakusho-rpg.tumblr.com/post/184140514955/hasten-technique)|[Laughter](https://yu-yu-hakusho-rpg.tumblr.com/post/653841087437406208/laughter-technique)|[Slow](https://yu-yu-hakusho-rpg.tumblr.com/post/184138718660/slow-technique)|[Fear](https://yu-yu-hakusho-rpg.tumblr.com/post/184117869530/fear-technique)|[Pain](https://yu-yu-hakusho-rpg.tumblr.com/post/184103086310/pain-technique)|[Vertigo](https://yu-yu-hakusho-rpg.tumblr.com/post/184118773625/vertigo-technique)|[Blind](https://yu-yu-hakusho-rpg.tumblr.com/post/184119050525/blind-technique)|[Asphyxiate](https://yu-yu-hakusho-rpg.tumblr.com/post/184137727155/asphyxiate)|[Invisibility](https://yu-yu-hakusho-rpg.tumblr.com/post/184090675070/invisibility-technique)|[Fortune](https://yu-yu-hakusho-rpg.tumblr.com/post/184329418705/fortune)}

Alter Surface, upon acquisition, either grants a free Modification that consists of the properties that will be applied to the surface altered by the user (a chosen feature that must have a Duration, reducing Alter Surface’s base duration if of a shorter Duration Tier), or the user may choose a single property from the following list: Hard, Soft, Slippery, Bouncy, or Sticky.

Making contact with a surface under the Technique’s effects has varying effects depending on the chosen property, but the user’s Potency will always be a part of the roll to beat by any Saving Throw triggered by it, (i.e, the user’s potency is affecting exactly how slippery, sticky, bouncy a surface actually becomes). The negative effects bestowed by the surface prompt a Saving Throw on every turn  that the subject is making contact with it, only applying their effects during the rounds the subject fails to resist or avoid said them.

103

CONJURE CREATURE (TECHNIQUE) [COMBAT]

Keywords: Roll on "The Megalist", Roll on "The Megalist"

{% t_cre_ytrait = {darkvision|immunity|aquatic|olfactory|echolocation|speedy|flight|texterior|sticky|longreach|poisonous|venomous|toppler|carnivorous|floral|pvocals|rough|fur|frightening|slimy|skeletal|adaptive|vampirism} %}

{%if t_cre_ytrait == {speedy}%}

{% t_cre_speedy_boost = {40} %}

{%else%}

{% t_cre_speedy_boost = {0} %}

{%end%}

{% t_creature = {physically offensive|physically defensive|spiritually offensive|spiritually defensive}%}

{%if t_creature == {physically offensive}%}

{% t_cre_physique = {1d6} %} {% t_cre_martial = {1d6} %} {% t_cre_spiritlevel = {1d6} %}

{% t_cre_constitution = {1d2} %}{% t_cre_sensory = {0} %}{%if t_cre_ytrait == {frightening}%}

{%end%}

{%if t_creature == {physically defensive}%}

{% t_cre_physique = {1d6} %} {% t_cre_constitution = {1d4} %} {% t_cre_spiritlevel = {1d6} %}

{% t_cre_martial = {0} %}{% t_cre_sensory = {0} %} {% t_cre_intellect = {0} %}

{%end%}

{%if t_creature == {spiritually offensive}%}

{% t_cre_spiritlevel = {1d6} %} {% t_cre_constitution = {1d4} %} {% t_cre_martial = {1d6} %}

{% t_cre_sensory = {0} %} {% t_cre_physique = {0} %} {% t_cre_intellect = {0} %}

{%end%}

{%if t_creature == {spiritually defensive}%}

{% t_cre_spiritlevel = {1d6} %} {% t_cre_sensory = {1d6} %}  {% t_cre_constitution = {1d4} %}

{% t_cre_intellect = {0} %}{% t_cre_physique = {0} %}{% t_cre_martial = {0} %}

{%end%}

{# Calculates Skills and Potency. #}

{% t_cre_potency = {{$t_cre_spiritlevel} + {$t_cre_constitution}} %}

{% t_cre_guard = {{$t_cre_physique} + {$t_cre_constitution}} %}

{% t_cre_deflection = {{$t_cre_physique} + {$t_cre_martial}} %}

{% t_cre_evasion = {{$t_cre_physique} + {$t_cre_sensory}} %}

{% t_cre_cunning = {{$t_cre_intellect} + {$t_cre_sensory}} %}

{% t_cre_deduce = {{$t_cre_intellect} + {$t_cre_constitution}} %}

{% t_cre_resistance = {{$t_cre_physique} + {$t_cre_constitution}} %}

{% t_cre_willpower = {{$t_cre_spiritlevel} + {$t_cre_sensory}} %}

{# Calculates damage output based on physique. #}

{%if t_cre_physique == {0}%}{% t_cre_damage_output = "d4" %}

{%elif t_cre_physique == {1} or t_cre_physique == {2} or t_cre_physique == {3}%}{% t_cre_damage_output = "d6" %}

{%elif t_cre_physique == {4} or t_cre_physique == {5} or t_cre_physique == {6}%}{% t_cre_damage_output = "d8" %}

{%elif t_cre_physique == {7} or t_cre_physique == {8} or t_cre_physique == {9}%}{% t_cre_damage_output = "d10" %}

{%else%}

{% t_cre_damage_output = "d12" %}

{%end%}

{# Calculates Full Attack based on martial. #}

{%if t_cre_martial == {0}%}{% t_cre_full_attack = 1 %}

{%elif t_cre_martial == {1} or t_cre_martial == {2} or t_cre_martial == {3}%}{% t_cre_full_attack = 2 %}

{%elif t_cre_martial == {4} or t_cre_martial == {5} or t_cre_martial == {6}%}{% t_cre_full_attack = 3 %}

{%elif t_cre_martial == {7} or t_cre_martial == {8} or t_cre_martial == {9}%}{% t_cre_full_attack = 4 %}

{%else%}

{% t_cre_full_attack = 5 %}

{%end%}

BASE

Technique Type: Combat

Performance: Full Round Action

Delivery: Conjuration

Range: 10ft.

Size: Resolve: {5|10}ft.

Effect Type: Lingering

Duration Tier (DT): Mn

Duration: 1 minute (10 rounds)

Body Type: Resolve: {humanoid|quadruped|serpentine|round|octoped|asymmetric|centipod|disc-like|monolith-like}

BASE ATTRIBUTES

Physique {$t_cre_physique}, Martial {$t_cre_martial}, Spirit Level/Demonic Level {$t_cre_spiritlevel} , Constitution {$t_cre_constitution}, Intellect {$t_cre_intellect}, Sensory {$t_cre_sensory}

HP Roll 10 + {$t_cre_constitution}* 5, Sense Roll {$t_cre_spiritlevel} + {$t_cre_sensory} / Roll {$t_cre_spiritlevel} + {$t_cre_sensory}0ft., Potency {$t_cre_potency}, Movement Roll 20 + 5* {$t_cre_physique} + {$t_cre_speedy_boost}ft.{%if t_cre_ytrait == {flight}%}, Flight Roll 20 + 10*{$t_cre_physique}ft.{%end%}

SKILLS

Guard Roll {$t_cre_guard}/Roll {$t_cre_guard} + {$t_cre_potency}, Deflection {$t_cre_deflection}/Roll {$t_cre_deflection} + {$t_cre_potency}, Evasion Roll {$t_cre_evasion}/Roll {$t_cre_evasion} + {$t_cre_potency}, Cunning {$t_cre_cunning}, Deduce {$t_cre_deduce}, Resistance {$t_cre_resistance}, Willpower {$t_cre_willpower}

COMBAT

Standard Attack Roll {$t_cre_martial} +  {$t_cre_physique}, Energy Imbued Roll {$t_cre_martial} +  {$t_cre_physique} + {$t_cre_potency}, Damage Output {$t_cre_damage_output}, Full Attack {$t_cre_full_attack}{%if t_cre_ytrait == {longreach}%}, Reach 10ft. {%end%}

Conjured Creatures act on their owner’s turn (but not on the one they are summoned in). The owner of the conjuration and the conjured creature itself can be made to take their actions in any order they want.

A Conjured Creature has the same Spirit Level/Demonic Force as their owner (i.e, that particular attribute cannot be assigned Attribute Points).

Conjured Creatures start with an amount of Energy charges equal to 1 plus any additional amount of Energy charges you decide to transfer to them when Conjuring them up.

PHYSICAL TRAIT

{%if t_cre_ytrait == {darkvision}%}Dark Vision: You are able to see in extremely dark conditions.{%end%}

{%if t_cre_ytrait == {immunity}%}Immunity: Complete immunity to Resolve: {Fire|Ice|Electricity|Poison}.{%end%}

{%if t_cre_ytrait == {aquatic}%}Aquatic: Being an aquatic type of creature, you are an expert at swimming, moving up to a base speed equal to your ground speed. You are also, of course, able to breathe underwater considering the area is reasonably oxygenated. You also don’t suffer the typical penalties that come with being submerged.{%end%}

{%if t_cre_ytrait == {olfactory}%}Olfactory: You are able to pinpoint someone or something’s location using your sense of smell, up to a range equal to your Sense’s, provided nothing is interfering with it. You are also able to discern who or what has either been or passed through a certain location within 24 hours. Being very sensitive to smells, you take a -10 penalty on Resistance checks pinned against scent effects.{%end%}

{%if t_cre_ytrait == {echolocation}%}Echolocation: You are able to pinpoint someone or something’s location using your echolocation senses, up to a range equal to your Sense’s, provided nothing is interfering with it. Being very sensitive to sounds, you take a -10 penalty on Resistance checks pinned against sonar effects.{%end%}

{%if t_cre_ytrait == {speedy}%}Speedy: You have an additional 40ft. of base Movement. Your speed seems oppresive  to those that can't outrun you. {%end%}

{%if t_cre_ytrait == {flight}%}Winged/Flight: Allows you to fly at a base speed of 20 + 10ft. per Physique.{%end%}

{%if t_cre_ytrait == {texterior}%}Tough Exterior: Your unnaturally tough exterior reduces Slashing, Piercing, and Bludgeoning (including Unarmed) damage by 4.{%end%}

{%if t_cre_ytrait == {sticky}%}Sticky Extremities: Having sticky palms and feet allow you to climb up walls and other tricky surfaces (at your base Movement), as well as granting your grapple attempts a +5 bonus on their rolls.{%end%}

{%if t_cre_ytrait == {longreach}%}Long Reach: Your Melee Attacks’ Reach is 10ft. (2 squares/hexes away).{%end%}

{%if t_cre_ytrait == {poisonous}%}Poisonous: Your blood is poisonous, posing a threat to those who might come in contact with it. Attacks that draw blood from you have a 20% chance to land on adjacent targets, prompting a Resistance saving throw against your Constitution + 10 and lasting 2d4 turns if not successfully resisted.  Also, your skin is poisonous as well, prompting the same saving throw when coming into direct contact with it.{%end%}

{%if t_cre_ytrait == {venomous}%}Venomous: Your attacks have a chance to poison the target if it is successful. The DC pinned against the target’s resistance is equal to that of the successful Attack Roll, a higher number representing a more successful transmission of the venom. The poison remains in the victim’s body for 2d4 turns.{%end%}

{%if t_cre_ytrait == {toppler}%}Toppler: You possess physical parts that can be used to easily trip your targets, granting you +3 on all Trip attempts.{%end%}

{%if t_cre_ytrait == {carnivorous}%}Carnivorous Recovery: You can recover 1d4 HP for every distinct corpse you consume from. You may do so no more than 2 times a day per Constitution.{%end%}

{%if t_cre_ytrait == {floral}%}Floral: As a plant-based being you benefit from a +3  to your Potency while taking root in healthy or nutrient rich soil.{%end%}

{%if t_cre_ytrait == {pvocals}%}Powerful Vocals: Roars, screeches, or howls are truly powerful when hailing from you. Your sonorous voice can be heard from quite afar when applied at max volume. Also, Techniques that use your vocals benefit from a +3 both on Attack Rolls and Saving Throw related matters.{%end%}

{%if t_cre_ytrait == {rough}%}Rough Exterior: The surface of your body contains features which will damage those making direct, physical contact with it for 1d4 damage. The damage is counted as either Piercing or Slashing, chosen by player upon designing their creature.{%end%}

{%if t_cre_ytrait == {fur}%}Thick Fur: Your real body’s thick fur provides thermoregulation advantages that keep you warm in colder environments and keeps solar heat from directly making contact with your skin in more sunny locations. Damage related to heat/fire or ice/cold is always reduced by 2 for each distinct source or attack that affects you. Additionally, you benefit from a +5 on all rolls performed to resist the consequences of thermal effects.{%end%}

{%if t_cre_ytrait == {frightening}%}Frightening Appearance: Your true appearance is a thing of nightmares. Average humans and creatures flee or become paralyzed upon seeing you. Cunning checks used to intimidate or frighten others benefit from a +5 to their result.{%end%}

{%if t_cre_ytrait == {slimy}%}Slimy Exterior: Your real body’s slimy exterior makes it difficult to grapple you, those attempting to do so suffering from a -5 penalty. The residue you produce can also cause others to trip easily, while being a convenient method of sliding around for you.{%end%}

{%if t_cre_ytrait == {charm}%}Mystical Charm: You have an unusually alluring aura. Average humanoids feel compelled to listen to your words and often come to your aid. Cunning checks on those that might not be as inclined benefit from a +5 bonus.{%end%}

{%if t_cre_ytrait == {skeletal}%}Morphing Skeletal System: You have domain over your skeletal structure. Aside from being able to alter said structure, and by consequence, your general form, you can also grow, and likewise, retract any of your bones by up to 3ft.{%end%}

{%if t_cre_ytrait == {adaptive}%}Adaptive Skin: Your skin reacts to being afflicted by damage from different sources, granting you 3 damage resistance to threats that have the same damage type as the last one sustained.{%end%}

{%if t_cre_ytrait == {vampirism}%}Vampirism: Your attacks restore your health by an amount equal to the damage dealt.{%end%}

TECHNIQUE

Resolve: {None.|Roll on "Combat Technique Feature"}

104

{% num_to_prop_ratio = {12|21} %}

CONJURE OBJECT (TECHNIQUE) [COMBAT]

Keywords: Roll on "The Megalist"Roll on "The Megalist"

BASE

Technique Type: Combat
Performance: Full Round Action
Delivery: Conjuration
Range: 10 ft.
Size: 5ft. (Upgrades through Attribute Points)
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Number of Conjurations per use: {%if num_to_prop_ratio == {1|2}%}1{%else%}2{%end%}
Conjured Objects also have their own amount of Energy charges (for the use of Techniques or the energy transfer of a Support Object), an amount equal to 1 plus any additional amount of Energy charges you decide to transfer to them when Conjuring them up.

All Conjured Objects are unaffected by any visual impairing effects, but can be affected by Sensory impairing effects hailing from anyone outside of their owner.

PROPERTIES

{%if num_to_prop_ratio == {1|2}%}

{% random_prop1 = {companion|sentry} %}

{% random_prop2 = {hover|scout} %}

{%else%}

{% random_prop1 = {companion|sentry} %}

{% random_prop2 = {NA} %}

{%end%}

{%if random_prop1 == {companion}%}{% t_obj_companion_move = {10} %}{%else%}{% t_obj_companion_move = {0} %}{%end%}

{%if random_prop2 == {hover}%}{% t_obj_hover_move = {10} %}{%else%}{% t_obj_hover_move = {0} %}{%end%}

{%if num_to_prop_ratio == {12}%}{% HP = {20} %}{%else%}{% HP = {10} %}{%end%}

HP: {$HP}, Movement: Roll 0 + {$t_obj_hover_move} + {$t_obj_companion_move}ft.

{%if random_prop1 == {sentry}%}Sentry: The object automatically takes Standard Actions available to it as reactions (once per round) according to how the player “programs” it (upon acquisition of the Technique or upon receiving a new Modification/Upgrade, not every time it is conjured up). Which action are available to it depend on its Typing, any Modifications is might have, or other Conjured Object Attributes and the movement they grant. Actions granted to it due to its Combat typing are as follows:

The object can perform a Standard Attack with an attack formula equal to [Owner’s Potency + Maneuvers Upgrade], and can also perform Deflections with [Owner’s Potency + Maneuver Upgrades] as if it had the Savior Feat.{%end%}

{%if random_prop1 == {companion}%}Companion: The object follows its owner around (by bouncing, rolling, or any other movement available to them according to their shape, Modifications, or the Hover Conjured Object Attribute), and can be given simple verbal commands to perform actions available to it depending on its typing (the same actions granted with Sentry). This property grants the object +10ft. of movement.{%end%}

{%if random_prop2 == {hover}%}Hover: The object has the capacity to hover. It remains in the air on the spot it is summoned in, and can be moved through the air by the owner using their Standard Action. This property grants the object +10ft. of movement.{%end%}

{%if random_prop2 == {scout}%}Scout: The object allows its owner to see the surrounding area through it.{%end%}

TECHNIQUE

Resolve: {Roll on "Combat Technique Feature"}

105

CONJURE CREATURE (TECHNQUE) [Specialty]

Keywords: Roll on "The Megalist", Roll on "The Megalist"

In the Yu Yu Hakusho: Remaining Memories campaign, purchasing the Conjured Creature Technique comes tied to a specific, pre-made creature.

