Result
{%if level == {Select}%}
Halibut the Trailer is an NPC you can add to any Yu Yu Hakusho campaign that is structured around a "home base", designed primarily for the Yu Yu Hakusho RPG: Remaining Memories setting.
At the start of every session that starts at the party's HQ, Halibut offers to teach the player character a new Feat, replacing any existing ones should they not be able to learn any additional ones.
When upgraded, Halibut increases the number of available feats per session from 3 to 5, while also allowing the player character to train in increasing one of their base attributes.
Characters may learn Feats they do not meet the prerequisites for, but the training costs them 2 additional Silver per missing Prerequisite Score.
{%end%}
{%if level == {Standard} or level == {Upgraded}%}
Feats
The current Feats that can be acquired through training.
Characters may learn Feats they do not meet the prerequisites for, but the training costs them 2 additional Silver per missing Prerequisite Score.
Learn Additional Feat [3 Silver] (+2 Silver per missing Prerequisite Score)
{%if level == {Upgraded}%}#### Exchange Existing Feat [2 Silver] (+2 Silver per missing Prerequisite Score){%end%}
Roll on "Feats"
::
Roll on "Feats"
::
Roll on "Feats"
{%if level == {Upgraded}%}
::
Roll on "Feats"
::
Roll on "Feats"
{%end%}
{%if level == {Upgraded}%}
Attribute Point [1 Gold]
Increase a Base Attribute through training. (Capped at 10 for each Attribute)
{%end%}
{%end%}
Subcharts
Feats (d87)
d87 | Result |
---|---|
1 |
Ankle Hunter: |
2 |
Anti-Air: |
3 |
Assassin: |
4 |
Ben’s Training: |
5 |
Calculated Sacrifice: |
6 |
Circling Offense: |
7 |
Combat Momentum: |
8 |
Crowd Control Expert: |
9 |
Improved Disarm: |
10 |
Relentless Assault: |
11 |
Shark: |
12 |
Sweeping Attack: A Sweeping Attack can also be used as a Trip attempt on multiple targets. |
13 |
Ghost Buster: |
14 |
Impulse Strike: |
15 |
Double-Edged Strength: |
16 |
Flurry: |
17 |
Judo: |
18 |
Knockout King: |
19 |
Sandman: |
20 |
Split Kick: |
21 |
Tornado Kick: A Tornado Kick can also be used as a Trip attempt on multiple targets. |
22 |
Resshūken |
23 |
Sweeper: |
24 |
Tasker’s Lock: |
25 |
Powerful Grapple: |
26 |
Pressure Point, Pain: |
27 |
Pressure Point, Vertigo: |
28 |
Pressure Point, Paralysis: |
29 |
Rocksteady: |
30 |
Rigid Defenses: |
31 |
Precision Parry: |
32 |
Dodger: |
33 |
Lightning Evasion: |
34 |
Improved Guard: |
35 |
Improved Deflection: |
36 |
Improved Evasion: |
37 |
Savior: 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. |
38 |
Punching Bag: |
39 |
Leg Artist: |
40 |
Tough Guy: |
41 |
Drunkard’s Defense: |
42 |
Powerful Counterfire: 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. |
43 |
Powerful Counterfield: |
44 |
Overwhelming Will: |
45 |
Combo Breaker: |
46 |
Miracle Step: |
47 |
Swimmer: |
48 |
Flash Movement: 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. |
49 |
Handstand Master: |
50 |
Messenger: |
51 |
Quick Enhancements: |
52 |
Reactionary Enhancements: |
53 |
Interruptible Channeling: |
54 |
Chained Channeling: |
55 |
Illusionist: |
56 |
Summoner: |
57 |
True Potency: |
58 |
Calculated Opening: |
59 |
Reactionary Opening: |
60 |
Positioning: |
61 |
Reckless Start: |
62 |
Explosive Start: |
63 |
Final Effort: |
64 |
Patient: |
65 |
Lie Detector: |
66 |
Approximate Damage: This feat can be taken more than once to grant additional uses per day. |
67 |
Know Thy Enemy: |
68 |
Trackless: Additionally, Deduce checks performed to track you suffer a -5 penalty, and spying or tracking Techniques targeting you will always fail. |
69 |
Defensive Instincts: |
70 |
Revealing Senses: |
71 |
Prepared Support: |
72 |
Commander: |
73 |
Hasty Expansion: |
74 |
Massive Influence: |
75 |
Quick Form: |
76 |
Skip Form: |
77 |
Adaptive Resistance: |
78 |
Fast Food: |
79 |
Additional Shift: |
80 |
Mounted Combat: |
81 |
Dual Wielding Proficiency: |
82 |
Multitasker: |
83 |
Demolitions Expert: |
84 |
Ranger: |
85 |
Trapmaster: |
86 |
Marathoner: |
87 |
Offering: |