Specialty Technique Feature (d74)

Yu Yu Hakusho RPG: Remaining Memories

Returns a randomly chosen Specialty Technique Feature for use with other generators belonging to the Yu Yu Hakusho RPG: Remaining Memories campaign.

d74 Result

1

ABSORB AND RELEASE (TECHNIQUE)

2

INTANGIBLE (TECHNIQUE)

3

RELEASE (TECHNIQUE)

4

COPY TECHNIQUE (TECHNIQUE)

5

SWIPE (TECHNIQUE)

6

SCRIBBLE (TECHNIQUE)

7

WHIRLPOOL (TECHNIQUE)

8

GALE (TECHNIQUE)

9

CALL WATER (TECHNIQUE)

10

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"}

11

{% 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"}

12

STEAL CONTROL (TECHNIQUE)

13

BANISH (TECHNIQUE)

14

STORE (TECHNIQUE)

15

ANIMATE OBJECT (TECHNIQUE)

16

FUSION (TECHNIQUE)

17

REVERT (TECHNIQUE)

18

GROWTH (TECHNIQUE)

19

SHRINK (TECHNIQUE)

20

INVISIBILITY (TECHNIQUE)

21

POLYMORPH (TECHNIQUE)

22

MALLEABLE BODY (TECHNIQUE)

23

TELEPORTATION (TECHNIQUE)

24

SWAP (TECHNIQUE)

25

DISPLACEMENT (TECHNIQUE)

26

RECORDING (TECHNIQUE)

27

POCKET DIMENSION (TECHNIQUE)

28

GRAVITY WELL (TECHNIQUE)

29

ORBIT (TECHNIQUE)

30

APERTURE (TECHNIQUE)

31

ALTERNATE SPACE (TECHNIQUE)

32

CHECKPOINT (TECHNIQUE)

33

UNLOCK (TECHNIQUE)

34

MUTE (TECHNIQUE)

35

BLIND (TECHNIQUE)

36

VERTIGO (TECHNIQUE)

37

OBFUSCATE (TECHNIQUE)

38

SMOKE SCREEN (TECHNIQUE)

39

FEAR (TECHNIQUE)

40

PETRIFY (TECHNIQUE)

41

SLOW (TECHNIQUE)

42

DARKNESS (TECHNIQUE)

43

JINX (TECHNIQUE)

44

BIND (TECHNIQUE)

45

LAUGHTER (TECHNIQUE)

46

MIRROR TECHNIQUE EFFECTS (TECHNIQUE)

47

FLIGHT (TECHNIQUE)

48

SHADOW WALK (TECHNIQUE)

49

SURFACE ADHESION (TECHNIQUE)

50

AFTERIMAGE (TECHNIQUE)

51

SKATE (TECHNIQUE)

52

LIGHT (TECHNIQUE)

53

SCAN (TECHNIQUE)

54

FEIGN DEATH (TECHNIQUE)

55

INSERT MEMORY (TECHNIQUE)

56

SWIPE (TECHNIQUE)

57

HALLUCINATION (TECHNIQUE)

58

ILLUSION (TECHNIQUE)

59

MANIFEST SOUND (TECHNIQUE)

60

DISGUISE (TECHNIQUE)

61

TELEKINESIS (TECHNIQUE)

62

MIND READING (TECHNIQUE)

63

SIMPLE COMMAND (TECHNIQUE)

64

PREMONITION (TECHNIQUE)

65

DISPLACED CONTACT (TECHNIQUE)

66

RAISE DEAD (TECHNIQUE)

67

RESIST DEATH (TECHNIQUE)

68

DARKNESS (TECHNIQUE)

69

CONJURE BARRIER (TECHNIQUE)

70

BARGAIN (TECHNIQUE)

71

LIE DETECTION (TECHNIQUE)

72

RUST (TECHNIQUE FEATURE)

73

MANIPULATE PLANT LIFE (TECHNIQUE)

74

ALTER SURFACE (TECHNIQUE)