{% t_cre_ytrait = {darkvision|immunity|aquatic|olfactory|echolocation|speedy|flight|texterior|sticky|longreach|poisonous|venomous|toppler|carnivorous|floral|pvocals|rough|fur|frightening|slimy|skeletal|adaptive|vampirism} %}

{%if t_cre_ytrait == {speedy}%}

{% t_cre_speedy_boost = {40} %}

{%else%}

{% t_cre_speedy_boost = {0} %}

{%end%}

{% t_creature = {physically offensive|physically defensive|spiritually offensive|spiritually defensive}%}

{%if t_creature == {physically offensive}%}

{% t_cre_physique = {1d6} %} {% t_cre_martial = {1d6} %} {% t_cre_spiritlevel = {1d6} %}

{% t_cre_constitution = {1d2} %}{% t_cre_sensory = {0} %}{%if t_cre_ytrait == {frightening}%}

{%end%}

{%if t_creature == {physically defensive}%}

{% t_cre_physique = {1d6} %} {% t_cre_constitution = {1d4} %} {% t_cre_spiritlevel = {1d6} %}

{% t_cre_martial = {0} %}{% t_cre_sensory = {0} %} {% t_cre_intellect = {0} %}

{%end%}

{%if t_creature == {spiritually offensive}%}

{% t_cre_spiritlevel = {1d6} %} {% t_cre_constitution = {1d4} %} {% t_cre_martial = {1d6} %}

{% t_cre_sensory = {0} %} {% t_cre_physique = {0} %} {% t_cre_intellect = {0} %}

{%end%}

{%if t_creature == {spiritually defensive}%}

{% t_cre_spiritlevel = {1d6} %} {% t_cre_sensory = {1d6} %}  {% t_cre_constitution = {1d4} %}

{% t_cre_intellect = {0} %}{% t_cre_physique = {0} %}{% t_cre_martial = {0} %}

{%end%}

{# Calculates Skills and Potency. #}

{% t_cre_potency = {{$t_cre_spiritlevel} + {$t_cre_constitution}} %}

{% t_cre_guard = {{$t_cre_physique} + {$t_cre_constitution}} %}

{% t_cre_deflection = {{$t_cre_physique} + {$t_cre_martial}} %}

{% t_cre_evasion = {{$t_cre_physique} + {$t_cre_sensory}} %}

{% t_cre_cunning = {{$t_cre_intellect} + {$t_cre_sensory}} %}

{% t_cre_deduce = {{$t_cre_intellect} + {$t_cre_constitution}} %}

{% t_cre_resistance = {{$t_cre_physique} + {$t_cre_constitution}} %}

{% t_cre_willpower = {{$t_cre_spiritlevel} + {$t_cre_sensory}} %}

{# Calculates damage output based on physique. #}

{%if t_cre_physique == {0}%}{% t_cre_damage_output = "d4" %}

{%elif t_cre_physique == {1} or t_cre_physique == {2} or t_cre_physique == {3}%}{% t_cre_damage_output = "d6" %}

{%elif t_cre_physique == {4} or t_cre_physique == {5} or t_cre_physique == {6}%}{% t_cre_damage_output = "d8" %}

{%elif t_cre_physique == {7} or t_cre_physique == {8} or t_cre_physique == {9}%}{% t_cre_damage_output = "d10" %}

{%else%}

{% t_cre_damage_output = "d12" %}

{%end%}

{# Calculates Full Attack based on martial. #}

{%if t_cre_martial == {0}%}{% t_cre_full_attack = 1 %}

{%elif t_cre_martial == {1} or t_cre_martial == {2} or t_cre_martial == {3}%}{% t_cre_full_attack = 2 %}

{%elif t_cre_martial == {4} or t_cre_martial == {5} or t_cre_martial == {6}%}{% t_cre_full_attack = 3 %}

{%elif t_cre_martial == {7} or t_cre_martial == {8} or t_cre_martial == {9}%}{% t_cre_full_attack = 4 %}

{%else%}

{% t_cre_full_attack = 5 %}

{%end%}

BASE

Technique Type: Combat

Performance: Full Round Action

Delivery: Conjuration

Range: 10ft.

Size: Resolve: {5|10}ft.

Effect Type: Lingering

Duration Tier (DT): Mn

Duration: 1 minute (10 rounds)

Body Type: Resolve: {humanoid|quadruped|serpentine|round|octoped|asymmetric|centipod|disc-like|monolith-like}

BASE ATTRIBUTES

Physique {$t_cre_physique}, Martial {$t_cre_martial}, Spirit Level/Demonic Level {$t_cre_spiritlevel} , Constitution {$t_cre_constitution}, Intellect {$t_cre_intellect}, Sensory {$t_cre_sensory}

HP Roll 10 + {$t_cre_constitution}* 5, Sense Roll {$t_cre_spiritlevel} + {$t_cre_sensory} / Roll {$t_cre_spiritlevel} + {$t_cre_sensory}0ft., Potency {$t_cre_potency}, Movement Roll 20 + 5* {$t_cre_physique} + {$t_cre_speedy_boost}ft.{%if t_cre_ytrait == {flight}%}, Flight Roll 20 + 10*{$t_cre_physique}ft.{%end%}

SKILLS

Guard Roll {$t_cre_guard}/Roll {$t_cre_guard} + {$t_cre_potency}, Deflection {$t_cre_deflection}/Roll {$t_cre_deflection} + {$t_cre_potency}, Evasion Roll {$t_cre_evasion}/Roll {$t_cre_evasion} + {$t_cre_potency}, Cunning {$t_cre_cunning}, Deduce {$t_cre_deduce}, Resistance {$t_cre_resistance}, Willpower {$t_cre_willpower}

COMBAT

Standard Attack Roll {$t_cre_martial} +  {$t_cre_physique}, Energy Imbued Roll {$t_cre_martial} +  {$t_cre_physique} + {$t_cre_potency}, Damage Output {$t_cre_damage_output}, Full Attack {$t_cre_full_attack}{%if t_cre_ytrait == {longreach}%}, Reach 10ft. {%end%}

Conjured Creatures act on their owner’s turn (but not on the one they are summoned in). The owner of the conjuration and the conjured creature itself can be made to take their actions in any order they want.

A Conjured Creature has the same Spirit Level/Demonic Force as their owner (i.e, that particular attribute cannot be assigned Attribute Points).

Conjured Creatures start with an amount of Energy charges equal to 1 plus any additional amount of Energy charges you decide to transfer to them when Conjuring them up.

PHYSICAL TRAIT

{%if t_cre_ytrait == {darkvision}%}Dark Vision: You are able to see in extremely dark conditions.{%end%}

{%if t_cre_ytrait == {immunity}%}Immunity: Complete immunity to Resolve: {Fire|Ice|Electricity|Poison}.{%end%}

{%if t_cre_ytrait == {aquatic}%}Aquatic: Being an aquatic type of creature, you are an expert at swimming, moving up to a base speed equal to your ground speed. You are also, of course, able to breathe underwater considering the area is reasonably oxygenated. You also don’t suffer the typical penalties that come with being submerged.{%end%}

{%if t_cre_ytrait == {olfactory}%}Olfactory: You are able to pinpoint someone or something’s location using your sense of smell, up to a range equal to your Sense’s, provided nothing is interfering with it. You are also able to discern who or what has either been or passed through a certain location within 24 hours. Being very sensitive to smells, you take a -10 penalty on Resistance checks pinned against scent effects.{%end%}

{%if t_cre_ytrait == {echolocation}%}Echolocation: You are able to pinpoint someone or something’s location using your echolocation senses, up to a range equal to your Sense’s, provided nothing is interfering with it. Being very sensitive to sounds, you take a -10 penalty on Resistance checks pinned against sonar effects.{%end%}

{%if t_cre_ytrait == {speedy}%}Speedy: You have an additional 40ft. of base Movement. Your speed seems oppresive  to those that can't outrun you. {%end%}

{%if t_cre_ytrait == {flight}%}Winged/Flight: Allows you to fly at a base speed of 20 + 10ft. per Physique.{%end%}

{%if t_cre_ytrait == {texterior}%}Tough Exterior: Your unnaturally tough exterior reduces Slashing, Piercing, and Bludgeoning (including Unarmed) damage by 4.{%end%}

{%if t_cre_ytrait == {sticky}%}Sticky Extremities: Having sticky palms and feet allow you to climb up walls and other tricky surfaces (at your base Movement), as well as granting your grapple attempts a +5 bonus on their rolls.{%end%}

{%if t_cre_ytrait == {longreach}%}Long Reach: Your Melee Attacks’ Reach is 10ft. (2 squares/hexes away).{%end%}

{%if t_cre_ytrait == {poisonous}%}Poisonous: Your blood is poisonous, posing a threat to those who might come in contact with it. Attacks that draw blood from you have a 20% chance to land on adjacent targets, prompting a Resistance saving throw against your Constitution + 10 and lasting 2d4 turns if not successfully resisted.  Also, your skin is poisonous as well, prompting the same saving throw when coming into direct contact with it.{%end%}

{%if t_cre_ytrait == {venomous}%}Venomous: Your attacks have a chance to poison the target if it is successful. The DC pinned against the target’s resistance is equal to that of the successful Attack Roll, a higher number representing a more successful transmission of the venom. The poison remains in the victim’s body for 2d4 turns.{%end%}

{%if t_cre_ytrait == {toppler}%}Toppler: You possess physical parts that can be used to easily trip your targets, granting you +3 on all Trip attempts.{%end%}

{%if t_cre_ytrait == {carnivorous}%}Carnivorous Recovery: You can recover 1d4 HP for every distinct corpse you consume from. You may do so no more than 2 times a day per Constitution.{%end%}

{%if t_cre_ytrait == {floral}%}Floral: As a plant-based being you benefit from a +3  to your Potency while taking root in healthy or nutrient rich soil.{%end%}

{%if t_cre_ytrait == {pvocals}%}Powerful Vocals: Roars, screeches, or howls are truly powerful when hailing from you. Your sonorous voice can be heard from quite afar when applied at max volume. Also, Techniques that use your vocals benefit from a +3 both on Attack Rolls and Saving Throw related matters.{%end%}

{%if t_cre_ytrait == {rough}%}Rough Exterior: The surface of your body contains features which will damage those making direct, physical contact with it for 1d4 damage. The damage is counted as either Piercing or Slashing, chosen by player upon designing their creature.{%end%}

{%if t_cre_ytrait == {fur}%}Thick Fur: Your real body’s thick fur provides thermoregulation advantages that keep you warm in colder environments and keeps solar heat from directly making contact with your skin in more sunny locations. Damage related to heat/fire or ice/cold is always reduced by 2 for each distinct source or attack that affects you. Additionally, you benefit from a +5 on all rolls performed to resist the consequences of thermal effects.{%end%}

{%if t_cre_ytrait == {frightening}%}Frightening Appearance: Your true appearance is a thing of nightmares. Average humans and creatures flee or become paralyzed upon seeing you. Cunning checks used to intimidate or frighten others benefit from a +5 to their result.{%end%}

{%if t_cre_ytrait == {slimy}%}Slimy Exterior: Your real body’s slimy exterior makes it difficult to grapple you, those attempting to do so suffering from a -5 penalty. The residue you produce can also cause others to trip easily, while being a convenient method of sliding around for you.{%end%}

{%if t_cre_ytrait == {charm}%}Mystical Charm: You have an unusually alluring aura. Average humanoids feel compelled to listen to your words and often come to your aid. Cunning checks on those that might not be as inclined benefit from a +5 bonus.{%end%}

{%if t_cre_ytrait == {skeletal}%}Morphing Skeletal System: You have domain over your skeletal structure. Aside from being able to alter said structure, and by consequence, your general form, you can also grow, and likewise, retract any of your bones by up to 3ft.{%end%}

{%if t_cre_ytrait == {adaptive}%}Adaptive Skin: Your skin reacts to being afflicted by damage from different sources, granting you 3 damage resistance to threats that have the same damage type as the last one sustained.{%end%}

{%if t_cre_ytrait == {vampirism}%}Vampirism: Your attacks restore your health by an amount equal to the damage dealt.{%end%}

TECHNIQUE

Resolve: {None.|Roll on "Specialty Technique Feature"}

106

{% num_to_prop_ratio = {12|21} %}

CONJURE OBJECT (TECHNIQUE) [Specialty]

Keywords: Roll on "The Megalist"Roll on "The Megalist"

In the Yu Yu Hakusho: Remaining Memories campaign, purchasing the Conjured Object comes tied to a specific, pre-made object.

BASE

Technique Type: Combat
Performance: Full Round Action
Delivery: Conjuration
Range: 10 ft.
Size: 5ft. (Upgrades through Attribute Points)
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Number of Conjurations per use: {%if num_to_prop_ratio == {1|2}%}1{%else%}2{%end%}
Conjured Objects also have their own amount of Energy charges (for the use of Techniques or the energy transfer of a Support Object), an amount equal to 1 plus any additional amount of Energy charges you decide to transfer to them when Conjuring them up.

All Conjured Objects are unaffected by any visual impairing effects, but can be affected by Sensory impairing effects hailing from anyone outside of their owner.

PROPERTIES

{%if num_to_prop_ratio == {1|2}%}

{% random_prop1 = {companion|sentry} %}

{% random_prop2 = {hover|scout} %}

{%else%}

{% random_prop1 = {companion|sentry} %}

{% random_prop2 = {NA} %}

{%end%}

{%if random_prop1 == {companion}%}{% t_obj_companion_move = {10} %}{%else%}{% t_obj_companion_move = {0} %}{%end%}

{%if random_prop2 == {hover}%}{% t_obj_hover_move = {10} %}{%else%}{% t_obj_hover_move = {0} %}{%end%}

{%if num_to_prop_ratio == {12}%}{% HP = {20} %}{%else%}{% HP = {10} %}{%end%}

HP: {$HP}, Movement: Roll 0 + {$t_obj_hover_move} + {$t_obj_companion_move}ft.

{%if random_prop1 == {sentry}%}Sentry: The object automatically takes Standard Actions available to it as reactions (once per round) according to how the player “programs” it (upon acquisition of the Technique or upon receiving a new Modification/Upgrade, not every time it is conjured up). Which action are available to it depend on its Typing, any Modifications is might have, or other Conjured Object Attributes and the movement they grant. Actions granted to it due to its Specialty typing are as follows:

Specialty Object: The object can replicate itself once with the expense of 1 of its own Energy, creating a second copy of itself no further than 10ft. away.

{%end%}

{%if random_prop1 == {companion}%}Companion: The object follows its owner around (by bouncing, rolling, or any other movement available to them according to their shape, Modifications, or the Hover Conjured Object Attribute), and can be given simple verbal commands to perform actions available to it depending on its typing (the same actions granted with Sentry). This property grants the object +10ft. of movement.{%end%}

{%if random_prop2 == {hover}%}Hover: The object has the capacity to hover. It remains in the air on the spot it is summoned in, and can be moved through the air by the owner using their Standard Action. This property grants the object +10ft. of movement.{%end%}

{%if random_prop2 == {scout}%}Scout: The object allows its owner to see the surrounding area through it.{%end%}

TECHNIQUE

Resolve: {Roll on "Specialty Technique Feature"}

107

CONJURE CREATURE (TECHNQUE) [Support]

Keywords: Roll on "The Megalist", Roll on "The Megalist"

In the Yu Yu Hakusho: Remaining Memories campaign, purchasing the Conjured Creature Technique comes tied to a specific, pre-made creature.

{% t_cre_ytrait = {darkvision|immunity|aquatic|olfactory|echolocation|speedy|flight|texterior|sticky|longreach|poisonous|venomous|toppler|carnivorous|floral|pvocals|rough|fur|frightening|slimy|skeletal|adaptive|vampirism} %}

{%if t_cre_ytrait == {speedy}%}

{% t_cre_speedy_boost = {40} %}

{%else%}

{% t_cre_speedy_boost = {0} %}

{%end%}

{% t_creature = {physically offensive|physically defensive|spiritually offensive|spiritually defensive}%}

{%if t_creature == {physically offensive}%}

{% t_cre_physique = {1d6} %} {% t_cre_martial = {1d6} %} {% t_cre_spiritlevel = {1d6} %}

{% t_cre_constitution = {1d2} %}{% t_cre_sensory = {0} %}{%if t_cre_ytrait == {frightening}%}

{%end%}

{%if t_creature == {physically defensive}%}

{% t_cre_physique = {1d6} %} {% t_cre_constitution = {1d4} %} {% t_cre_spiritlevel = {1d6} %}

{% t_cre_martial = {0} %}{% t_cre_sensory = {0} %} {% t_cre_intellect = {0} %}

{%end%}

{%if t_creature == {spiritually offensive}%}

{% t_cre_spiritlevel = {1d6} %} {% t_cre_constitution = {1d4} %} {% t_cre_martial = {1d6} %}

{% t_cre_sensory = {0} %} {% t_cre_physique = {0} %} {% t_cre_intellect = {0} %}

{%end%}

{%if t_creature == {spiritually defensive}%}

{% t_cre_spiritlevel = {1d6} %} {% t_cre_sensory = {1d6} %}  {% t_cre_constitution = {1d4} %}

{% t_cre_intellect = {0} %}{% t_cre_physique = {0} %}{% t_cre_martial = {0} %}

{%end%}

{# Calculates Skills and Potency. #}

{% t_cre_potency = {{$t_cre_spiritlevel} + {$t_cre_constitution}} %}

{% t_cre_guard = {{$t_cre_physique} + {$t_cre_constitution}} %}

{% t_cre_deflection = {{$t_cre_physique} + {$t_cre_martial}} %}

{% t_cre_evasion = {{$t_cre_physique} + {$t_cre_sensory}} %}

{% t_cre_cunning = {{$t_cre_intellect} + {$t_cre_sensory}} %}

{% t_cre_deduce = {{$t_cre_intellect} + {$t_cre_constitution}} %}

{% t_cre_resistance = {{$t_cre_physique} + {$t_cre_constitution}} %}

{% t_cre_willpower = {{$t_cre_spiritlevel} + {$t_cre_sensory}} %}

{# Calculates damage output based on physique. #}

{%if t_cre_physique == {0}%}{% t_cre_damage_output = "d4" %}

{%elif t_cre_physique == {1} or t_cre_physique == {2} or t_cre_physique == {3}%}{% t_cre_damage_output = "d6" %}

{%elif t_cre_physique == {4} or t_cre_physique == {5} or t_cre_physique == {6}%}{% t_cre_damage_output = "d8" %}

{%elif t_cre_physique == {7} or t_cre_physique == {8} or t_cre_physique == {9}%}{% t_cre_damage_output = "d10" %}

{%else%}

{% t_cre_damage_output = "d12" %}

{%end%}

{# Calculates Full Attack based on martial. #}

{%if t_cre_martial == {0}%}{% t_cre_full_attack = 1 %}

{%elif t_cre_martial == {1} or t_cre_martial == {2} or t_cre_martial == {3}%}{% t_cre_full_attack = 2 %}

{%elif t_cre_martial == {4} or t_cre_martial == {5} or t_cre_martial == {6}%}{% t_cre_full_attack = 3 %}

{%elif t_cre_martial == {7} or t_cre_martial == {8} or t_cre_martial == {9}%}{% t_cre_full_attack = 4 %}

{%else%}

{% t_cre_full_attack = 5 %}

{%end%}

BASE

Technique Type: Combat

Performance: Full Round Action

Delivery: Conjuration

Range: 10ft.

Size: Resolve: {5|10}ft.

Effect Type: Lingering

Duration Tier (DT): Mn

Duration: 1 minute (10 rounds)

Body Type: Resolve: {humanoid|quadruped|serpentine|round|octoped|asymmetric|centipod|disc-like|monolith-like}

BASE ATTRIBUTES

Physique {$t_cre_physique}, Martial {$t_cre_martial}, Spirit Level/Demonic Level {$t_cre_spiritlevel} , Constitution {$t_cre_constitution}, Intellect {$t_cre_intellect}, Sensory {$t_cre_sensory}

HP Roll 10 + {$t_cre_constitution}* 5, Sense Roll {$t_cre_spiritlevel} + {$t_cre_sensory} / Roll {$t_cre_spiritlevel} + {$t_cre_sensory}0ft., Potency {$t_cre_potency}, Movement Roll 20 + 5* {$t_cre_physique} + {$t_cre_speedy_boost}ft.{%if t_cre_ytrait == {flight}%}, Flight Roll 20 + 10*{$t_cre_physique}ft.{%end%}

SKILLS

Guard Roll {$t_cre_guard}/Roll {$t_cre_guard} + {$t_cre_potency}, Deflection {$t_cre_deflection}/Roll {$t_cre_deflection} + {$t_cre_potency}, Evasion Roll {$t_cre_evasion}/Roll {$t_cre_evasion} + {$t_cre_potency}, Cunning {$t_cre_cunning}, Deduce {$t_cre_deduce}, Resistance {$t_cre_resistance}, Willpower {$t_cre_willpower}

COMBAT

Standard Attack Roll {$t_cre_martial} +  {$t_cre_physique}, Energy Imbued Roll {$t_cre_martial} +  {$t_cre_physique} + {$t_cre_potency}, Damage Output {$t_cre_damage_output}, Full Attack {$t_cre_full_attack}{%if t_cre_ytrait == {longreach}%}, Reach 10ft. {%end%}

Conjured Creatures act on their owner’s turn (but not on the one they are summoned in). The owner of the conjuration and the conjured creature itself can be made to take their actions in any order they want.

A Conjured Creature has the same Spirit Level/Demonic Force as their owner (i.e, that particular attribute cannot be assigned Attribute Points).

Conjured Creatures start with an amount of Energy charges equal to 1 plus any additional amount of Energy charges you decide to transfer to them when Conjuring them up.

PHYSICAL TRAIT

{%if t_cre_ytrait == {darkvision}%}Dark Vision: You are able to see in extremely dark conditions.{%end%}

{%if t_cre_ytrait == {immunity}%}Immunity: Complete immunity to Resolve: {Fire|Ice|Electricity|Poison}.{%end%}

{%if t_cre_ytrait == {aquatic}%}Aquatic: Being an aquatic type of creature, you are an expert at swimming, moving up to a base speed equal to your ground speed. You are also, of course, able to breathe underwater considering the area is reasonably oxygenated. You also don’t suffer the typical penalties that come with being submerged.{%end%}

{%if t_cre_ytrait == {olfactory}%}Olfactory: You are able to pinpoint someone or something’s location using your sense of smell, up to a range equal to your Sense’s, provided nothing is interfering with it. You are also able to discern who or what has either been or passed through a certain location within 24 hours. Being very sensitive to smells, you take a -10 penalty on Resistance checks pinned against scent effects.{%end%}

{%if t_cre_ytrait == {echolocation}%}Echolocation: You are able to pinpoint someone or something’s location using your echolocation senses, up to a range equal to your Sense’s, provided nothing is interfering with it. Being very sensitive to sounds, you take a -10 penalty on Resistance checks pinned against sonar effects.{%end%}

{%if t_cre_ytrait == {speedy}%}Speedy: You have an additional 40ft. of base Movement. Your speed seems oppresive  to those that can't outrun you. {%end%}

{%if t_cre_ytrait == {flight}%}Winged/Flight: Allows you to fly at a base speed of 20 + 10ft. per Physique.{%end%}

{%if t_cre_ytrait == {texterior}%}Tough Exterior: Your unnaturally tough exterior reduces Slashing, Piercing, and Bludgeoning (including Unarmed) damage by 4.{%end%}

{%if t_cre_ytrait == {sticky}%}Sticky Extremities: Having sticky palms and feet allow you to climb up walls and other tricky surfaces (at your base Movement), as well as granting your grapple attempts a +5 bonus on their rolls.{%end%}

{%if t_cre_ytrait == {longreach}%}Long Reach: Your Melee Attacks’ Reach is 10ft. (2 squares/hexes away).{%end%}

{%if t_cre_ytrait == {poisonous}%}Poisonous: Your blood is poisonous, posing a threat to those who might come in contact with it. Attacks that draw blood from you have a 20% chance to land on adjacent targets, prompting a Resistance saving throw against your Constitution + 10 and lasting 2d4 turns if not successfully resisted.  Also, your skin is poisonous as well, prompting the same saving throw when coming into direct contact with it.{%end%}

{%if t_cre_ytrait == {venomous}%}Venomous: Your attacks have a chance to poison the target if it is successful. The DC pinned against the target’s resistance is equal to that of the successful Attack Roll, a higher number representing a more successful transmission of the venom. The poison remains in the victim’s body for 2d4 turns.{%end%}

{%if t_cre_ytrait == {toppler}%}Toppler: You possess physical parts that can be used to easily trip your targets, granting you +3 on all Trip attempts.{%end%}

{%if t_cre_ytrait == {carnivorous}%}Carnivorous Recovery: You can recover 1d4 HP for every distinct corpse you consume from. You may do so no more than 2 times a day per Constitution.{%end%}

{%if t_cre_ytrait == {floral}%}Floral: As a plant-based being you benefit from a +3  to your Potency while taking root in healthy or nutrient rich soil.{%end%}

{%if t_cre_ytrait == {pvocals}%}Powerful Vocals: Roars, screeches, or howls are truly powerful when hailing from you. Your sonorous voice can be heard from quite afar when applied at max volume. Also, Techniques that use your vocals benefit from a +3 both on Attack Rolls and Saving Throw related matters.{%end%}

{%if t_cre_ytrait == {rough}%}Rough Exterior: The surface of your body contains features which will damage those making direct, physical contact with it for 1d4 damage. The damage is counted as either Piercing or Slashing, chosen by player upon designing their creature.{%end%}

{%if t_cre_ytrait == {fur}%}Thick Fur: Your real body’s thick fur provides thermoregulation advantages that keep you warm in colder environments and keeps solar heat from directly making contact with your skin in more sunny locations. Damage related to heat/fire or ice/cold is always reduced by 2 for each distinct source or attack that affects you. Additionally, you benefit from a +5 on all rolls performed to resist the consequences of thermal effects.{%end%}

{%if t_cre_ytrait == {frightening}%}Frightening Appearance: Your true appearance is a thing of nightmares. Average humans and creatures flee or become paralyzed upon seeing you. Cunning checks used to intimidate or frighten others benefit from a +5 to their result.{%end%}

{%if t_cre_ytrait == {slimy}%}Slimy Exterior: Your real body’s slimy exterior makes it difficult to grapple you, those attempting to do so suffering from a -5 penalty. The residue you produce can also cause others to trip easily, while being a convenient method of sliding around for you.{%end%}

{%if t_cre_ytrait == {charm}%}Mystical Charm: You have an unusually alluring aura. Average humanoids feel compelled to listen to your words and often come to your aid. Cunning checks on those that might not be as inclined benefit from a +5 bonus.{%end%}

{%if t_cre_ytrait == {skeletal}%}Morphing Skeletal System: You have domain over your skeletal structure. Aside from being able to alter said structure, and by consequence, your general form, you can also grow, and likewise, retract any of your bones by up to 3ft.{%end%}

{%if t_cre_ytrait == {adaptive}%}Adaptive Skin: Your skin reacts to being afflicted by damage from different sources, granting you 3 damage resistance to threats that have the same damage type as the last one sustained.{%end%}

{%if t_cre_ytrait == {vampirism}%}Vampirism: Your attacks restore your health by an amount equal to the damage dealt.{%end%}

TECHNIQUE

Resolve: {None.|Roll on "Support Technique Feature"}

108

{% num_to_prop_ratio = {12|21} %}

CONJURE OBJECT (TECHNIQUE) [Support]

Keywords: Roll on "The Megalist"Roll on "The Megalist"

In the Yu Yu Hakusho: Remaining Memories campaign, purchasing the Conjured Object comes tied to a specific, pre-made object.

BASE

Technique Type: Combat
Performance: Full Round Action
Delivery: Conjuration
Range: 10 ft.
Size: 5ft. (Upgrades through Attribute Points)
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Number of Conjurations per use: {%if num_to_prop_ratio == {1|2}%}1{%else%}2{%end%}
Conjured Objects also have their own amount of Energy charges (for the use of Techniques or the energy transfer of a Support Object), an amount equal to 1 plus any additional amount of Energy charges you decide to transfer to them when Conjuring them up.

All Conjured Objects are unaffected by any visual impairing effects, but can be affected by Sensory impairing effects hailing from anyone outside of their owner.

PROPERTIES

{%if num_to_prop_ratio == {1|2}%}

{% random_prop1 = {companion|sentry} %}

{% random_prop2 = {hover|scout} %}

{%else%}

{% random_prop1 = {companion|sentry} %}

{% random_prop2 = {NA} %}

{%end%}

{%if random_prop1 == {companion}%}{% t_obj_companion_move = {10} %}{%else%}{% t_obj_companion_move = {0} %}{%end%}

{%if random_prop2 == {hover}%}{% t_obj_hover_move = {10} %}{%else%}{% t_obj_hover_move = {0} %}{%end%}

{%if num_to_prop_ratio == {12}%}{% HP = {20} %}{%else%}{% HP = {10} %}{%end%}

HP: {$HP}, Movement: Roll 0 + {$t_obj_hover_move} + {$t_obj_companion_move}ft.

{%if random_prop1 == {sentry}%}Sentry: The object automatically takes Standard Actions available to it as reactions (once per round) according to how the player “programs” it (upon acquisition of the Technique or upon receiving a new Modification/Upgrade, not every time it is conjured up). Which action are available to it depend on its Typing, any Modifications is might have, or other Conjured Object Attributes and the movement they grant. Actions granted to it due to its Support typing are as follows:

Support Object: The object can transfer any amount of its own HP or Energy charges to allies within 5ft. as a Standard Action, and can also perform Guard with a formula of [Owner’s Potency + Maneuver Upgrades] as if it had the Savior Feat.{%end%}

{%if random_prop1 == {companion}%}Companion: The object follows its owner around (by bouncing, rolling, or any other movement available to them according to their shape, Modifications, or the Hover Conjured Object Attribute), and can be given simple verbal commands to perform actions available to it depending on its typing (the same actions granted with Sentry). This property grants the object +10ft. of movement.{%end%}

{%if random_prop2 == {hover}%}Hover: The object has the capacity to hover. It remains in the air on the spot it is summoned in, and can be moved through the air by the owner using their Standard Action. This property grants the object +10ft. of movement.{%end%}

{%if random_prop2 == {scout}%}Scout: The object allows its owner to see the surrounding area through it.{%end%}

TECHNIQUE

Resolve: {Roll on "Specialty Technique Feature"}

Master Techniques (d102)

d102 Result

1

DAMAGING STRIKE/TOUCH (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Contact
Effect type: Instant
Damage: 10d12 + Potency

2

DAMAGING PROJECTILE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Projectile
Range: 60ft.
Effect type: Instant
Damage: 10d10 + Potency

It’s exact manifestation is up for customization as long as it is delivered as a projectile. Other than that, it simply causes damage upon being successful.

3

DAMAGING WAVE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Wave
Range: 15ft.
Effect type: Instant
Damage: 10d8 + Potency

It’s exact manifestation is up for customization as long as it is delivered through its cone-like range. As is with all Wave Techniques, a Damaging Wave cannot be Deflected
When applied to Active Channeling Techniques, it outputs its damage at the start of every cycle (the turn the user must expend an additional Energy to maintain the Technique active).

4

DAMAGING FIELD (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Field (Centered at the User)
Size: 15ft. radius
Effect type: Active Channeling
Duration Tier (DT): S
Duration: (3 rounds)
Damage: 10d4 + Potency

A field centered at the user deals damage on every round to all of those that find themselves in it at the end of the user’s turn. It’s exact manifestation is up for customization as long as it is delivered through its globe-like range.

Damaging Field is a strong Technique because its damage cannot be avoided with standard Defensive Actions, although it’s damage cannot be upgraded outside of increasing the user’s own Potency stat.

5

DAMAGE OVER TIME (TECHNIQUE)

This lingering affliction causes damage over a period of time.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: 20ft. (Selective)
Effect Type: Lingering
Duration Tier: S
Duration: 3 rounds
Damage: 10d4
Saving Throw: User’s [Potency] vs target’s [Resistance]

For as long as its duration, this Feature’s effect will cause damage at the start of the afflicted’s turn. Having a Selective Delivery, it can not be protected from using Defensive Actions or any type of physical damage reduction.

This Feature only prompts a Saving Throw once to confirm or deny the success of its affliction.

6

CHANNELED DAMAGE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Active Channeling
Duration Tier: S
Duration: 3 rounds
Damage: 10d6 + Potency
Saving Throw: User’s [Potency] vs target’s [Resistance]

This Feature’s effect causes damage during the user’s turn for as long as it is kept channeled. Having a Selective Delivery, its damage cannot be protected from using Defensive Actions. Instead, it prompts a Resistance check pinned against the user’s Potency on every turn of attempted application of damage. Successful Resistance does not interrupt the Technique, it simply prevents damage from being applied during that turn. The user of this Technique may choose to dedicate a Full Round Action instead of a Standard Action to add +5 to its Potency roll vs the target’s Resistance.

7

CONJURE ENERGY ARMOR (TECHNIQUE)

The user conjures an armor made of Spirit Energy for use in combat.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Self
Effect type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds
Damage Reduction: 40

Damage done to a character wearing Energy Armor is reduced by 4. The user wearing the armor has Potency factored into their Guard, and if they perform a successful Guard as their Defensive Action, all damage is reduced instead of just half.

Each distinct strike is applied against the Armor’s Damage Reduction. For example, a Full Attack composed of a total of 5 successful attacks, each of them outputting 3 damage each, would not do a single point of damage on a target wearing Energy Armor.

8

CONJURE BARRIER (TECHNIQUE)

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

BASE

Technique Type: Combat / Specialty / Support
Performance: Standard Action
Delivery: Conjuration
Range: 50ft.
Size: 35ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 2 minutes (20 rounds)

A Barrier is conjured on the selected location, facing a designated way, blocking all physical matter and energy from crossing it. Upon creation, the barrier can be shaped in any form so long as it doesn’t exceed the Technique’s Size.

The barrier resists any physical matter or energy from crossing so long as the forces applied onto it do not exceed its Breaking Point in a single round. Anything that does, shatters it and continues onward.

Selective Techniques also fail to cross the barrier should it stand in between the point from where they're casted and their target, but only if the barrier is larger in size than both the caster and the target.

Breaking Point: 60

9

CHARGE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Full Round Action
Delivery: Contact
Range: Up to 250ft.
Effect Type: Instant
Damage: Energy Imbued Unarmed Attack (see description)

Charge propels the user forward with great force, plowing through obstacles in the way and potentially freeing them from any binds.

Charge prompts a single Energy Imbued Attack Roll against each individual in the threatened path, each failed Defensive Action leaving the targets Downed and applying the Damage Output of a single Energy Imbued Unarmed Attack. This same Attack Roll is the one pinned against the DC of whatever obstacles stand in their way or any binds that constrain them.

Charge may be modified by Features with a Requirement of 'Performance: Movement'.

10

RAGE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Full Round Action
Delivery: Self
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 3 minute (30 rounds)

First and foremost, an individual in Rage has their Guard, Deflection, Evasion, and Resistance increased by 10, while their Deduce, Cunning and Willpower are decreased by just as much. Additionally, their melee Attack and Grapple attempts are also increased by 10, while the Damage Output of actions affected by the force of physical input (including Techniques) gains the benefit of a +1d4 bonus for every point of Physique the user has.

Secondly, in their Rage, the individual is locked into performing destructive physical actions, whether they are Standard Actions or a Full Round Action. When it comes to Techniques, they may only perform Combat Techniques with a Delivery of [Contact], and which are clearly applying physical force (i.e, no Techniques such as Life Drain).

A Raging individual targets either those closest to them or those calling the most attention.

The effects of Rage can be cancelled out by Techniques such as Calm.

11

POWERED JUMP (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Movement
Delivery: Self
Range: 500ft.
Effect Type: Instant

Powered Jump is an action that can be used alongside standard Movement. Aside from the usual Energy consumed for performing a Technique, half of the user’s standard Movement is also consumed to perform it. The user leaps a distance of up to 60ft. (or its currently upgraded Range), and they can make use of the powerful force behind it by applying it to a follow-up melee attack.

This follow-up melee attack benefits from a Potency bonus on top of any Potency bonuses added by imbuing the attack itself with Energy (i.e, in such cases, double the user’s Potency is applied). This same bonus applies to momentum-based Techniques with a delivery of ‘Contact’. Only the first strike in a series of momentum-based physical attacks receives the added bonuses of Powerful Jump, and these bonuses are only applied upon jumping a minimum of 60ft.

12

TAUNT (TECHNIQUE)

Hostile targets within radius are compelled to target the Technique’s user over any other subjects.

BASE

Technique Type: Combat / Support
Performance: Standard Action
Delivery: Field
Size: 300ft. radius (emerging from user)
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour
Saving Throw: User’s Potency VS Target’s Willpower

For as long as this Technique is active, any hostile target within radius (with the user as its center point), must roll a Willpower check pinned against the user’s Potency on every turn, those failing becoming unable to target anyone else except the Technique user. This specifically applies when attempting to target foes, meaning they are still able to target their allies or themselves. Those affected aren’t forced to take any actions either; the Technique simply makes those in range unable to target the Technique user’s allies or other protected targets for as long as they remain taunting.

Taunt may not be modified by other Field Techniques unless its Size is reduced to 15ft. + any previously purchased Size Upgrades.

13

TARGET (TECHNIQUE)

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

BASE

Technique Type: Combat, Support
Performance: Standard Action
Delivery: Selective
Range: 50ft.
Size: radius of 300ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 2 minute (20 rounds)
Saving Throw: User’s [Potency] VS Target’s [Willpower]

This Technique makes it so that any target selected for it attracts all Projectile Techniques towards them. If successful, all projectiles that are fired from within or that cross into the effect's radius (listed as 'Size') are treated as if under the effects of the Homing modification.

Aside from causing instances of friendly fire, Target can be used to ensure that all Projectile Techniques launched by the user of their allies cannot simply be evaded by the target.

Target can be used on any subject, but it cannot guarantee that Projectile Techniques will strike a particular part/area without the Precise Targeting Upgrade.

14

DRAIN HP (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Active Channeling
Duration Tier (DT): S
Duration: 3 turns
Damage: User's Potency
Saving Throw: User’s Potency VS Target’s Resistance

The effects of this Technique are pretty straightforward. If the target fails their Resistance check, which is pinned against the user’s Potency, HP is siphoned from them and transferred onto the user, healing them for the same amount.

15

SONIC BLAST (TECHNIQUE)

Sonic Blast is a Combat Technique that, aside from doing damage, Staggers and Deafens its targets.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Field
Range: 15ft.
Size: 15ft. radius
Effect Type: Instant
Damage: 10d4 + Potency

The user selects a location for the center point of the blast. Those within its radius (Size) receive its damage output, are Deafened for 1d4 rounds, and then must roll a Resistance check pinned against the Technique user’s Potency to determine if they are also Staggered for 1 round.

As a prepared action, Sonic Blast can be used to interrupt Attacks and Techniques the moment the target is channeling energy for their usage, stopping them before they’re executed, but nevertheless consuming their energy cost (given the target is successfully Staggered).

16

SHOCKWAVE (TECHNIQUE)

A Technique that staggers all of those who come in contact with its effects.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Wave
Range: 100ft.
Effect Type: Instant
Saving Throw: User’s Potency VS Target’s Resistance

Shockwave comes out in a cone-like manner, as all Wave Techniques do, and prompts a Resistance check on all targets within its range, be them friend or foe, a failure causing them to be Staggered for 1 round.

As a prepared action, Shockwave can be used to interrupt Attacks and Techniques the moment the target is channeling energy for their usage, stopping them before they’re executed, but nevertheless consuming their energy cost (this effect cancels the rest of a Full Attack or any other similar barrage of attacks, and does not require the target be Staggered successfully).

UPGRADES

Heavy Wave: Shockwave now Downs any targets who failed their Resistance check, also knocking them away a distance of up to 5ft. per the user’s Potency.

Deflector Wave: Shockwave can now be used to reflect Projectiles and Wave techniques as a Prepared Action, adding the user’s Potency to its damage formula.

17

GALE (TECHNIQUE)

A strong burst of wind emanating from the user.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Wave
Range: 100ft.
Effect Type: Active Channeling
Duration Tier (DT): S
Duration: 3 rounds
Saving Throw: User’s [Potency] vs Target’s [Guard]

A strong wind is sent forward from the user, prompting Guard checks on all targets within the threatened range to avoid getting pushed back and becoming Downed. These Guard checks must be performed on every round that the effects are still active. A failed check knocks the subject down, and pushes them away a total of up to 5ft. per the user’s base Potency (not the roll result). A critical success doubles the knockback of this Technique.

Gale, of course, affects anything within its range just as any strong would typically would, being a useful Technique to push away gas, disturb the flight of winged subjects, among other things.

UPGRADES

Violent Changes: The direction that the wind blows can be suddenly shifted in such a way that those resisting it can be caught off guard. Acquiring this upgrade grants an +5 bonus to the Potency roll of this Technique’s user for every round it has remained active.

18

CONJURE ENERGY WEAPON (TECHNIQUE)

The user conjures a melee weapon made of Spirit/Demon Energy for use in combat.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Self
Reach: Adjacent
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds
Damage: {%if martial == {0}%}1d4{%elif martial == {1} or martial == {2}%}1d6{%elif martial == {3} or martial == {4} or martial == {5}%}1d8{%elif martial == {6} or martial == {7} or martial == {8}%}1d10{%elif martial >= {9}%}1d12{%end%} + Potency

Weapon: Resolve: {{Sword|Falchion|Cutlass|Scimitar|Sabre}|Axe|{Lance|Spear}|Katana|{Mace|Flail|Club|Hammer}|{Machete|Chains|Trident|Sai|Kama|Nunchuks|Whip|Cleaver|Tonfa|Quarterstaff|Scythe}}

When first acquiring this Technique, the player designates the type of melee weapon that will be summoned with it. Depending on what kind of weapon it is, it will have the bonuses and mechanics related to its typing (see Weapons under Items and Equipment).

Conjured Energy Weapons can primarily be used for Standard Attacks and Deflections, and they include the user's Potency for either without needing to expend the 1 Energy charge needed to do so.

Conjured Energy Weapons remain in the user's hand until the Technique stops being channeled. They cannot be disarmed, thrown (unless modified by Techniques that allow it to transform into a projectile), or given to others. A conjured Energy Weapon's reach can be adjusted by its user as a Free Action, but may only be increased up to its maximum reach.

19

GROWTH (TECHNIQUE)

A Technique Feature that allows the user to grow in size.

BASE

Technique Type: Combat / Specialty
Performance: Full Round Action
Delivery: Self
Size: Up to +5ft.
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

Upon using this Technique, the user approximately grows twice their size. On battle/encounter grids, the user grows from occupying a single 5ft. hex to occupying 2x2 5ft. hexes.

In their grown state, the user’s Movement is doubled, they receive a +5 bonus to their Guard and Melee Attack rolls, and their melee attack’s Damage Output is increased by 1 die tier (1d4 >> 1d6 >> 1d8 >> 1d10 >> 1d12).

UPGRADES

Additional Growth(4): +5ft. (Size), +3 additional bonus (Melee Attacks, Guard), Damage Output increased by 1 additional die tier (1d4 >> 1d6 >> 1d8 >> 1d10 >> 1d12 >> 2d8 >> 2d10 >> 2d12 >> 3d10)

20

SHRINK (TECHNIQUE)

A Technique Feature that allows the user to shrink in size.

BASE

Technique Type: Combat / Specialty
Performance: Full Round Action
Delivery: Self
Size: Halve in size.
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

Upon using this Technique, the user approximately shrinks to half their size.

In their shrunken state, the user’s Movement is halved, they suffer from a -5 bonus to their Guard in exchange for a +5 to their Evasion, and their melee attack’s Damage Output is decreased by 1 die tier (1d12 >> 1d10 >> 1d8 >> 1d6 >> 1d4).

UPGRADES

Shrink Further(4): +3 additional bonus (Evasion), -3 additional penalty (Guard), Damage Output reduced by 1 additional die tier (1d12 >> 1d10 >> 1d8 >> 1d6 >> 1d4 >> 1d2).

21

ORBIT (TECHNIQUE)

A Technique that allows the user to circle a subject as if they were a celestial body.

BASE

Technique Type: Combat, Specialty, Support
Performance: Movement
Delivery: Selective
Size: Up to 100ft. (maximum distance they may maintain from their target)
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 2 minute (20 rounds)

Orbit can be commenced by using your turn’s Movement within range of the desired target. Once the target you will be orbiting is selected, be it friend, foe, or simply an object, you will begin hovering around them at a relative distance of your choosing, a maximum of no more than 15ft. or the Technique’s newly upgraded Size. Naturally, as the target moves, you move with them, keeping the same position relative to them.

Once orbiting a subject, you have 2 distinct Movement options you can perform as a Free Action.

1) You can narrow or widen the relative distance kept to the subject.
2) You can move from any one point of the orbit to another, keeping the same relative distance to the subject.

Orbit is useful for being able to move during a round despite taking a Full Round Action, as well as for keeping melee combatants from reaching you, your relative distance to them remaining the same should they try to approach you.

UPGRADES

Slingshot: Allows you to perform a special action called Slingshot, which utilizes the user’s Movement to go around their subject and then release them with the acquired momentum, sending them towards the desired direction, a maximum distance of up to 50ft., and allowing any Standard Attacks performed on that turn to be treated as if they were Energy Imbued. This action ends the Technique’s effects.

22

ASPHYXIATE (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Active Channeling
Duration Tier (DT): S
Duration: 3 turns
Saving Throw: User’s [Potency] vs Target’s [Resistance]

The user of this technique selects a target within range to be the victim of asphyxiation. For each turn it is active, it prompts a Resistance check on the target, pinned against the user’s Potency check. After each successful turn on the Technique’s user part, the target becomes Dizzy for 2 turns. On 2 consecutive successful turns, the target becomes Paralyzed/Helpless. On 3 consecutive successful turns, the target is knocked unconscious for 1d6 turns. On a 4th and final consecutive choke, the target succumbs to death by asphyxiation.

23

POISON (TECHNIQUE)

A lethal Technique whose effects cripple the target over time.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Contact
Effect Type: Lingering
Duration Tier (DT): S
Duration: 18 rounds
Damage: 1d4
Saving Throw: User’s Potency VS Target’s Resistance

As poison spreads through the target’s body, its effects become stronger. Aside from causing damage on every turn it remains active, poison begins to hinder not only the target’s movement and actions, but their senses as well.

The user of this Technique first rolls for Potency and writes the number down, setting up the DC to beat by the Target’s Resistance in order combat the effects. The Target’s first Resistance roll determines if the poison is successfully inflicted or not. If it is not resisted, on every turn thereafter, the target rolls for Resistance at the start of their turn to see if the additional effects other than damage take place on that round. A success on those latter rolls does not cure the target from the poison, it simply prevents all non-damaging effects from taking place on that round; the poison still remains in the target’s system for the Technique’s duration after it has been confirmed to successfully be inflicted.

The non-damaging effects that the poison causes are as follows:
-On every turn that the effects are not resisted, the target is considered Dizzy.
-On two consecutive turns that the effects are not resisted, the target is now also considered Pained, going away alongside Dizzy upon the next successful Resistance check or until the Poison’s duration has ended.
-On three consecutive turns that the effects are not resisted, the target is considered Paralyzed/Helpless in addition to being Pained and Dizzy, all effects going away upon the next successful Resistance check or until the Poison’s duration has ended.

24

PAIN (TECHNIQUE)

A Technique that inflicts severe pain on its target.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: 60ft.
Effect type: Lingering
Duration Tier: S
Duration: 18 rounds
Saving Throw: User’s [Potency] vs Target’s [Resistance]

The target of this Technique must succeed in its Saving Throw, a failure afflicting them with pain for its duration (see Pained). This Technique causes pain on the target whether they have a corporeal form or not. The user of this Technique may designate exactly where the individual feels the pain, from a single location to their whole body.

25

SKATE (TECHNIQUE)

Allows the user to skate along a surface through the use of energy, protected from certain properties said surface might have.

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Range: User’s Movement
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 Minute (10 rounds)

A pretty straightforward Technique that allows the user to substitute their regular movement for a form of energy-enabled skating. Energy concentrated on the bottom of the user’s feet protects them from otherwise dangerous terrain, ignoring not only potential damage but also miscellaneous properties such as stickiness and slipperiness. This form of skating also allows them to traverse over non-solid surfaces such as water or quicksand.

As with regular movement, the user may double it by using a Full Round Action.

26

ENERGY MINE (TECHNIQUE)

Allows the user to place their Energy, compressed in select locations, for later detonation.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Conjuration
Range: 10ft.
Size: 30ft.
Effect Type: Lingering
Duration Tier (DT): D
Duration: 1 day
Damage: 10d20 + Potency
Saving Throw: Sense > User’s Spirit Level/Demonic Level detects mine.
Acquired Detonation Methods: Proximity

When acquiring this Technique, the user must choose whether their mines will be detonated manually, by proximity, or after elapsed time. The conjured Energy Mine is placed on the selected location, within Range, and will behave according to its detonation type. If the user has purchased the option of more than one type of detonation, they must state which kind of mine they are placing upon its conjuration. A single mine can be made to have more than one kind of detonation trigger.

Manual Detonation Mines are triggered by the user as a Standard Action.

Proximity Detonation Mines trigger when their space becomes occupied.

Timed Detonation Mines trigger after their designated time, an amount declared by the user upon its conjuration.

The Energy from the Mines placed by this Technique is compressed in such a way that it is harder to detect than normal. To be able to sense them, your Sense must be higher than the Spirit Level/Demonic Level of the owner. Sensing the mines does not grant information on what exactly the Energy detected is (unless being the targets of Techniques such as Scan or True Sight); it only reveals Energy is concentrated at a specific point.

Feats that affect how the user's Energy is sensed (Masked Power, Masked Presence, Deceptive Power, Disguise Energy) are also applied to the sensing of these mines.

A Mine that expires without triggering dissipates.

27

NET (TECHNIQUE)

A Technique used to immobilize or capture its target.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Projectile
Range: 60ft.
Size: 30ft. radius
Effect Type: Lingering
Duration Tier (DT): H
Duration: 1 hour

The user of Net fires the Energy-powered web, goo, or other similar capture device/substance towards a location of their choice, the Technique prompting a Defensive Action from all within its radius, using said location as its center point, pinned against the user’s Ranged Attack Roll [1d20 + Sense + Martial], as is standard with all Projectile Techniques. Net may not be Guarded or Deflected, only Evaded or Counterfired, and can be difficult to distinguish from a regular Energy blast, causing many to become its victim by choosing the wrong Defensive Action.

A captured target is considered Helpless, but they may attempt to break free on their turn by using 1 Energy charge to prompt opposed Potency Rolls between them and Net’s user. Likewise, an ally could attempt the same to free their friend.

28

SMOKE SCREEN (TECHNIQUE)

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

BASE

Technique Type: Combat, Specialty, Support
Performance: Standard Action
Delivery: Field
Range: 30ft.
Size: 60ft. radius
Effect Type: Lingering
Duration Tier (DT): S
Duration: 3 turns

A Smoke Screen spawns with its center point on the exact location chosen by the Technique’s user. It’s primary usage is for blocking perception within and beyond the area it’s placed at. A Smoke Screen done by Energy Techniques hinders more than just visual perception though; it has properties that interfere with sensory perception. As so, it also blocks others from discerning the location of those within or beyond it through Sense.

Those standing within a smoke screen spawned from this technique cannot see threats coming at them unless they have perception-enhancing abilities or Techniques. Likewise, swift threats emerging from within or behind the smoke screen also surprise others on the outside/opposite side. As per normal rules, targets that cannot perceive incoming threats are treated as having their Guard, Deflection, and Evasion halved (rounded down), and may not perform Counterfire or Counterfield as defensive options. If a character does not become aware of any incoming threats in the first place (through sonar cues, etc.) they may not perform any Defensive Actions in response to them.

29

ABSORB AND RELEASE (TECHNIQUE)

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

BASE

Technique Type: Combat, Specialty, Support
Performance: Defensive Action (to absorb), Standard Action (to release)

When a Technique is about to make contact with the user, they may activate Absorb & Release as Defensive Action. Upon doing so, rather than undergoing the Technique’s effects, they store them within themselves. These stored effects can then be released by the user as at no energy cost by using a Standard Action.

Although effects do not have to be released in the same exact manner as they were first conjured up, they do nevertheless follow the same method of Delivery. Naturally, when expelled, the effects behave according to the same properties of the Technique they hail from.

By default, only 1 Technique can be absorbed at a time, an amount that can be increased through upgrades.

UPGRADES

Absorption Slots: +5

30

TORNADO SPIN (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Defensive Action
Effect Type: Instant

As a Defensive Action, Tornado Spin can be used to deflect threats hailing from Techniques and natural hazards alike. The Technique’s effect behaves as an automatically successful Deflection, but they do not benefit from any feats or advantages that specifically enhance said Deflection skill.

In addition to its primary effect, Tornado Spin can also be used to blow away any gas surrounding the user, and may also free the user from a grapple or any binds if the user’s [Potency + 1d20] is higher than that of their respective DC.

UPGRADES

Knockdown: Those adjacent to the user must roll for Guard as a saving throw pinned against the user’s Potency to prevent from being Downed by the spin’s powerful force. If the user is performing a Prolonged Spin (see other upgrades), those that pass adjacent to the user also prompt this Saving Throw.

Prolonged Spin: When performed, the user of Tornado Spin may choose to continue spinning until the start of their next turn, automatically applying a successful Deflect to any incoming threats.

31

SUBSTITUTE (TECHNIQUE)

Famously used by shinobi, the substitute Technique makes it so that an object takes the punishment that was intended for the user.

BASE

Technique Type: Combat
Performance: Defensive Action
Delivery: Self
Effect Type: Conjuration

Substitute can be activated as a Defensive Action, appearing in front of the user and taking all punishment intended for them. Unlike the standard Defensive Actions, substitute can be made to take the effects of Selective Techniques. Punishment also does take each individual hit of a Full Attack. The punishment-absorbing object disappears after 2 rounds.

Substitute cannot be made to take the damage of self-induced effects, nor can it be made to take the punishment of effects already active on the user.

Substitute can be Modified by techniques such as Teleportation and Invisibility, allowing them to trigger as a Defensive Action alongside Substitute, causing not only the object to take the punishment intended for the user, but to immediately move the user either out of sight or out of range of any potential follow ups.

32

ENHANCE DEFENSES (TECHNIQUE)

Enhances the user’s defensive instincts.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

The affected target’s Guard, Deflect, and Evade are enhanced for the Technique’s duration. How is it, exactly, that the Technique is improving the target’s reflexes is left up to the player’s design, but the mechanics represent themselves as a +5 bonus to all three primary Defensive Actions.

33

REFLECT (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Defensive Action
Delivery: Contact (targets Techniques)
Effect Type: Instant

Like any other Technique Feature, the way this Technique is manifested is designed by the user upon acquisition, the only requirement being that, since it is a Contact Technique, the projectiles or waves that are being reflected are within reach of the user.

Reflected projectiles and waves have their traveled distance reset upon contact with the Technique, meaning that, unless affected by any other factors, they will always have enough distance left in them to return to their originator. The targets of any reflected Techniques may perform the usual Defensive Actions available.

Homing Techniques, upon being affected by Reflect, change their target to be their previous owner.

34

SCATTERGUARD (TECHNIQUE)

Deflected projectiles are sent back in a scattered fashion.

BASE

Technique Type: Combat
Performance: Deflection
Delivery: Wave
Range: 50ft.
Effect Type: Instant

Upon a successful Deflection, the user of Scatterguard instantly shatters the incoming Projectile into smaller bits, then fires them in a chosen direction. The scattered projectiles fire off as a Wave Technique, affecting all within the threatened space who fail their Defensive Action.

Scattered projectiles deal the same damage and apply the same effects they would have before being Deflected.

35

INTANGIBLE (TECHNIQUE)

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

BASE

Technique Type: Combat, Specialty
Performance: Defensive Action or Move Action
Delivery: Self
Effect Type: Instant

As a Move Action, it allows the user to pass through physical obstacles, while as a Defensive Action, it dodges any non-energy-imbued attack without fail. Any Prepared Attacks triggered as a Move Action are avoided as long as they are not energy imbued.

36

LIGHTNING ROD (TECHNIQUE)

All Projectile and Wave attacks performed within range of someone utilizing this technique, be them from Techniques or standard weapons, are instead drawn to the user while also having their effects completely nullified.

BASE

Technique Type: Combat / Support
Performance: Standard Action
Delivery: Self
Size: 50ft. radius
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

As its description states, while this technique is being channeled, all Projectiles and Waves within range of the user are drawn away from their intended target and directed at the user of Lightning Rod instead, where their effects are completely nullified, including damage. This includes projectiles and waves coming from standard weapons rather than techniques, such as bullet fired from a gun or the flame from a flamethrower.

The user may not selectively choose which Techniques are affected: all Projectiles and Waves are influenced. Although the radius of this Technique is 15ft, even if a technique is initiated outside of its influence, once it crosses into its boundary it is nonetheless attracted.

37

MALLEABLE BODY (TECHNIQUE)

The user’s body can twist and contort in all sorts of different ways while this technique is active.

BASE

Technique Type: Combat / Specialty
Performance: Standard Action
Delivery: Self
Reach: 50ft.
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

For every round it is active, the user of this technique benefits from a +5 on evasion and grapple-related actions. Additionally, their body can stretch in such a way that they are able to reach 5ft. further than usual, an amount that can be increased with upgrades. Last but not least, the user is able to squeeze themselves through all sorts of narrow and tight spaces that they would otherwise not be able to.

This technique does not allow the user to split in any way, shape, or form.

UPGRADES

Snap Back: You have learned to implement your elasticity into your attacks, benefiting from a +5 bonus while under the effects of this technique.

38

SHADOW WALK (TECHNIQUE)

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

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Effect Type: Lingering
Duration: 1 round

There being no popular general term for the type of super-speed that vampires typically employ in popular fiction, one in which they will move from one spot to another at an unusual speed despite sometimes seeming as if they were just walking, it has been deemed as Shadow Walk in this system.

Shadow Walk is performed by using the Movement part of one’s turn, which is doubled for this Technique. the elusive movement granting a +10 to the user’s Evasion during this round.

Shadow Walk can be employed alongside other Movement Techniques that are already being channeled.

UPGRADES

Movement Upgrade: Movement is now tripled instead of doubled.

Shun Goku Satsu: In place of benefiting from a +10 bonus to Evasion for one round, the user may choose to end the technique as a follow-up Energy Imbued Attack that benefits from double their Potency at no additional energy cost.

39

SURFACE ADHESION (TECHNIQUE)

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

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Effect Type: Passive Channeling
Duration: 1 round

Surface Adhesion is a movement technique that expands the user’s available maneuvering options by allowing them to traverse across walls, ceilings, and other surfaces otherwise unavailable due to the nature of gravity.

Surface Adhesion is also used to maintain a solid balance/grip when traversing through slippery or uneven surfaces, through powerful winds, or when the current location is suffering from tremors or other forms of violent motion. It can also be used to prevent being knocked down by such forces as well as by any physical blows received, any attempts to resist so benefiting from a +5 bonus due to the strong bond between the user and the surface. Grapple attempts in general also benefit from just as much of a bonus to their rolls. Last but not least, successful Deflections on melee attacks lead to a free Grapple attempt when successful, but only if they are performed with the user’s hands, feet, or other designated organ designated for Surface Adhesion.

UPGRADES

Improved Grip: +5 bonus is increased to +10

40

AFTERIMAGE (TECHNIQUE)

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, even when being sensed.

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Effect Type: Lingering
Duration: 1 round
Saving Throw: User’s Evasion VS Target’s Deduce

Upon using this Technique, the user moves almost instantaneously from point A to point B, leaving behind an image of themselves for a brief moment. For the time this image is there, it retains enough of the user’s energy signature that it is almost indistinguishable from the real deal, even when accounting for spiritual sensory.

Subjects must roll a Deduce check pinned against the user’s Evasion to catch the user’s movement, consequentially seeing through the Technique. Of course, the user must be able to move out of visual range for this illusion to function in the first place.

This Technique allows the user to move up to double their regular Movement and lasts until the start of their next turn. Naturally, it must be physically possible for the user to move to their target spot in the first place for the Technique to be possible.

UPGRADES

Movement Upgrade: Movement is now tripled instead of doubled.

41

MIRROR PAIN (TECHNIQUE)

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

BASE

Technique Type: Combat
Performance: Defensive Action
Delivery: Self
Effect Type: Instant

Used as a Defensive Action, Mirror Pain accepts all incoming damage but also applies it to the aggressor. Unlike other Defensive Actions, Mirror Pain can be used on Techniques with any type of Delivery (such as Selective Techniques). Additionally, Mirror Pain can be used on Techniques with lingering damaging effects to also apply the same lingering damage on the aggressor, complete with its same duration. Likewise, a Passive or Actively Channeled Technique affected by Mirror Pain will continue to reflect damage on any consecutive turns linked to the initial application, without the user having to expend additional energy.

Mirror Pain only reflects back damage that is successfully applied to its user. Any damage ignored or avoided by the user due to natural resistances or the effects of other Techniques is not applied to the aggressor.

Damage reflected keeps its same typing, any resistances to it applying as usual.

42

FEIGN DEATH (TECHNIQUE)

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

BASE

Technique Type: Combat, Specialty
Performance: Free Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour

An individual Feigning Death through the use of this Technique manages to influence their body in a way that nearly identically simulates the state of being dead. For all intents and purposes, their body does shut down completely, only a feint and nearly undetectable sliver of energy keeping their body from suffering damage by the lack of necessary bodily functions.

Traditional sensory cannot detect the energy harbored in the user’s body; only the use of specialized energy-detecting Techniques such as True Sight being able to detect it (and that’s only if individuals even suspect about using them in the first place).

The individual Feigning Death can view all that is around them almost like a form of astral projection, an area of up to 100ft, however, their actual spirit is not considered severed from their body during this state, and thus may not be seen by other spirits nor may it move freely. Likewise, the user may not view the spirit body of other subjects.

43

RESIST DEATH (TECHNIQUE)

A Technique that keeps the user both alive and conscious regardless of their remaining HP.

BASE

Technique Type: Combat, Specialty
Performance: Standard Action, Defensive Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

Resist Death maintains its user conscious and alive for as long as it is kept channeled regardless of their remaining HP. Resist Death can be utilized as a Defensive Action.

A Spirit Guide whose HP hits -20 while in their spiritual form can utilize Resist Death to temporarily prevent the link to their physical body from being severed as per base rules.

Resist Death prevents the user from falling unconscious only due to a drop in HP. It cannot be used to remain conscious due to other factors.

44

SELF-REGENERATION (TECHNIQUE)

A Technique used to restore one’s own health.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 Round
Restored HP: User's Potency

Starting with the turn it was activated on, the user heals an amount of HP equal to their Potency at the start of each turn until its channeling ceases.

UPGRADES

Quick Activation: Self-Regeneration can now be initiated as a Free Action. If this Technique is Modified, all other effects it might have cannot be initiated in this way.

45

MIRROR TECHNIQUE EFFECTS (TECHNIQUE)

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

BASE

Technique Type: Combat / Support
Performance: Standard Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: Same as the Mirrored Technique.

While channeling this Technique, any number of effects being applied by to the user by a someone else’s Technique are also applied on their owner, be them helpful or harmful. That being said, the owner has an opportunity to resist such effects with a Saving Throw of their own where applicable.

Mirror Effects does not mirror physical consequences that are related to impact and momentum, even if they are caused by direct consequence of the technique (for example, any Knockdown or Pushback caused by physically-oriented Techniques). Territory effects are also excluded from interacting with this technique.

When it comes to Instant and Lingering effects, the incoming technique’s effects can be mirrored on the owner even if they were resisted by the target, but they do indeed need to have at least prompted a Saving Throw or an immunity check.

Channeled effects are cancelled on both the target and their owner the moment the latter ceases channeling them.

46

DISPLACED CONTACT (TECHNIQUE)

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.

BASE

Technique Type: Combat / Specialty
Performance: Standard Action
Delivery: Self (For Activation), Selective (for actions performed during it, not for activation)*
Reach: 60ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

While it is being channeled, Displaced Contact allows any form of contact to be performed remotely, be that a gentle touch, a standard or energy imbued melee attack, or any Contact (delivery) technique. This form of contact it enables is extended to anything the user wields, meaning that strikes with weapons and similar gear can also be delivered with it.

Displaced Contact treats the target as if they were doing direct contact with either the user or the gear being used, so it is capable of transferring any special effects that either would normally transfer with direct contact.

Targets for contact are chosen as a free action. The user of this technique does so by focusing on visible targets within range. As a base feature, this technique can extend such contact to a single target, a number that can be increased through upgrades.

47

POLYMORPH (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Selective
Range: 50ft.
Effect type: Lingering
Duration Tier: S
Duration: 3 rounds
Saving Throw: User’s Potency vs Target’s Willpower.

When first acquiring this as a Technique or Modification, the player must select which harmless animal it will turn the target into. When being performed, the Saving Throw is only triggered if the target attempts to resist its effects.

Aside from whatever physical limitations come with being transformed into the chosen animal, a character’s Attacks, Guard, Deflection, and Resistance are temporarily reduced by 10.

Polymorphic hex does not change the size of its target. A large individual turned into a frog would still be roughly the same size, just now in the shape of a frog.

The transformation does not alter the individual’s brain composition (thus, it does not affect their intelligence), but they do not have proper vocal cords to communicate verbally. The affected individual also does not loose the ability to use Spirit/Demon Energy, although they may not perform Techniques whose typical requirements involve components that are not available as a consequence of the transformation.

48

INVISIBILITY (TECHNIQUE)

A Technique that makes its user visually undetectable.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

The selected target becomes Invisible for an amount of time equal to this Technique’s duration. Specifically, only the target’s Physical Body becomes Invisible, meaning their energy could still be perceived. Attacks and Techniques coming from the invisible individual treat their target as if they were Blinded.

UPGRADES

Touch of Invisibility: The user may now make that which he touches invisible. Aside from being useful to make allies invisible as well as to hide objects and traps, it can be also be used to make stealthy takedowns by disappearing the victim’s body as you attack. The invisibility only lasts for as long as contact is being made with the subject.

49

FUSION (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Contact
Effect Type: Lingering
Duration: Until dismissed, dispelled, or knocked-out.

Fused individuals have some pretty interesting advantages. Fist off, each of the fusion’s Skills, Sense, Potency, and Movement are those of the highest of the two fused individuals. Additionally, their fused self has access to both individuals’ Techniques, Class features, and Feats. As for turn order, if both subjects had already rolled for Initiative by the time the fusion happens, they act on the turn of the one who initiated the Technique.

Fusing does come with its downsides. Any damage done to the compounded subject is applied to both characters separately (if their fused body was damaged for 5 HP, then 5 HP is subtracted from both characters). In addition to that, Energy works in the same way, any expenditure of energy by the fused individual being used up from both characters’ separate energy pool. After separating, individuals who were fused also remain with any adverse effects and wounds they had whilst fused together, however, the same applies to any favorable effects.

When it comes to fusing with objects, the user gains the more prominent physical aspects and features of the object, gaining full control over them. Any physical hardness typically needed to be surpassed to damage the object (i.e., Damage Reduction) is now required to damage the individual. Many Circumstantial Bonuses and Actions may be available depending on which object they have fused with (these can be suggested by the player, along with any reasoning as to why it makes sense, but whether they are applied or not is left to the GM). An individual may only fuse with an object of roughly their same size or smaller. This size limitation can be increased with upgrades.

Fusion cannot typically be Modified.

UPGRADES

Object Size Upgrade: Increases the limit of how big an object the user may fuse with by 5ft. (Current: 50ft.)

50

ANIMATE OBJECT (TECHNIQUE)

A Technique that temporarily brings an object to life at the user’s command.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Size: Object of up to 30ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 3 minute (30 rounds)

Animated Objects are granted 10ft. of Movement, they only take simple instructions from the user, and are not proficient in combat, although they may attempt it with an Unarmed Attack of +1 per 5ft. in size, and a damage output of 1d4 per 5ft. in size for objects of a similar hardness to plastic, 1d6 per 5ft. in size  for wooden or dense rubber objects, 1d8 per 5ft. in size  for metals, and 1d10 per 5ft. in size for materials with a similar hardness to diamond.

Animate Object can be modified as if it were a Conjuration Technique, granting the object the unique effects typically only granted to Conjurations.

51

CALL WATER (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Full Round Action
Delivery: Self
Range: 100ft. (distance up to where water is summoned from) (not adapted by modifications)
Size: 200ft. radius (circulating supply kept around the user) (not adapted by modifications)
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

When the user activates this technique, they attract any amount of water within 100ft. of them with great force. Large amounts of water pulled in from natural sources rush towards the user like waves to a shore. In urban environments, water is pulled from pipes, tanks, hydrants, bottled products, or any other sources that might be present, typically busting many open in the process.

Water that makes contact with anyone around the user prompts Guard Saving Throws pinned against the user’s Potency (roll) to prevent subjects from becoming Downed.

All the water summoned around the user remains within a radius of 25ft. around them, ignoring any openings that would otherwise cause it to spill out or leave the area, an effect that remains for as long as the user continues to channel this technique.

52

TELEPORTATION (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Movement
Range: 200ft.
Effect type: Instant

Teleportation is a Technique feature which uses a turn’s Movement to transport the user’s body, instantly, from their current location to a newly selected location. Upon acquisition of the Technique, the player must designate whether they want the act of teleporting with this Technique to always cancel out any momentum the user might have during its use or not.

The teleporting individual roughly has a 50% chance of teleporting into an occupied space when doing so into an area which is outside their vision. Teleporting into solid material, such as a wall, cancels out the distance traveled and damages the user for 1/5 of their health.

53

SWAP (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 80ft.
Effect type: Instant
Saving Throw: User’s [Potency] vs Target’s [Willpower]

The two targets selected by the user of this Technique will instantly swap places with each other. If either subject attempts to resist the effects, they roll for Willpower pinned against the user’s Potency, with either being successful causing the Technique to fail. When opposed by both targets, the user only rolls for Potency once, the result being pinned against both target’s Willpower separately. Both targets must be within range of this Technique to be Swapped.

54

DISPLACEMENT (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Size: 120ft. radius.
Effect type: Instant
Saving Throw: User’s [Potency] vs Target’s [Willpower]

The selected target is instantly transported from their position within the Technique’s radius, which is centered on the user, to a newly selected position within it. The subject can resist these effects with a Willpower check pinned against the user’s Potency.

The act of Displacement can cancel out any momentum the target might have should the user wish to make it do so.

55

POCKET DIMENSION (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Selective
Range: 10ft.
Size: 30ft. radius
Effect Type: Lingering
Duration Tier (DT): H
Duration: 1 Hour

This Technique creates an opening to what’s called a pocket dimension, an amount of empty space that exists outside of traditional space.

The entrance to a pocket dimension can be put in thin air, but it can also be applied to objects with openings to transform that opening into its entrance. For example, in its base size, this can be used on a bag to create something akin to what is a bag of holding. If large enough, it can even function as a home or a base.

A Pocket Dimension retains everything it has in it, even after the gateway to it closes (the Technique’s duration runs out).

The entrance to a Pocket Dimension can be collapsed by its owner as a Standard Action, but they must be within range.

56

GRAVITY WELL (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 60ft.
Size: 5ft. radius per Potency
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

The strength of the pull from Gravity Well scales with the user’s Potency. Those that find themselves within the radius of Gravity Well’s force at the start of their turn (or next available action) must succeed in a Guard check pinned against the user’s Potency to prevent from being pulled towards the center or target designated as its center. This roll can only be performed in the first place if grounded (i.e. not in the air, and not swimming, that is, unless holding onto something fixed, etc.), and it receives a +5 bonus if the subject is within holds onto anything fixed, or they are significantly heavy themselves.

A subject that fails on this roll begins to be pulled towards the object in a fashion that varies in accordance to the result, left up to the GMs discretion. Likewise, a success may constitute simply managing to stay in place or even being allowed to slowly move away from it, depending on the degree of success.

When used on a subject instead of a location, it makes them the center of the well, potentially causing physical damage when objects or subjects crash into them. If any such damage is caused, it is equal to the strength of the gravity well, or in other words, the technique user's Potency.

57

APERTURE (TECHNIQUE)

A Technique capable of creating temporary openings on surfaces.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Size: Resolve: {5|10}ft. (max height, width, and depth)
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

The user selects a specific point on a surface on which a temporary aperture will manifest itself. Simply, it can be used to cross through walls and other types of layers. The surface selected cannot be part of a living entity.

If the selected surface is part of another individual’s Technique or Territory, the user’s Potency it pinned against the surface owner’s Potency to determine if it is successful.

Without having to expend additional Energy, the user may collapse the opening as a Standard Action. Subjects crossing through the opening at the time of its closing can potentially become stuck. In such cases, the opening neither crushes nor goes through the subject, it simply closes up to the point it makes contact with them.

58

ALTERNATE SPACE (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Full Round Action
Delivery: Self
Effect Type: Instant

Upon casting this Technique, the individual shifts into another layer of reality, one that overlaps with what is known to mortals as the “real world”. In this alternate space, minerals, the soil, and similar earthly features exist as they do in the “real world”, including those that have been constructed into buildings and pathways. While these features can be touched, they cannot, however, be moved or influenced in any way.

Elements such as water, fire, ice, and energy do not exist in this alternate world (lakes, for example, appear simply as large craters), although they can be conjured up through abilities, techniques, etc. Just as their “real world” counterparts, these summoned elements do not manifest  themselves on the other side.

When it comes to life-forms, this slice of reality is mostly barren— although that is ultimately left up to the GM’s discretion— but the flora that exist in the “real world” also simultaneously exists in this realm as well. With that being said, just like with earthly materials, although it can be touched, it cannot be moved in any way.

Techniques performed in this alternate space appear solely in alternate space, and cannot target individuals in the “real world” (and vise versa).

Any other user with this same technique feature— whether it is its base feature or a modification— ends up in this same layer of reality upon using it.

The energy of individuals in this realm can be sensed from the “real world”.

To return to the “real world”, the player must perform this Technique again.

59

CHECKPOINT (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Full Round Action (to create checkpoint)
Delivery: Self
Effect Type: Instant (Special)

On the round the user activates this Technique, they write down their current amount of HP, the remaining amount of turns on any Lingering effects, and other miscellaneous details of their current state. Afterwards, they choose within how many turns (up to a maximum of 3) they will revert back to this ‘checkpoint’. At the start of said turn, the user will immediately return to the state they were in, all except their current position & their currently remaining Energy, which are unaffected by the effects of this Technique. Channeled Techniques are interrupted by the 'time leap’ of Checkpoint, and the user’s own are also not considered re-initiated were they active at the chosen point.

For the effects of this Technique to revert the user to a past state, they must both be alive and conscious. Multiple checkpoints can be in effect at the same time, but they cannot be set to trigger during the same turn.

60

MUTE (TECHNIQUE)

Mute completely silences the area within its field.

BASE

Technique Type: Specialty / Support
Performance: Full Round Action
Delivery: Field
Range: 15ft. (selection of field’s center)
Size: up to 400ft. radius
Effect Type: Lingering
Duration Tier (DT): H
Duration: 1 hour

The user selects a location to manifest a 100ft. field in which sounds are unable to occur. Not only are sounds unable to happen within this Field, but external sounds that reach the edge of the field do not cross into it, making it so that absolutely everything within the field is 100% silent.

Those within Mute’s field are treated as Deafened.

Mute may only be Modified after permanently restricting the Field’s Size to 15ft. + Upgrades.

61

BLIND (TECHNIQUE)

A Technique that blinds its target.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 60ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 12 rounds
Saving Throw: User’s Potency VS Target’s Willpower

Blind simply applies the Blinded condition to its target if it fails its Saving Throw, a Willpower check pinned against the user’s Potency.

62

VERTIGO (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 60ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 5 minutes (50 rounds)
Saving Throw: User’s [Potency] vs Target’s [Willpower]

Targets successfully afflicted with Vertigo are treated as being under the ’Dizzy’ condition for its duration. While not lethal or awfully inhibiting, Vertigo’s effects along with its base duration can be a powerful tool to shut-down evasive and melee-oriented fighters.

63

FEAR (TECHNIQUE)

A Technique that utilizes the user’s Willpower to conjure up an overwhelming sensation of doom on its target.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 60ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 12 rounds
Saving Throw: User’s Willpower VS Target’s Willpower

The target of Fear rolls a Willpower check pinned against the user’s own Cunning. Those who fail their Saving Throw become Overwhelmed for its duration. Those affected have a 50% chance of running in away in fear rather than simply remaining in place overwhelmed.

64

PETRIFY (TECHNIQUE)

A Technique that was popularized by yokai such as gorgons, Petrify immobilizes its target by transforming them into stone or any other similar, hard substance.

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Wave (single target, see description)
Range: 45ft. long cone
Effect Type: Lingering
Duration Tier (DT): H
Duration: ∞
Saving Throw: User’s [Potency] VS Target’s [Resistance]

Petrify’s user selects a single target within the threatened cone to transform into stone. The target must roll a Resistance check pinned against the user’s Potency, a failure to resist the effects beginning the transformation process. Because Shockwave uses Wave for targeting purposes, it is not reflected or interrupted in the same manner other Wave Techniques would, although it can be Evaded.

The petrification process spans over several rounds, and starts from the bottom of their body moving upwards, on its first turn making it difficult to move due to solidifying feet, cutting that turn’s Movement in half. On its second turn, the process has reached the upper legs, preventing Movement (and thus Evasion as well) altogether, but still allowing actions performed by the upper body, although they may not easily target those behind them. On its third turn, petrification has reached the upper body, preventing the use of the torso and thus making many actions difficult to perform in the process. At this stage, most actions that can be performed take a -5 bonus on their rolls. On the afflicted’s 4th turn, their arms now become petrified, preventing all actions from being performed aside from those that can be done through the user’s head. On the 5th and final turn, the petrification process finishes transforming its target rock-solid.

Upon acquisition of this Technique, the user must select a fairly accessible substance that secretly reverses its effects, such as fire or salt. Additionally, Petrification can be reversed by Techniques such as Release, or by concentrating a total of 3 Energy charges on the afflicted over a span of 3 turns (the information that such an action would work is only available to those who succeed in a Deduce check with a DC of 20). Energy can typically be concentrated on a subject through the helper’s body, such as by laying their hands on the afflicted, without needing any special abilities or Techniques. That being said, any Technique or Special ability that extends the reach of one’s Energy can be used to perform the action from further away.

UPGRADE

Additional Target: 5

65

SLOW (TECHNIQUE)

A Technique Feature that slows down the general movement of those caught in it.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Field
Range: 30ft.
Size: 60ft. radius
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 2 minute (20 rounds)

The Slow Technique Feature forms a bubble in which all things inside are slowed down. This Slowing effect does not prompt a Saving Throw (unless it is applied as a Modification with a Delivery of Contact, Projectile, or Selective).

While under its effects, a subject’s Free Actions now require Standard Actions, Standard Actions require a Full Round actions, and Full Round Actions require 2 Full Round Actions.

An individual trying to cross it has their remaining Movement cut in half at the moment they step in the bubble. Likewise, Projectiles crossing it have their remaining distance cut in half, and suffer from a -5 on their result.

It would seem at first like Defensive Actions would be penalized, but despite being slower, they remain the same speed relative to incoming threats, which are slowed down just as much upon entering the bubble.

66

DARKNESS (TECHNIQUE)

A Technique that prevents nearly all light from travelling within a certain area, leaving nothing visible but darkness.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field
Range: 20ft.
Size: 100ft. radius
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 10 minutes (100 rounds)

When performing this technique, the user may choose themselves as the center of its area of effect, causing it to move along with them. Otherwise, they choose a specific point within range, creating a field of static darkness that prevents most from seeing within it.

Subjects within the field of darkness are considered Blinded, even when typically being able to see in darkness.

67

JINX (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 60ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 5 minutes (50 rounds)
Saving Throw: User’s [Potency] VS Target’s [Willpower]

For its duration, the Fortune Technique simply counts all of the target’s perfect rolls (the highest possible number for any dice being rolled) as a 1 instead.

68

BIND (TECHNIQUE)

A Technique that binds two targets in a way that prevents them from moving away from each other past a certain distance.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 60ft. (to cast)
Size: No more than 0ft. (distance targets may be away from each other)
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 20 rounds
Saving Throw: User’s Potency VS Target’s Willpower

This Technique binds two chosen targets within range of the target to each other, preventing them from being more than a certain distance away from each other. This distance is chosen by the Technique’s user, but can be no less than 15ft. unless upgraded. The bound targets must be either living or animated subjects, although objects can be targeted after acquiring the corresponding Upgrade.

Techniques such as Teleport and Swap fail if the bound subjects would be moved out of range of each other, but otherwise continue to function.

Subjects bound to each other feel they are pulled in by some invisible source when attempting to stay away from each other, an effect that otherwise takes whatever flavor the player designs for it. Subjects do not get pulled by this force in either direction, no matter the strength or force may be behind the other.

A falling subject may be suspended in place (mid-air) if continuing to fall would place them out of range.

UPGRADES

Bind to Object: The Technique can now be used on non-living or animated subjects.

69

LAUGHTER (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 60ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 12 rounds
Saving Throw: User’s Potency VS Target’s Will.

The user of this Technique first rolls for Potency and writes the number down, setting up the DC to beat by the Target’s Resistance in order combat the effects. The Target’s first Resistance roll determines if the Technique is successfully or not. If the Technique is not resisted, on every turn thereafter during which the Technique’s lingering effects are still active, the target rolls for Resistance at the start of their turn to see if they resist the individual effects from taking place. A success on those latter rolls does not cure the target from Laughter, it simply prevents the effects from taking place during that round.

The effects of Laughter are as follows:

1. On every turn that the effects are not resisted (which includes the turn it is induced), the subject cannot help but begin to laugh uncontrollably. Although they can still perform most of their usual actions, they do so with a penalty of -5.

2. On two consecutive turns under the effects, the subject is too busy laughing to be able to take any actions until their next turn other than Movement and Defensive Options.

3. On a third (and further) consecutive turn(s), the target can’t help but drop any held items, become Downed (see Conditions), and consume the entirety of their turn doing nothing but laughing.

70

FLIGHT (TECHNIQUE)

Allows the user to remain in flight for as long as they continue to maintain it with Energy.

BASE

Technique Type: Specialty / Support
Performance: Movement
Delivery: Self
Range: 180ft. (movement)
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 Minute

A pretty straightforward Technique, it allows the user to substitute their regular movement for flight. As with regular movement, the user may double it by using a Full Round Action.

UPGRADE

Graceful Flight: Evasion attempts performed during flight benefit froma +3 bonus.

71

LIGHT (TECHNIQUE)

A Technique primarily used to light up the area around the user.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field
Size: 60ft. radius.
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour

The user lights up the area within the Technique’s radius, its color predetermined upon acquisition.

Subjects that look directly at the light source from within 5ft., whether they are caught by surprise by it or not, have a 70% to become Blinded for 1 round.

72

SWIPE (TECHNIQUE)

An ability used to quickly and stealthily snatch possessions off of others.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Contact
Reach: +30ft
Effect Type: Instant

For this Technique to work, the user must have an idea of what it is that they’re attempting to swipe off of their target. The more information they have on the item, the more accurate the Technique is.

The moment they perform the Technique, the GM asks for the mental image the character has of the target item (color, size, shape, texture, etc). They then assign a percentile to the accuracy of the description, and roll the appropriate die to see if it is successful (typically a d10). A completely accurate description guarantees success.

Whether the Technique is successful or not is a separate matter from whether the targeted individual becomes aware of what’s happened or not. To determine so, the user rolls as if having performed an Energy Imbued Unarmed Attack (which represents the Technique’s execution). If it is lower than the target's Sense, they have become aware of what transpired. If it is higher, they remain unaware.

73

HALLUCINATION (TECHNIQUE)

While its effects are similar to illusion, Techniques with the hallucinatory feature have their visuals generated in the targets mind instead.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 5 minute (50 rounds)
Saving Throw: User’s [Potency] vs Target’s [Willpower]

The user of this Technique selects a target to bestow hallucinations on. The user’s Potency is pitted against the Target’s Willpower to determine if it applies its effects. Taking place within the target’s mind, the visuals and sounds conjured up by this Technique are crafted by the user upon performing it, with no limitations to its size and movement. The visuals feed off of the target’s own mind to remain animated and reactive, with no further action required by the Technique’s user to remain credible. The user of this Technique may not, however, exert any sort of manual control or change to the hallucinations after they have been bestowed.

74

ILLUSION (TECHNIQUE)

A Technique that conjures up visuals, for all to see.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Conjuration
Range: 100ft.
Size: 30ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User’s [Cunning] vs Target’s [Deduce]

The user of this Technique selects a location within range where a static illusion of their design will be conjured up. After it is conjured up, the user may move the illusion from its location by using a Standard Action.

When first spotted, the illusions prompt Deduce checks with a DC equal to the caster’s Cunning check. Those successful in their Deduce checks can see the illusions for what they are. Otherwise they are fooled until closer examination (which prompts another Cunning VS Deduce, the latter of which is now granted a +4 bonus), or until any interaction that clearly exposes them occurs.

UPGRADES

Animated: The illusions conjured up are now animated, granting a +4 bonus to the user’s Cunning check. The user may also control the sequence manually as a Standard Action, granting an additional +4 bonus to the Cunning check.

75

MANIFEST SOUND (TECHNIQUE)

Conjures up a custom sound on the select location.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field (Special)
Range: 30ft. (Conjuration Distance)
Size: 5ft. per Potency (Maximum distance traveled by sound)
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 Minute (10 rounds)

As a Base Technique Manifest Sounds conjures up sound which can be heard by those within range. The sound, crafted by the user, can be made to either play once or remain on loop.

When using this Technique to fool others, Manifest Sound prompts a Deduce roll pinned against the user’s Cunning to determine whether the target discerns its nature.

Manifest Sound can be modified by other Technique Features to make it apply effects on the subjects that listen to it, after prompting the appropriate Saving Throws. In this case, it behaves like a Field Technique, in the sense that those within range are affected by it. That being said, those who are within range but do not hear it are safe from the Modification’s effects (ex. those naturally incapable of hearing, Deafened subjects, those who successfully cover their hearing organs, etc). Any physical effects, however, cannot be avoided this way.

UPGRADES

Control Sound: If still within range of the location chosen for the sound, you may manually control it as a Standard Action rather than having it loop.

Sharp: The sound may now be made to resonate in such a way that it shatters glass. A Potency roll from the user is pinned against the DC required to shatter the glass.

76

DISGUISE (TECHNIQUE)

A Technique that changes the appearance of the user.

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour

Disguise allows the user to temporarily alter their look, from their attire to their bodily features. This all happens visually, not physically, the Energy around the user forming the disguise around them as a sort of illusion.

When performing this Technique to craft a disguise, the user rolls for Cunning. The result, which represents how well they crafted the disguise, is jotted down, and becomes the number pinned against all Deduce checks when attempting to fool others, avoid attention, intimidation attempts, etc.

UPGRADES

Touch of Physicality: The Energy around the user now hardens just enough to be able to interact with things physically, not being strong enough to for use in situations that require a strong amount of force, such as combat or sports, but enough to be able to grasp objects, shake hands, and such other minor things. This grants the user a +3 to the Cunning roll done to craft the disguise, and gives the user a larger variety of options when it comes to disguises, as they may now feign larger physical parts or ones not available to their species without the risk of them phasing through anything.

Vocal: The user can now alter their voice along with their disguise, including the mimicry of a specific individual’s voice, adding an additional +3 to the total of the Cunning roll done to craft the disguise.

77

TELEKINESIS (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Free Action
Delivery: Self
Reach: 100ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

Telekinesis simply allows the user to perform any of the typical physical actions available with a force equal to their Spirit Level/Demonic Force instead of their Physique. This includes, but is not limited to Guard, Deflections, Grapple attempts and Attacks. These actions, of course, continue to require the same parts of a turn that they always have, and like their standard counterparts, they may be given Energy to add Potency to their result.

On the Technique’s Notes box, this technique’s owner should pre-calculate the total of these actions’ formulas, with Spirit Level/Demonic Force being swapped in for Physique.

78

MIND READING (TECHNIQUE)

Simply, the user of this Technique can read the thoughts of those affected.

BASE

Technique Type: Specialty, Support
Performance: Standard Action
Delivery: Selective
Range: 100ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

As a Selective technique, the user picks a target whose thoughts they want to spy on. For as long as it is kept channeled, they can hear the thoughts that cross their target's mind as well as get a sense for the individual's current intentions.

Anyone who has somehow become aware of the Technique's effects can attempt to hide their thoughts through meditation; while silencing their own thoughts proves to be simple, hiding one's intentions requires a successful Willpower roll with a DC of 24 for each distinct train of thought or intended action.

While Mind Reading is active on a subject, Defensive Actions or Prepared Actions pinned against any avoidable actions incoming from said subject benefit from a +5 bonus, negated if the subject is successful on their Willpower roll to conceal their thoughts, if they get such a roll in the first place.

79

SIMPLE COMMAND (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Special (Audible Voice)
Range: Special (Audible)
Effect Type: Instant
Saving Throw: User’s Potency vs Target’s Willpower.

Simply, a single target commanded to perform an action will follow it should they not resist it through a Saving Throw. This command can include harmful things done to either their allies or themselves, although only a single action with a clear beginning and end can be commanded, not a series of actions nor the adoption of a stance nor an attitude.

An individual commanded to perform an action gets to reroll the technique’s Saving Throw for every additional turn the action has taken to complete, and as such, simpler and shorter commands tend to be more fruitful, especially on those of stronger will.

Multiple additional subjects can be made to follow a single command given by upgrading this technique.

UPGRADES

Unaware: The command issued is performed without the subject’s knowledge. Both the moment the command was give and the moment it is performed are not registered in the subject’s memory.

Additional Subject: +5 subject(s)

80

RAISE DEAD (TECHNIQUE)

A Technique that raises the dead and makes them follow the user’s orders.

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Selective
Range: 10ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 10 minutes (100 rounds)

Raise Dead is a Technique that targets the body of the deceased, using the user’s Energy to animate them temporarily, its actions being at the will of the Technique’s user. On their owner’s turn, they can be commanded as a Free Action.

A fresh corpse has the same Base Attributes it had while it belonged to a living being, except that its max HP is replenished only by half, and its Spirit Level/Demonic Level it adopts from the Technique’s user instead. Any corpse that has decayed significantly has half its original stats (Spirit Level/Demonic Level remains the same). As for Skills, it cannot use Cunning or Deduce, and its Willpower is equal to its master’s. An animated corpse does not have its own Energy, and cannot use any of the Technique’s that belonged to its owner (the corpses owner, not its current master), as those are tied to the individual’s spirit instead of their body. That being said, it may use any special qualities its body has, and it may also imbue its Attacks and Defensive Actions with Energy by using its master’s Energy (but to do so they must be within 50ft from them).

Raise Dead has a special Energy cost; instead of a single Energy charge, the Technique’s user pays an amount of Energy depending on the level of the character the corpse belonged to:

  • Lvl. 1-5: 1 Energy Charge
  • Lvl. 6-10: 2 Energy Charges
  • Lvl. 11-15: 3 Energy Charges
  • Lvl. 16-20: 4 Energy Charges
  • Lvl. 20+: 5 Energy Charges

Raise Dead can be used as if it were Steal Control (a Technique that changes the ownership of a conjuration, animated undead, and anyone who is being controlled against their will) when performed on undead being controlled by others. When doing so, the user attempting to do so must pay the same amount of Energy Charges in accordance to the level of the character the corpse belonged to, and they must roll for Willpower pinned against the current owner’s own Willpower roll, the victor keeping/stealing control of the targeted body. As with Steal Control, the Technique’s Duration is refreshed upon success.

When it comes to Modifications, this Technique is treated as if it were a Conjuration Technique, meaning the unique effects available to to conjurations are applied to the risen.

UPGRADES

HP Upgrade: +30 bonus HP on the risen corpse.

81

SEAL ACTION (TECHNIQUE)

Prevents the a target from using a specific action or Technique.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 100ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 15 rounds
Saving Throw: User’s [Potency] vs target’s [Resistance]

The user of this technique can prevent a target from using a specific type of action by successfully triumphing against their Saving Throw.

The actions the user may Seal are the following:

  • Unarmed fighting.
  • Attacking with a specific weapon.
  • Use of any of the following Skills: Guard, Deflection, Evasion, Cunning, Deduce
  • A specific technique. (The user must already have knowledge behind its nature, or have already witnessed one instance of it. Channeled techniques are interrupted upon being sealed, but lingering effects remain.)
  • The use of a special feature (such as one of the Yokai’s physical traits, or the Spirit Guide’s ethereal shift).
  • A Territory Master’s Territory.

More than one action can be sealed, but it must be done so individually.

82

TAG IN (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 60ft.
Effect type: Instant

The user of this technique switches positions and effects with the targeted ally. Any momentum either of the affected individuals had at the moment of a swap is preserved, allowing swap to be used creatively alongside combat options and other maneuvers that would benefit it or vise versa.

The transfer of effects is simple. All active effects, whether they are negative or positive are switched between the user and their target.

83

RESTORE HP (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Contact
Effect Type: Instant
Restored HP: 10d8 + Potency
Saving Throw: User’s Potency VS Target’s Willpower (If target resists)

As with any other Technique, the player gets to customize the exact science behind its effect, but mechanically, it accelerates the natural healing of one’s body. This means that Restore HP does indeed close up wounds, but it leaves scars, does not regrow any limbs that have been torn off (but does mend them back onto the body if held in place properly), and requires bones and other similar things to be adjusted in order to avoid deformation.

84

TRANSFER ENERGY (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Selective
Range: 20ft.
Effect Type: Instant
Saving Throw: User’s Potency vs Target’s Willpower (if resisted)

The user expends 1 Energy charge to transfer any amount of Energy from themselves to their target.

85

SACRIFICE (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 50ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 3 minutes (30 rounds)

The user selects a target within range to protect from incoming damage. All damage that is confirmed to be applied to the target is dealt to the user instead, so long as the Technique continues to be channeled.

UPGRADES

Improved Sacrifice: The user now also takes on the effects of afflictions or Techniques done to the person being protected. Saving Throws apply as usual.

86

MARK (TECHNIQUE)

A marked target is made more susceptible to a variety of specific actions.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 100ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

This Technique’s user marks a target with their Energy, which visually manifests itself in whichever way this Technique’s owner designates it as, making the target more susceptible to various actions performed by the Technique’s user and and their allies.

Attacks as well as Contact, Projectile, and Wave Techniques performed on a Marked target have a +3 bonus on their execution rolls (not their damage rolls nor rolls pinned against Saving Throws, etc). Deduce checks and Sense as well as other similar actions used to track Marked individuals also benefit from the +3 bonus.

UPGRADES

Trail: The Marked target leaves a trail of Energy which can be followed.

Roll Bonuses Upgrade: +3

87

TARGET (TECHNIQUE)

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

BASE

Technique Type: Combat, Support
Performance: Standard Action
Delivery: Selective
Range: 50ft.
Size: radius of 100ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User’s [Potency] VS Target’s [Willpower]

This Technique makes it so that any target selected for it attracts all Projectile Techniques towards them. If successful, all projectiles that are fired from within or that cross into the effect's radius (listed as 'Size') are treated as if under the effects of the Homing modification.

Aside from causing instances of friendly fire, Target can be used to ensure that all Projectile Techniques launched by the user of their allies cannot simply be evaded by the target.

Target can be used on any subject, but it cannot guarantee that Projectile Techniques will strike a particular part/area without the Precise Targeting Upgrade.

UPGRADES

Precise Targeting: Allows to select a particular part of the target’s body/surface where Projectile Techniques will strike.

88

REDUCE PRESENCE (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User’s Potency vs Target’s Willpower

Individuals, creatures, or automatons attempting to target the user must instead target any other of the user’s allies or conjurations unless they success in a Willpower roll pinned against the user’s Potency roll. If no alternate target is visibly present, they may instead target the user as intended.

If more than one individual from the same faction is being affected by Reduce Presence and both are the only remaining targets, an aggressor may choose from either one.

The user of Reduce Presence may still be targeted in creative ways, such as by Techniques that bounce from one target to another nearby target, or Wave and Field Techniques being used on adjacent targets.

89

FORTUNE (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 10 minutes (100 rounds)

For its duration, the Fortune Technique simply counts any 1’s rolled by the target as perfect rolls instead (the highest possible number for any dice being rolled).

90

TRANSFER EFFECT (TECHNIQUE)

The lingering effects of a Technique can be transferred from one character to another, be them favorable or unfavorable.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Saving Throw: User’s [Potency] vs Target’s [Willpower]

This Technique’s user targets one subject, transferring a single Lingering effect from them to another target. A subject attempting to resist the transfer, be them friend or foe, prompts this Technique’s Saving Throw. If both attempt to resist it, the User rolls for Potency once, pinning the same result against each of the targets’ Willpower rolls separately. An unsuccessful transfer maintains the lingering effects on its original target.

An effect’s duration remains unaffected after the transfer.

UPGRADES

Exchange: This upgrade allows the transferred effect to be exchanged for one affecting the receiving target.

91

STEAL CONTROL (TECHNIQUE)

A Technique that changes the ownership of conjurations, animated undead, and anyone who is being controlled against their will.

BASE

Technique Type: Specialty / Support
Performance: Full Round Action
Delivery: Selective
Range: 50ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 3 minutes (30 rounds)

Steal control allows you to target conjurations, risen undead, or any subjects who are under the control or ownership of another individual. It prompts opposed Willpower checks between the user and the current owner of the target, the victor keeping control of the subject.

A successful Steal Control refreshes any remaining time the original Technique had with its own.

92

BANISH (TECHNIQUE)

Banishes creatures, objects, or entities conjured by others.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 100ft.
Effect Type: Instant
Saving Throw: User’s [Willpower] VS Conjuration Owner’s [Willpower]

This Technique targets any subject that has been conjured up by a Technique, prompting opposed Willpower rolls between the user and the targeted conjuration’s owner. A successful banishment immediately removes the conjuration from play. A banishment does not trigger the effects of a conjuration set to go off upon the conjuration’s defeat (for example, a fiery explosion set to go off upon the defeat of a conjured fire elemental).

UPGRADES

Additional Target: +5

Sealed Banishment: The owner of the banished entity or object may not conjure up an object/entity of the same exact kind for 1 day.

93

REVERT (TECHNIQUE)

Reverts the target to its original, unmodified form.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 80ft.
Effect Type: Instant
Saving Throw: User’s Potency VS Target’s Potency

Used against the effects of transformative Techniques, Revert returns its target back to their original state. Revert can be used both as a way to remove unfavorable, form-altering effects, or to disarm the opponent of their newly advantageous modifications. When pinned against those who attempt to resist their effects, as well as objects modified by foes, opposed Potency rolls are prompted, a success on the user’s part allowing the effects to take place.

When revert is used on fused targets, it separates them. When performed on Yokai disguised in their human form, it reverts them to their original selves. It can also revert a Yokai from their True Form (or Second Form) back into their regular self.

94

PORTAL/GATEWAY (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Conjuration
Range: 10ft.
Size: 100ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 Minute (10 rounds)

The user conjures up two portals which are linked to each other through a dimensional tunnel, anything coming in from one exiting through the other. The location of conjuration is designated by performing a pre-designated gesture in two locations, and it is only when the location for the second portal has been selected that both are conjured up. Once active, the gateway remains up for as long as long as the user continues to channel it (they do not need to be within range of the portals to keep them active).

Traveling from one end to the other is a 2 turn process, requiring the use of Movement to enter the tunnel in one’s turn, and exiting through the other end of the tunnel at the start of the following turn, ready to act. The subject crossing the tunnel floats through it at a constant speed, regardless of any momentum they had coming in. While an individual is crossing through the tunnel, it is not collapsible/removable by Techniques, but any attempts to do so cause the target within them 2d10 damage.

This Technique can be modified by other features to affect how both entrances to the connecting tunnel or the tunnel itself behaves. For example, adding Password as a Modification to it can be used to make it so that the Portal only opens up to those who state the password, while adding Fear as a Modification can make it so that the journey though the tunnel is terrifying and applies Fear’s effects.

As with most other Techniques, the visual aspects are designed by the user upon acquisition, in this Feature’s case, the two portals and tunnel being the visually customizable aspects.

UPGRADES

No tunnel: anything going through one end of the gateway exits through the other immediately, requiring only the Movement of a single turn to cross through. Furthermore, the momentum of any subject going through them is preserved.

95

HASTEN (TECHNIQUE)

The target of this Technique is supernaturally sped up.

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Selective
Range: 40ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 15 rounds

Haste is a Technique that does several things depending on its target.

While it remains active on individuals, its primary effects are the following:
-The target’s Movement is doubled.
-The target may perform 1 extra attack with their Full Attack.
-The target’s Defensive Actions benefit from a +2 bonus.
-For each round, the duration of any Conditions, Techniques, or other effects affecting the target are treated as if 2 rounds had elapsed instead (not counting those of Hasten itself).
-The effects of any Conditions or Techniques that are applied on the target are treated as if 2 rounds had elapsed instead (i.e. the target is affected by 2 rounds worth of effects).
-Effects that would last for 1 round are resolved almost immediately, being advantageous in some cases (hindering effects, etc.) and disadvantageous in others (protective effects, etc.)
-The effects of any Channeled Techniques being performed by the target can be applied at double its rate (i.e. the user has the option to apply 2 rounds worth of Channeled effects. Naturally, the duration is reduced by the same amount).

While it remains active on objects or surfaces it’s primary effects are the following:
-For each round, the duration of any effects affecting the target are treated as if 2 rounds had elapsed instead.
-The speed at which the target carries out any of its processes is doubled.

UPGRADES

Greater Haste:

-Movement/speed is tripled instead of doubled.

-2 additional attacks with Full Attack instead of 1.

-3 rounds of effects and Channeled Techniques instead of 2.

-Defensive Actions benefit from +4 bonus.

96

TRUE SIGHT (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Free Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute

When True Sight is active, anything hidden or distorted by Spiritual/Demonic abilities or Techniques (such as InvisibilityEnergy Mine, or Smoke Screen) can be perceived by the user. Techniques which project visuals only meant for only specific subjects (such as Guide or Scribble) can also be perceived by the user.

When it comes to the sensing of Energy, it allows the perception of an individual’s Energy despite not having the required Sense, and it gives insight into the true level of an individual’s Spirit Level/Demonic Force, despite it being limited, masked, or faked by any Feat or Technique. When perceiving the Energy of a Technique whose specific effects aren’t evident, the user of True Sight gets a general feeling for what type of Technique it is.

True Sight also gives insight into a Yokai’s natural form, can see past disguises, and reveals the original state of anything that has been modified, has shapeshifted, or has been deformed.

Last but not least, True Sight allows the user to see despite being affected by conditions such as Blinded.

97

SPY (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Self
Range: 100km.
Size: 25ft. radius
Effect Type: Active Channeling
Duration Tier (DT): S
Duration: Aprox. 20 seconds (3 rounds)

For as long as it’s kept channeled, the user may look around the area as if they were present in it, being able to move their point of perception freely within a 25ft. radius area. If the target is an individual rather than a location, the central point of said area is the individual, and as so, it moves along with the target.

UPGRADES

Audio: The user may now also hear the surroundings, the central point of perception now also being the central point of auditory input.

98

TRACK (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft. (targeting purposes)
Effect Type: Lingering
Duration Tier (DT): M
Duration: 1 month

When within range, a target can be secretly marked by this Technique, allowing its user to manifest a path of Energy that leads to the target at any time. This path can only be perceived by the user of this Technique, and it typically forms a straight line to its target.

If affected by Techniques such as Obfuscate, the path typically distorts in such a way that it can’t be followed back to the user or it leads them into the wrong direction.

99

RUST (TECHNIQUE FEATURE)

A Technique used to quickly rust metals, primarily used for rendering traditional armaments futile, as well as for opening alternate paths.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Contact
Size: 5ft. per turn (area corroded)
Effect Type: Active Channeling
Damage: Special *
Saving Throw: User’s Potency VS Target’s Resistance *

Rust corrodes approximately 5ft. of metal per turn channeled. Any corroded metal can be easily shattered with sufficient force, and may often even break down on its own.

*Organisms composed of metal suffer a base of [1d12 + the user’s potency] damage for every turn they fail a Saving Throw against its effects.

100

BURN ENERGY (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Instant
Saving Throw: User’s [Potency] VS Target’s [Willpower]

The user of this Technique may choose to apply up to 3 of their own Energy to perform it, ridding their targets of an equal amount of Energy charges.

The targeted subject, however, may roll a Willpower Saving Throw pinned against the user’s Potency to resist the effects. If resisted, this Technique feature only consumes 1 Energy from the user.

UPGRADE

Current Max Energy Consumption: +15 Energy

101

MANIPULATE PLANT LIFE (TECHNIQUE)

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.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field
Size: 200ft. radius
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds
Saving Throw: User’s Potency VS Target’s Willpower *

Nearly all plant life within this technique’s radius obey the subconscious commands of this Technique’s user. Mechanically, an individual command is issued through a Standard Action, the first of which is performed alongside the activation of the Technique. Said command can be used on multiple of the same plant-life within range, but separate kinds of flora require additional commands.

Which actions can be performed by plant life are based on what type of plant it is (for example, roots and vines are primarily used for grapple and trip attempts), contested actions pinning a 1d20 roll that includes the user’s Potency vs the target’s relevant Saving Throw.

*Plant life based NPCs and creatures can also be commanded by this Technique, consuming their own turn. Said subjects are able to resist the effects on a turn by turn basis with a successful Willpower Saving Throw.

102

ALTER SURFACE (TECHNIQUE)

A Technique that allows the user to temporarily modify the properties of a surface.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 100ft.
Size: 100ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Surface Attribute: Resolve: {Hard|Soft|Slippery|Bouncy|Sticky|[Fire](https://yu-yu-hakusho-rpg.tumblr.com/post/184141137950/fire-modification)|[Ice](https://yu-yu-hakusho-rpg.tumblr.com/post/184141331485/ice-modification)|[Electric](https://yu-yu-hakusho-rpg.tumblr.com/post/184141425635/electric-modification)|[Holy](https://yu-yu-hakusho-rpg.tumblr.com/post/190301636275/holy-modification)|[Corrosive](https://yu-yu-hakusho-rpg.tumblr.com/post/679100197012439040/corrosive-modification)|[Jinx](https://yu-yu-hakusho-rpg.tumblr.com/post/184329604855/jinx-technique)|[Light](https://yu-yu-hakusho-rpg.tumblr.com/post/184102434695/light-technique)|[Hasten](https://yu-yu-hakusho-rpg.tumblr.com/post/184140514955/hasten-technique)|[Laughter](https://yu-yu-hakusho-rpg.tumblr.com/post/653841087437406208/laughter-technique)|[Slow](https://yu-yu-hakusho-rpg.tumblr.com/post/184138718660/slow-technique)|[Fear](https://yu-yu-hakusho-rpg.tumblr.com/post/184117869530/fear-technique)|[Pain](https://yu-yu-hakusho-rpg.tumblr.com/post/184103086310/pain-technique)|[Vertigo](https://yu-yu-hakusho-rpg.tumblr.com/post/184118773625/vertigo-technique)|[Blind](https://yu-yu-hakusho-rpg.tumblr.com/post/184119050525/blind-technique)|[Asphyxiate](https://yu-yu-hakusho-rpg.tumblr.com/post/184137727155/asphyxiate)|[Invisibility](https://yu-yu-hakusho-rpg.tumblr.com/post/184090675070/invisibility-technique)|[Fortune](https://yu-yu-hakusho-rpg.tumblr.com/post/184329418705/fortune)}

Alter Surface, upon acquisition, either grants a free Modification that consists of the properties that will be applied to the surface altered by the user (a chosen feature that must have a Duration, reducing Alter Surface’s base duration if of a shorter Duration Tier), or the user may choose a single property from the following list: Hard, Soft, Slippery, Bouncy, or Sticky.

Making contact with a surface under the Technique’s effects has varying effects depending on the chosen property, but the user’s Potency will always be a part of the roll to beat by any Saving Throw triggered by it, (i.e, the user’s potency is affecting exactly how slippery, sticky, bouncy a surface actually becomes). The negative effects bestowed by the surface prompt a Saving Throw on every turn  that the subject is making contact with it, only applying their effects during the rounds the subject fails to resist or avoid said them.

Modifications (d150)

d150 Result

1

Damaging Strike/Touch (Technique)

2

Damaging Projectile (Technique)

3

Damaging Wave (Technique)

4

Damaging Field (Technique)

5

Damage Over Time (Technique)

6

Channeled Damage (Technique)

7

Substitute (Technique)

8

Conjure Energy Armor (Technique)

9

Enhance Defenses (Technique)

10

Reflect (Technique)

11

Scatterguard (Technique)

12

Conjure Barrier (Technique)

13

Intangible (Technique)

14

Absorb and Release (Technique)

15

Tornado Spin (Technique)

16

Lightning Rod (Technique)

17

Bargain (Technique)

18

Halt Projectile (Technique)

19

Charge (Technique)

20

Rage (Technique)

21

Powered Jump (Technique)

22

Spirited Combat (Technique)

23

Restore HP (Technique)

24

Self-Regeneration (Technique)

25

Transfer Energy (Technique)

26

Refresh (Technique)

27

Calm (Technique)

28

Release (Technique)

29

Purify (Technique)

30

Enhance Technique (Technique)

31

Taunt (Technique)

32

Sacrifice (Technique)

33

Mark (Technique)

34

Extend Duration (Technique)

35

Target (Technique)

36

Share Ability (Technique)

37

Reduce Presence (Technique)

38

Share Perspective (Technique)

39

Fortune (Technique)

40

Drain HP (Technique)

41

Transfer Effect (Technique)

42

Copy Technique (Technique)

43

Transfer Energy (Technique)

44

Swipe (Technique)

45

Scribble (Technique)

46

Telepathic Link (Technique)

47

Whirlpool (Technique)

48

Gale (Technique)

49

Call Water (Technique)

50

Shockwave (Technique)

51

Sonic Blast (Technique)

52

Conjure Energy Weapon (Technique)

53

Conjure Creature (Technique)

54

Conjure Object (Technique)

55

Steal Control (Technique)

56

Banish (Technique)

57

Store (Technique)

58

Animate Object (Technique)

59

Fusion (Technique)

60

Revert (Technique)

61

Growth (Technique)

62

Invisibility (Technique)

63

Shrink (Technique)

64

Polymorph (Technique)

65

Malleable Body (Technique)

66

Spirited Combat (Technique)

67

Teleportation (Technique)

68

Swap (Technique)

69

Displacement (Technique)

70

Tag In (Technique)

71

Portal/Gateway (Technique)

72

Gravity Well (Technique)

73

Orbit (Technique)

74

Aperture (Technique)

75

Alternate Space (Technique)

76

Checkpoint (Technique)

77

Displaced Contact (Technique)

78

Asphyxiate (Technique)

79

Mute (Technique)

80

Blind (Technique)

81

Dizzy (Technique)

82

Obfuscate (Technique)

83

Pain (Technique)

84

Fear (Technique)

85

Petrify (Technique)

86

Slow (Technique)

87

Poison (Technique)

88

Jinx (Technique)

89

Bind (Technique)

90

Laughter (Technique)

91

Seal Action (Technique)

92

Flight (Technique)

93

Shadow Walk (Technique)

94

Hasten (Technique)

95

Surface Adhesion (Technique)

96

Afterimage (Technique)

97

Skate (Technique)

98

Light (Technique)

99

Scan (Technique)

100

True Sight (Technique)

101

Guide (Technique)

102

Spy (Technique)

103

Lie Detection (Technique)

104

Unlock (Technique)

105

Track (Technique)

106

Recording (Technique)

107

Supernatural Conversation (Technique)

108

Smoke Screen (Technique)

109

Energy Mine (Technique)

110

Mirror Pain (Technique)

111

Disguise (Technique)

112

Illusion (Technique)

113

Alarm (Technique)

114

Hallucination (Technique)

115

Manifest Sound (Technique)

116

Swipe (Technique)

117

Insert Memory (Technique)

118

Feign Death (Technique)

119

Mirror Technique Effects (Technique)

120

Darkness (Technique)

121

Telekinesis (Technique)

122

Mind Reading (Technique)

123

Simple Command (Technique)

124

Premonition (Technique)

125

Displaced Contact (Technique)

126

Raise Dead (Technique)

127

Resist Death (Technique)

128

Powerful Knockback (Modification)

129

Unstable Movement (Modification)

130

Indivertible (Modification)

131

Ally Immunity (Modification)

132

Insusceptible (Modification)

133

Homing (Modification)

134

Manual Control (Modification)

135

Passive Channeling (Modification)

136

Circumstantial Duration (Modification)

137

Delayed Effect (Modification)

138

Trigger (Modification)

139

Key (Modification)

140

Password (Modification)

141

Withhold Effect (Modification)

142

Powered By (Modification)

143

Bludgeoning (Modification)

144

Slashing (Modification)

145

Piercing (Modification)

146

Fire (Modification)

147

Ice (Modification)

148

Electric (Modification)

149

Aquatic (Modification)

150

Holy (Modification)